<?xml version="1.0" encoding="utf-8"?>
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- phpMyAdmin XML Dump
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- Server version: 5.6.16
- PHP Version: 5.2.17
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<pma_xml_export version="1.0">
    <!--
    - Database: 'neogame'
    -->
    <database name="neogame">
        <!-- Table attackmodes -->
        <table name="attackmodes">
            <column name="id">1</column>
            <column name="strName">punch</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.6</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cuePunch</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModePunch.png</column>
            <column name="fMorale">0.05</column>
            <column name="strWieldPhrase">raises their fists, ready to fight</column>
            <column name="vAttackPhrases">swings at,jabs at,roundhouses,gut-punches</column>
        </table>
        <table name="attackmodes">
            <column name="id">2</column>
            <column name="strName">.308 rifle FMJ</column>
            <column name="strNotes"></column>
            <column name="nRange">80</column>
            <column name="fDamageCut">1.5</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles">4</column>
            <column name="nPenetration">2</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode308.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase">readies their .308 hunting rifle</column>
            <column name="vAttackPhrases">pops a shot off at,fires their .308 at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">3</column>
            <column name="strName">.308 rifle SP</column>
            <column name="strNotes"></column>
            <column name="nRange">80</column>
            <column name="fDamageCut">1</column>
            <column name="fDamageBlunt">1</column>
            <column name="strChargeProfiles">5</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode308.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase">readies their .308 hunting rifle</column>
            <column name="vAttackPhrases">pops a shot off at,fires their .308 at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">4</column>
            <column name="strName">scoped .308 rifle FMJ</column>
            <column name="strNotes"></column>
            <column name="nRange">95</column>
            <column name="fDamageCut">1.5</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles">4</column>
            <column name="nPenetration">2</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode308Scoped.png</column>
            <column name="fMorale">0.5</column>
            <column name="strWieldPhrase">peers through their scoped .308, lining up a shot at</column>
            <column name="vAttackPhrases">pops a shot off at,fires their .308 at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">5</column>
            <column name="strName">scoped .308 rifle SP</column>
            <column name="strNotes"></column>
            <column name="nRange">95</column>
            <column name="fDamageCut">1</column>
            <column name="fDamageBlunt">1</column>
            <column name="strChargeProfiles">5</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode308Scoped.png</column>
            <column name="fMorale">0.5</column>
            <column name="strWieldPhrase">peers through their scoped .308, lining up a shot at</column>
            <column name="vAttackPhrases">pops a shot off at,fires their .308 at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">6</column>
            <column name="strName">rifle butt</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.8</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AMode308Butt.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase">changes grip on their .308 hunting rifle, ready to bash</column>
            <column name="vAttackPhrases">thrusts the butt of their rifle at,swings the butt of their rifle at,hauls off with their rifle butt on</column>
        </table>
        <table name="attackmodes">
            <column name="id">7</column>
            <column name="strName">claw</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">1</column>
            <column name="fDamageBlunt">0.2</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClaws</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">blank.png</column>
            <column name="fMorale">0.5</column>
            <column name="strWieldPhrase">brandishes a set of nasty-looking claws, ready to tear at</column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">8</column>
            <column name="strName">meat cleaver</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">1.2</column>
            <column name="fDamageBlunt">0</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeCleaver.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">9</column>
            <column name="strName">monkey wrench</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">1.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeWrench.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">10</column>
            <column name="strName">stick</column>
            <column name="strNotes"></column>
            <column name="nRange">2</column>
            <column name="fDamageCut">0.2</column>
            <column name="fDamageBlunt">0.6</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeStick.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">11</column>
            <column name="strName">crowbar</column>
            <column name="strNotes"></column>
            <column name="nRange">2</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">1.1</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeCrowbar.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">12</column>
            <column name="strName">multitool blade</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.4</column>
            <column name="fDamageBlunt">0</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeMultitool.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">13</column>
            <column name="strName">Deltec LAR-10, high setting</column>
            <column name="strNotes"></column>
            <column name="nRange">120</column>
            <column name="fDamageCut">1.4</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles">6</column>
            <column name="nPenetration">3</column>
            <column name="nType">1</column>
            <column name="strSnd">cueLaser</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AModeLaserRifle.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">14</column>
            <column name="strName">Deltec LAR-10, low setting</column>
            <column name="strNotes"></column>
            <column name="nRange">120</column>
            <column name="fDamageCut">0.6</column>
            <column name="fDamageBlunt">0.2</column>
            <column name="strChargeProfiles">7</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueLaser</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AModeLaserRifle.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">15</column>
            <column name="strName">metal sauce pan</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.8</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModePot.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">16</column>
            <column name="strName">silence the rasping thing</column>
            <column name="strNotes"></column>
            <column name="nRange">0</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueChoke</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">-115x1.0,-116x1.0,-117x1.0,-118x1.0,119x1.0,115x1.0</column>
            <column name="strIMG">AModeHood.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">17</column>
            <column name="strName">grasp</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">1.5</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueGrasp</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">blank.png</column>
            <column name="fMorale">0.5</column>
            <column name="strWieldPhrase">reaches for</column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">18</column>
            <column name="strName">large stick</column>
            <column name="strNotes"></column>
            <column name="nRange">3</column>
            <column name="fDamageCut">0.2</column>
            <column name="fDamageBlunt">0.7</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeStickLarge.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">19</column>
            <column name="strName">glass bottle</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.2</column>
            <column name="fDamageBlunt">0.6</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">67x0.25</column>
            <column name="strIMG">AModeBottle.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">20</column>
            <column name="strName">shard</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.4</column>
            <column name="fDamageBlunt">0</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">67x0.85</column>
            <column name="strIMG">AModeGlassShard.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">21</column>
            <column name="strName">broken bottle</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.4</column>
            <column name="fDamageBlunt">0.1</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">67x0.15</column>
            <column name="strIMG">AModeBottleBroken.png</column>
            <column name="fMorale">0.35</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">22</column>
            <column name="strName">glass shiv</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.4</column>
            <column name="fDamageBlunt">0</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">67x0.05</column>
            <column name="strIMG">AModeGlassShiv.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">23</column>
            <column name="strName">simple bow w/broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">8</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowGreenwood.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">24</column>
            <column name="strName">simple bow w/crude piercing</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.1</column>
            <column name="strChargeProfiles">9</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowGreenwood.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">25</column>
            <column name="strName">simple bow w/crude broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">10</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowGreenwood.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">26</column>
            <column name="strName">compound bow w/broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">40</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">8</column>
            <column name="nPenetration">2</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowCompound.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">27</column>
            <column name="strName">compound bow w/crude piercing</column>
            <column name="strNotes"></column>
            <column name="nRange">40</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.1</column>
            <column name="strChargeProfiles">9</column>
            <column name="nPenetration">2</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowCompound.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">28</column>
            <column name="strName">compound bow w/crude broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">40</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">10</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowCompound.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">29</column>
            <column name="strName">arrow stab: broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeArrowStabBroad.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">30</column>
            <column name="strName">arrow stab: crude piercing</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.1</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeArrowStabPierceCrude.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">31</column>
            <column name="strName">arrow stab: crude broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeArrowStabBroadCrude.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">32</column>
            <column name="strName">thrown pebble</column>
            <column name="strNotes"></column>
            <column name="nRange">10</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">11</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeThrowPebble.png</column>
            <column name="fMorale">0.05</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">33</column>
            <column name="strName">thrown stone</column>
            <column name="strNotes"></column>
            <column name="nRange">10</column>
            <column name="fDamageCut">0.1</column>
            <column name="fDamageBlunt">0.6</column>
            <column name="strChargeProfiles">12</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeThrowStone.png</column>
            <column name="fMorale">0.1</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">34</column>
            <column name="strName">slung pebble</column>
            <column name="strNotes"></column>
            <column name="nRange">25</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles">11</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSling.png</column>
            <column name="fMorale">0.2</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">35</column>
            <column name="strName">slung stone</column>
            <column name="strNotes"></column>
            <column name="nRange">20</column>
            <column name="fDamageCut">0.2</column>
            <column name="fDamageBlunt">1.2</column>
            <column name="strChargeProfiles">12</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSling.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">36</column>
            <column name="strName">.38 revolver FMJ</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">1.2</column>
            <column name="fDamageBlunt">0.2</column>
            <column name="strChargeProfiles">13</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cuePistol</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode38Revolver.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">37</column>
            <column name="strName">.38 revolver JHP</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.6</column>
            <column name="strChargeProfiles">14</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cuePistol</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode38Revolver.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">38</column>
            <column name="strName">stone smash</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.1</column>
            <column name="fDamageBlunt">0.8</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeThrowStone.png</column>
            <column name="fMorale">0.1</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">39</column>
            <column name="strName">pistol whip</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.1</column>
            <column name="fDamageBlunt">0.7</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModePistolWhip.png</column>
            <column name="fMorale">0.1</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">40</column>
            <column name="strName">.45 pistol FMJ</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">1.2</column>
            <column name="fDamageBlunt">0.2</column>
            <column name="strChargeProfiles">15</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cuePistol</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode45Pistol.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">41</column>
            <column name="strName">.45 pistol JHP</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.6</column>
            <column name="strChargeProfiles">16</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cuePistol</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode45Pistol.png</column>
            <column name="fMorale">0.4</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">42</column>
            <column name="strName">12-gauge 00 buckshot</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">1.6</column>
            <column name="fDamageBlunt">1</column>
            <column name="strChargeProfiles">17</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode12GaugeShotgun.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">43</column>
            <column name="strName">12-gauge slug</column>
            <column name="strNotes"></column>
            <column name="nRange">60</column>
            <column name="fDamageCut">1.3</column>
            <column name="fDamageBlunt">1.3</column>
            <column name="strChargeProfiles">18</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode12GaugeShotgun.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">44</column>
            <column name="strName">sharpened spear stab</column>
            <column name="strNotes"></column>
            <column name="nRange">3</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSpearSharp.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">45</column>
            <column name="strName">sharpened spear throw</column>
            <column name="strNotes"></column>
            <column name="nRange">10</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">19</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSpearSharp.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">46</column>
            <column name="strName">hardened spear stab</column>
            <column name="strNotes"></column>
            <column name="nRange">3</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSpearHard.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">47</column>
            <column name="strName">hardened spear throw</column>
            <column name="strNotes"></column>
            <column name="nRange">10</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">20</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSpearHard.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">48</column>
            <column name="strName">broad spear stab</column>
            <column name="strNotes"></column>
            <column name="nRange">3</column>
            <column name="fDamageCut">1</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBlade</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSpearBroad.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">49</column>
            <column name="strName">broad spear throw</column>
            <column name="strNotes"></column>
            <column name="nRange">10</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">21</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueThrow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeSpearBroad.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">50</column>
            <column name="strName">hoof</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.7</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cuePunch</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">blank.png</column>
            <column name="fMorale">0</column>
            <column name="strWieldPhrase">raises their fists, ready to fight</column>
            <column name="vAttackPhrases">swings at,jabs at,roundhouses,gut-punches</column>
        </table>
        <table name="attackmodes">
            <column name="id">51</column>
            <column name="strName">flashlight</column>
            <column name="strNotes"></column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">0.7</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cuePunch</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeFlashlight.png</column>
            <column name="fMorale">0</column>
            <column name="strWieldPhrase">raises their fists, ready to fight</column>
            <column name="vAttackPhrases">swings at,jabs at,roundhouses,gut-punches</column>
        </table>
        <table name="attackmodes">
            <column name="id">52</column>
            <column name="strName">12-gauge 00 buckshot</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">1.6</column>
            <column name="fDamageBlunt">1</column>
            <column name="strChargeProfiles">17</column>
            <column name="nPenetration">0</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AModeSBS4.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">53</column>
            <column name="strName">12-gauge slug</column>
            <column name="strNotes"></column>
            <column name="nRange">60</column>
            <column name="fDamageCut">1.3</column>
            <column name="fDamageBlunt">1.3</column>
            <column name="strChargeProfiles">18</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AModeSBS4.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">54</column>
            <column name="strName">Anishinaabe bow w/broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">8</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowAnishinabe.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">55</column>
            <column name="strName">Anishinaabe bow w/crude piercing</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.1</column>
            <column name="strChargeProfiles">9</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowAnishinabe.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">56</column>
            <column name="strName">Anishinaabe bow w/crude broadhead</column>
            <column name="strNotes"></column>
            <column name="nRange">30</column>
            <column name="fDamageCut">0.8</column>
            <column name="fDamageBlunt">0.4</column>
            <column name="strChargeProfiles">10</column>
            <column name="nPenetration">1</column>
            <column name="nType">1</column>
            <column name="strSnd">cueBow</column>
            <column name="bTransfer">1</column>
            <column name="vAttackerConditions">0</column>
            <column name="strIMG">AModeBowAnishinabe.png</column>
            <column name="fMorale">0.3</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">57</column>
            <column name="strName">war club</column>
            <column name="strNotes"></column>
            <column name="nRange">2</column>
            <column name="fDamageCut">0</column>
            <column name="fDamageBlunt">1.2</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">0</column>
            <column name="nType">0</column>
            <column name="strSnd">cueClub</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">AModeWarClub.png</column>
            <column name="fMorale">0.28</column>
            <column name="strWieldPhrase"></column>
            <column name="vAttackPhrases"></column>
        </table>
        <table name="attackmodes">
            <column name="id">58</column>
            <column name="strName">4mm Gauss rifle AP</column>
            <column name="strNotes"></column>
            <column name="nRange">60</column>
            <column name="fDamageCut">1.5</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles">6,31</column>
            <column name="nPenetration">3</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode4mm.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase">peers through their Gauss rifle, lining up a shot at</column>
            <column name="vAttackPhrases">pops a shot off at,fires their Gauss rifle at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">59</column>
            <column name="strName">4mm Gauss rifle AP</column>
            <column name="strNotes">Drone Gauss rifle AP</column>
            <column name="nRange">180</column>
            <column name="fDamageCut">1.5</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">3</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode4mm.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase">peers through their Gauss rifle, lining up a shot at</column>
            <column name="vAttackPhrases">pops a shot off at,fires their Gauss rifle at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">60</column>
            <column name="strName">scoped 4mm Gauss rifle AP</column>
            <column name="strNotes"></column>
            <column name="nRange">75</column>
            <column name="fDamageCut">1.5</column>
            <column name="fDamageBlunt">0.5</column>
            <column name="strChargeProfiles">6,31</column>
            <column name="nPenetration">3</column>
            <column name="nType">1</column>
            <column name="strSnd">cueRifle</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions">211x1.0</column>
            <column name="strIMG">AMode4mmScoped.png</column>
            <column name="fMorale">0.6</column>
            <column name="strWieldPhrase">peers through their Gauss rifle, lining up a shot at</column>
            <column name="vAttackPhrases">pops a shot off at,fires their Gauss rifle at,takes a shot at,fires at</column>
        </table>
        <table name="attackmodes">
            <column name="id">61</column>
            <column name="strName">bite</column>
            <column name="strNotes">dog bite</column>
            <column name="nRange">1</column>
            <column name="fDamageCut">0.4</column>
            <column name="fDamageBlunt">0.1</column>
            <column name="strChargeProfiles"></column>
            <column name="nPenetration">1</column>
            <column name="nType">0</column>
            <column name="strSnd">cueBite</column>
            <column name="bTransfer">0</column>
            <column name="vAttackerConditions"></column>
            <column name="strIMG">blank.png</column>
            <column name="fMorale">0.25</column>
            <column name="strWieldPhrase">brandishes a set of nasty-looking claws, ready to tear at</column>
            <column name="vAttackPhrases"></column>
        </table>
        <!-- Table barterhexes -->
        <table name="barterhexes">
            <column name="id">1</column>
            <column name="nX">57</column>
            <column name="nY">194</column>
            <column name="bBuys">1</column>
            <column name="nRestockTreasureID">23</column>
        </table>
        <table name="barterhexes">
            <column name="id">2</column>
            <column name="nX">58</column>
            <column name="nY">192</column>
            <column name="bBuys">0</column>
            <column name="nRestockTreasureID">3</column>
        </table>
        <table name="barterhexes">
            <column name="id">3</column>
            <column name="nX">26</column>
            <column name="nY">102</column>
            <column name="bBuys">1</column>
            <column name="nRestockTreasureID">558</column>
        </table>
        <!-- Table battlemoves -->
        <table name="battlemoves">
            <column name="id">1</column>
            <column name="strID">90.35</column>
            <column name="strName">Fall Back Under Cover</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; falls back from &lt;them&gt; under cover.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Fall Back Under Cover
Move 1 space away from target, maintaining cover.
Must see target.
Low chance of tripping on terrain.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0],[339,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0],[159,4,0.5]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">137,151,-143,-144,-148,-145,-146,-192,-367,-390</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">2</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">2</column>
            <column name="strID">90.33</column>
            <column name="strName">Melee Attack</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; attacks &lt;them&gt;...and hits!</column>
            <column name="strFail">&lt;us&gt; tries to attack &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Melee Attack
Use current melee attack on target.
Must see target.
Low chance of making you vulnerable.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,1,1</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[140,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[147,0,0.2],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[156,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-158,-143,-144,-148,-145,-146,-390,-464</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">1</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">0</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.5</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">3</column>
            <column name="strID">90.32</column>
            <column name="strName">Take Cover</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; takes cover from &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Take Cover
Dive behind best cover terrain can provide.
Must be at least 1 space away from all enemies.
Low chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[137,0,0],[98,0,0],[339,0,0],[738,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-18,-137,151,-144,-145,-146,-367</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">0.5</column>
            <column name="fOrder">0.25</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">4</column>
            <column name="strID">90.22</column>
            <column name="strName">Sneak Towards</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; sneaks towards &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Sneak Towards 
Move 1 space closer to target while staying hidden.
Must see target, and target must not see you yet.
Low chance of tripping on terrain.
Low chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0],[739,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[138,0,0],[159,4,0.5]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-143,-144,-148,-145,-146,-190,-191,-367,-390</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">0</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.8</column>
            <column name="fDetect">0.25</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">2</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">5</column>
            <column name="strID">90.38</column>
            <column name="strName">Sneaky Retreat</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; sneaks out of battle from &lt;them&gt;.</column>
            <column name="strFail">&lt;us&gt; tries to sneak out of battle from &lt;them&gt;...but can't get away!</column>
            <column name="strPopUp">Sneaky Retreat 
Try to sneak out of battle without being seen.
Chance to move one space away from target if escape fails.
Must see target, and target must not see you yet.
Low chance of tripping on terrain.
Low chance of being detected if hidden.</column>
            <column name="vChanceType">0,7,0</column>
            <column name="vUsConditions">[142,0,0],[98,0,0],[739,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[159,4,0.5]</column>
            <column name="vUsFailConditions">[98,0,0],[739,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[139,7,0]</column>
            <column name="vUsPreConditions">-143,-144,-148,-145,-146,-190,-191,-367,-390,-725</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">0</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">0.25</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">6</column>
            <column name="strID">90.31</column>
            <column name="strName">Run!</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; runs from &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Run! 
Move 2-4 spaces away from target.
Must see target.
Removes cover.
Makes you vulnerable.
High chance of tripping on terrain.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[147,0,0],[155,0,0],[339,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0],[209,0,0],[209,7,0],[209,7,0],[159,4,2]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-66,-56,-55,-143,-144,-148,-145,-146,-190,-191,-367,-390,-464,-477</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">7</column>
            <column name="strID">90.28</column>
            <column name="strName">Advance</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; advances towards &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Advance 
Move 1 space closer to target.
Must see target.
Removes cover.
Chance of tripping on terrain.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[340,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[138,0,0],[159,3,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-56,-143,-144,-148,-145,-146,-192,-390</column>
            <column name="vThemPreConditions">-500</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.4</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">8</column>
            <column name="strID">90.36</column>
            <column name="strName">Advance Under Cover</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; advances towards &lt;them&gt; under cover.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Advance Under Cover 
Move 1 space closer to target, maintaining cover.
Must see target.
Low chance of tripping on terrain.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[138,0,0],[159,4,0.5],[497,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">137,151,-143,-144,-148,-145,-146,-192,-367,-390</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">2</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">9</column>
            <column name="strID">90.34</column>
            <column name="strName">Search</column>
            <column name="strNotes">non-drone</column>
            <column name="strSuccess">&lt;us&gt; searches for &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Search 
Scan area for hidden targets.
Must not see target yet.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[141,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,-148,-158,-725</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">0</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.5</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.55</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">10</column>
            <column name="strID">90.30</column>
            <column name="strName">Charge!</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; charges at &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Charge! 
Move 2-3 spaces towards target.
Must see target.
Removes cover.
Makes you vulnerable.
High chance of tripping on terrain.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[147,0,0],[155,0,0],[340,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[138,0,0],[138,0,0],[138,7,0],[159,4,2],[497,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-66,-56,-55,-143,-144,-148,-145,-146,-190,-191,-367,-390,-464,-477</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">2</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">11</column>
            <column name="strID">90.44</column>
            <column name="strName">Parry</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; parries &lt;them&gt;'s move.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Parry 
Parry target's next attack, making you much harder to hit.
Must be in melee range.
Must see target.
Chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[154,0,0],[155,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-188,-157,-158,-143,-144,-145,-146,-367,-390,-409,-464,-725,-858</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">3</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.65</column>
            <column name="fPriority">0.8</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">12</column>
            <column name="strID">90.45</column>
            <column name="strName">Kick</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; kicks &lt;them&gt; while they're down!</column>
            <column name="strFail">&lt;us&gt; tries to kick &lt;them&gt; while they're down...but misses!</column>
            <column name="strPopUp">Kick 
Kick target while they're down.
Chance to injure target, plus keep them fallen and force them to lose 1 turn.
Must be in melee range.
Must see target.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,1,2</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[75,0,0],[144,6,0.5],[152,0,0]</column>
            <column name="vPairConditions">[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-157,-158,-143,-144,-148,-145,-146,-190,-191,-367,-390,-464,-725,-858</column>
            <column name="vThemPreConditions">143,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.5</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">13</column>
            <column name="strID">90.42</column>
            <column name="strName">Roll Dodge</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; rolls from &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Roll Dodge
Roll from target, making you harder to hit.
Chance to move 1 space away from target.
Must see target.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[152,0,0],[153,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,7,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-157,-158,-66,-56,143,-144,-145,-146,-188,-192,-367,-390,-409,-464,-477</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.75</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">14</column>
            <column name="strID">90.46</column>
            <column name="strName">Pull Down</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; pulls &lt;them&gt; down to the ground!</column>
            <column name="strFail">&lt;us&gt; reaches for &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Pull Down 
Reach for target and attempt to throw off their footing.
Chance to injure target and knock them down.
Must be in melee range.
Must see target.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,1,1</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[68,0,0],[152,0,0]</column>
            <column name="vPairConditions">[491,0,0]</column>
            <column name="vUsFailConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[491,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,143,-144,-148,-145,-146,-367,-390,-409,-858</column>
            <column name="vThemPreConditions">-143,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.5</column>
            <column name="fPriority">0.5</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.85</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">15</column>
            <column name="strID">90.37</column>
            <column name="strName">Desperate Retreat</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; desperately retreats from &lt;them&gt;.</column>
            <column name="strFail">&lt;us&gt; desperately tries to retreat from &lt;them&gt;...but can't get away!</column>
            <column name="strPopUp">Desperate Retreat 
Move 1-2 spaces away from target and try to leave the battlefield, based on enemy numbers and proximities, movement rates, etc.
Must not be in melee range from any enemy.
Removes cover.
Makes you vulnerable.
High chance of tripping on terrain.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,7,0</column>
            <column name="vUsConditions">[142,0,0],[155,0,0],[-137,0,0],[339,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions">[-137,0,0],[147,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[209,0,0],[209,6,0.5],[159,4,2]</column>
            <column name="vUsPreConditions">-56,-66,-143,-144,-148,-145,-146,-190,-191,-367,-464,-725</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.75</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">16</column>
            <column name="strID">90.27</column>
            <column name="strName">Sneak Away</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; sneaks away from &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Sneak Away
Move 1 space away from target while hiding.
Must see target, and target must not see you yet.
Low chance of tripping on terrain.
Low chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0],[739,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0],[159,4,0.5]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-143,-144,-148,-145,-146,-190,-191,-367,-390</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">0</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.8</column>
            <column name="fDetect">0.25</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">2</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">17</column>
            <column name="strID">90.41</column>
            <column name="strName">Ranged Attack</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; attacks &lt;them&gt;...and hits!</column>
            <column name="strFail">&lt;us&gt; tries to attack &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Ranged Attack
Use current ranged attack on target.
Must see target.
Low chance of making you vulnerable.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,2,1</column>
            <column name="vUsConditions"></column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[140,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[147,0,0.2]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[156,0,0],[423,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-158,-144,-148,-145,-146</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">1</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.5</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">18</column>
            <column name="strID">90.40</column>
            <column name="strName">Get Up</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; gets up.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Get Up
Stand up from being prone.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-143,0,0],[155,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-158,143,-144,-145,-146,-192</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.25</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">19</column>
            <column name="strID">90.49</column>
            <column name="strName">Blind Attack</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; blindly lashes out...and hits!</column>
            <column name="strFail">&lt;us&gt; blindly flails about...but misses!</column>
            <column name="strPopUp">Blind Attack
Try to melee attack an unseen target.
Slim chance to hit target.
Must be in melee range.</column>
            <column name="vChanceType">0,1,0.1</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[140,0,0]</column>
            <column name="vUsFailConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[156,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,-143,-144,-148,-145,-146,-367</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">0</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">1</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">0</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.1</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">20</column>
            <column name="strID">90.47</column>
            <column name="strName">Melee Surge</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; launches a flurry of attacks at &lt;them&gt;...and hits!</column>
            <column name="strFail">&lt;us&gt; tries to launch a flurry of attacks at &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Melee Surge
Launch a flurry of melee attacks at target.
Chance to hit target 1-3 times, and stun them for 1 turn.
Automatically lose 1 turn.
Must be in melee range.
Must see target.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,1,0.5</column>
            <column name="vUsConditions">[144,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[144,0,0],[147,0,0]</column>
            <column name="vPairConditions">[140,0,0],[140,1,0.75],[140,1,0.75],[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[144,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[156,0,0],[156,0,0],[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,-143,-144,-148,-145,-146,-367,-390,-464,-858</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">2</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">0</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.4</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">10</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">21</column>
            <column name="strID">90.10</column>
            <column name="strName">Retreat</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; retreats from &lt;them&gt;.</column>
            <column name="strFail">&lt;us&gt; tries to retreat from &lt;them&gt;...but can't get away!</column>
            <column name="strPopUp">Retreat 
Try to leave the battlefield, based on enemy numbers and proximities, movement rates, etc.
Must be out of all enemies' ranges.
Removes cover.</column>
            <column name="vChanceType">0,7,0</column>
            <column name="vUsConditions">[142,0,0],[-137,0,0],[155,0,0],[339,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions">[-137,0,0],[155,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-143,-144,-148,-145,-146,-192,-725</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">1</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">2</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">22</column>
            <column name="strID">90.39</column>
            <column name="strName">Tackle Target</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; tackles &lt;them&gt;.</column>
            <column name="strFail">&lt;us&gt; tries to tackle &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Tackle Target
Dive at target, moving 1 space closer and trying to knock them down.
Chance to knock down target and make them lose 1 turn.
Automatically fall and lose cover.
Must see target.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,2,1</column>
            <column name="vUsConditions">[152,0,0],[-137,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[152,0,0],[144,0,0]</column>
            <column name="vPairConditions">[138,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[152,0,0],[-137,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[138,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,-66,-56,-55,-143,-144,-148,-145,-146,-192,-367,-390,-409,-464,-725</column>
            <column name="vThemPreConditions">-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">3</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.5</column>
            <column name="fPriority">0.4</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">1</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">23</column>
            <column name="strID">90.48</column>
            <column name="strName">Blast Away</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; unloads on &lt;them&gt;, pinning them down!</column>
            <column name="strFail">&lt;us&gt; unloads on &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Blast Away
Launch a volley of ranged attacks at target.
Chance to hit target 3 times, forcing them to take cover and suppressing them.
Must see target.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,2,0.75</column>
            <column name="vUsConditions"></column>
            <column name="vThemConditions">[148,0,0],[137,0,0],[737,0,0]</column>
            <column name="vPairConditions">[140,0,0],[140,0,0],[140,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[156,0,0],[156,0,0],[156,0,0],[423,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,-144,-148,-145,-146,-367</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">3</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.4</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">24</column>
            <column name="strID">90.29</column>
            <column name="strName">Fall Back</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; falls back from &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Fall Back
Move 1 space away from target.
Must see target.
Removes cover.
Chance of tripping on terrain.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[339,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0],[159,3,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-56,-143,-144,-148,-145,-146,-192,-390</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.4</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">25</column>
            <column name="strID">90.51</column>
            <column name="strName">Shoot Blindly</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; fires into the darkness...and hits!</column>
            <column name="strFail">&lt;us&gt; fires into the darkness...but misses!</column>
            <column name="strPopUp">Shoot Blindly
Use current ranged attack against an unseen target.
Slim chance to hit target.</column>
            <column name="vChanceType">0,2,0.1</column>
            <column name="vUsConditions">[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[140,0,0]</column>
            <column name="vUsFailConditions">[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[156,0,0],[423,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,-144,-148,-145,-146,-367</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">0</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">1</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.1</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">26</column>
            <column name="strID">90.43</column>
            <column name="strName">Dodge</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; dodges &lt;them&gt;'s move.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Dodge 
Dodge the target's next attack, making you harder to hit.
Chance to move 1 space away from target.
Must see target.
Chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[153,0,0],[155,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,7,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-157,-158,-66,-56,-143,-144,-145,-146,-190,-191,-367,-464</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.75</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">27</column>
            <column name="strID">90.50</column>
            <column name="strName">Blind Retreat</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; flees blindly.</column>
            <column name="strFail">&lt;us&gt; flees blindly.</column>
            <column name="strPopUp">Blind Retreat 
Choose a random direction, and run!
Removes cover.
Makes you vulnerable.
High chance of tripping on terrain.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,7,0</column>
            <column name="vUsConditions">[142,0,0],[155,0,0],[-137,0,0],[339,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions">[-137,0,0],[147,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[209,6,0.5],[209,6,0.5],[138,6,0.5],[138,6,0.5],[159,4,2]</column>
            <column name="vUsPreConditions">-143,-144,-148,-145,-146,-192,-725</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">0</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.3</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">28</column>
            <column name="strID">90.52</column>
            <column name="strName">Threaten</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; threatens &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Threaten
Raise weapon and threaten to use it.
Both you and target must see each other.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[208,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[491,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-188,-143,-144,-148,-145,-146,-367,-409,-464,-727</column>
            <column name="vThemPreConditions">-18,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">29</column>
            <column name="strID">90.53</column>
            <column name="strName">Sprint Away!</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; sprints away from the fray!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Sprint Away!
Move 3-5 spaces away from all visible targets.
Must see target.
Removes cover.
Makes you vulnerable.
High chance of tripping on terrain.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[147,0,0],[155,0,0],[339,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0],[209,0,0],[209,0,0],[209,7,0],[209,7,0],[159,4,2]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">52,-66,-56,-55,-143,-144,-148,-145,-146,-190,-191,-367,-390,-477</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.5</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">6</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">30</column>
            <column name="strID">90.54</column>
            <column name="strName">Lure</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; lures &lt;them&gt; into a trap!</column>
            <column name="strFail">&lt;us&gt; tries to lure &lt;them&gt; into a trap...but fails!</column>
            <column name="strPopUp">Lure
Try to use the environment against target.
Move 1 space away from target.
Chance to knock down target and make them lose 1 turn.
Chance to damage target.
Both you and target must see each other.
Makes you vulnerable.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[147,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[-137,0,0],[152,6,0.75],[144,6,0.75],[67,6,0.5],[68,6,0.5],[69,6,0.5],[75,6,0.5]</column>
            <column name="vPairConditions">[209,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[-137,0,0],[147,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[209,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">207,151,-188,-157,-158,-66,-56,-55,-143,-144,-148,-145,-146,-192</column>
            <column name="vThemPreConditions">-143,-144,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">4</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.15</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">31</column>
            <column name="strID">90.55</column>
            <column name="strName">Headbutt</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; head butts &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Headbutt
Headbutt the target.
Chance to injure target, knock them down, and force them to lose 1 turn.
Must be in melee range.
Target must not be fallen.
Must see target.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[75,6,0.5],[144,6,0.5],[152,6,0.5]</column>
            <column name="vPairConditions">[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">72,151,-157,-158,-143,-144,-148,-145,-146,-192,-195</column>
            <column name="vThemPreConditions">-143,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">32</column>
            <column name="strID">90.56</column>
            <column name="strName">Leg Trip</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; trips &lt;them&gt;!</column>
            <column name="strFail">&lt;us&gt; tries to trip &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Leg Trip
Try to trip the target.
Chance to knock down target.
Must be in melee range.
Must see target.
Both you and target must not be fallen.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,1,2</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[144,0,0],[152,0,0]</column>
            <column name="vPairConditions">[491,0,0]</column>
            <column name="vUsFailConditions">[147,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[491,0,0]</column>
            <column name="vUsPreConditions">50,151,-157,-158,-143,-144,-148,-145,-146,-190,-191</column>
            <column name="vThemPreConditions">-143,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">1</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">0</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">33</column>
            <column name="strID">90.57</column>
            <column name="strName">Create Obstacle</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; knocks some debris towards &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Create Obstacle
Knocks some debris, a log, or other item towards target.
Chance to make them lose 1 turn.
Chance to knock them down.
Chance to damage target.
Must see target.
Not always available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[143,6,0.5],[144,6,0.75],[67,6,0.5],[68,6,0.5]</column>
            <column name="vPairConditions">[491,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">60,151,-188,-157,-158,-66,-56,-55,-143,-144,-148,-145,-146,-192</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">4</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">34</column>
            <column name="strID">90.85</column>
            <column name="strName">Leap at Target</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; leaps onto &lt;them&gt;!</column>
            <column name="strFail">&lt;us&gt; tries to leap at &lt;them&gt;...but misses!</column>
            <column name="strPopUp">Leap at Target
Leap at target, moving 2 spaces closer and trying to knock them down.
Chance to knock down target and make them lose 1 turn.
Must see target.
Automatically lose cover.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,2,1</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[152,0,0],[144,0,0]</column>
            <column name="vPairConditions">[138,0,0],[138,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[-137,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[138,0,0],[138,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-157,-158,-66,-56,-55,-143,-144,-145,-146,-192,390</column>
            <column name="vThemPreConditions">-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">5</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.5</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">1</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">35</column>
            <column name="strID">90.86</column>
            <column name="strName">Trample</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; tramples &lt;them&gt; while they're down!</column>
            <column name="strFail">&lt;us&gt; tries to trample &lt;them&gt; while they're down...but misses!</column>
            <column name="strPopUp">Trample 
Trample the target while they're down.
Injures target, plus keeps them fallen and forces them to lose 1 turn.
Must be in melee range.
Must see target.
High chance of being detected if hidden.
Not always available.</column>
            <column name="vChanceType">0,1,2</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[75,0,0],[152,0,0]</column>
            <column name="vPairConditions">[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-157,-158,-143,-144,-148,-145,-146,-190,-191,390</column>
            <column name="vThemPreConditions">143,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">0</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.5</column>
            <column name="fPriority">0.5</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">36</column>
            <column name="strID">90.87</column>
            <column name="strName">Call Melonhead</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; started wailing for help!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Call Melonhead
Cry out to nearby melonheads for help.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[391,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,392,-804</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.05</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">37</column>
            <column name="strID">90.88</column>
            <column name="strName">Leap Away!</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; leaps away from &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Leap Away!
Move 2-3 spaces away from target.
Must see target.
Removes cover.
Makes you vulnerable.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[147,0,0],[155,0,0],[339,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0],[209,0,0],[139,7,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-66,-56,-55,-143,-144,-148,-145,-146,-190,-191,390</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">38</column>
            <column name="strID">90.89</column>
            <column name="strName">Check Body for Loot</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; checks &lt;them&gt;'s body for loot!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Check Body for Loot 
Check an unconscious body for any useful items, emptying them onto the ground.
Must be in melee range.
Must see target.
Same penalty as accessing inventory.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0],[158,0,0],[402,0,0],[738,0,0]</column>
            <column name="vThemConditions">[401,0,0]</column>
            <column name="vPairConditions">[497,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,-144,-145,-146,-188</column>
            <column name="vThemPreConditions">18,143,-367</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">1</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">0</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">0.5</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">39</column>
            <column name="strID">90.94</column>
            <column name="strName">Surrender to Target</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; offers their surrender to &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Surrender to Target

**CAUTION**

Drop all your items, and offer your surrender.
Both you and target must see each other.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[155,0,0],[400,0,0],[403,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,-144,-145,-146,-367,412</column>
            <column name="vThemPreConditions">-18,151</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.05</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">40</column>
            <column name="strID">90.92</column>
            <column name="strName">Demand Target's Surrender!</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; demands &lt;them&gt;'s surrender!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Demand Target's Surrender!
Demand target to drop all items and walk away.
Both you and target must see each other.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[404,0,0]</column>
            <column name="vPairConditions">[497,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,-188,-143,-144,-148,-145,-146,-367,-464,-727</column>
            <column name="vThemPreConditions">151,-18,-403,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">41</column>
            <column name="strID">90.91</column>
            <column name="strName">Accept Target's Surrender</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; accepts &lt;them&gt;'s surrender!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Accept Target's Surrender
Accept target's offer to surrender. Target drops all items and walks away.
Both you and target must see each other.
Target must have previously offered surrender.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[400,0,0],[-403,0,0],[142,0,0],[155,0,0],[339,0,0]</column>
            <column name="vPairConditions">[496,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,-145,-146,-367,-464,-727</column>
            <column name="vThemPreConditions">151,403,-18,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">1</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">1</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">42</column>
            <column name="strID">90.93</column>
            <column name="strName">Agree to Surrender</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; agrees to surrender to &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Agree to Surrender

**CAUTION**

Accept target's demand for surrender. Drop all your items, and leave battle.
Both you and target must see each other.
Target must have previously demanded surrender.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[400,0,0],[-404,0,0],[142,0,0],[155,0,0],[339,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[496,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,404,-145,-146,-367,-464,-727</column>
            <column name="vThemPreConditions">-18,151,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.1</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">43</column>
            <column name="strID">90.90</column>
            <column name="strName">Surrender to Target</column>
            <column name="strNotes">AI version</column>
            <column name="strSuccess">&lt;us&gt; offers their surrender to &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Surrender to Target
Drop all your items, and offer your surrender.
Both you and target must see each other.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[155,0,0],[400,0,0],[403,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,-144,-145,-146,-367,-412,-464,-727</column>
            <column name="vThemPreConditions">-18,151,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.05</column>
            <column name="fPriority">0.05</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">44</column>
            <column name="strID">90.95</column>
            <column name="strName">Steal Eyes</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; steals &lt;them&gt;'s eyes!</column>
            <column name="strFail">&lt;us&gt; tries to steal &lt;them&gt;'s eyes... but misses!</column>
            <column name="strPopUp">Steal Eyes
Steal target's eyes.
Must see target.
Low chance of making you vulnerable.
High chance of being detected if hidden.</column>
            <column name="vChanceType">0,1,1</column>
            <column name="vUsConditions">[155,0,0],[739,0,0]</column>
            <column name="vThemConditions">[460,0,0],[469,0,0]</column>
            <column name="vPairConditions">[470,0,0],[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions">[147,0,0.2],[155,0,0],[739,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions">[491,0,0],[491,0,0],[491,0,0]</column>
            <column name="vUsPreConditions">-188,-158,-143,-144,-148,-145,-146,464</column>
            <column name="vThemPreConditions">-460</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">3</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">0</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">1</column>
            <column name="fDetect">0</column>
            <column name="fOrder">0.85</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">1</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">45</column>
            <column name="strID">90.102</column>
            <column name="strName">Ditch Vehicle</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; ditches their vehicle!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Ditch Vehicle
Abandon vehicle, freeing you to run. Makes you harder to hit this turn.
Drops equipped vehicle onto the ground.
Must be using a vehicle that can be quickly discarded.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[489,0,0],[153,0,0],[155,0,0],[339,0,0],[738,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,488,-632,-643</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.6</column>
            <column name="fDetect">0.5</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">46</column>
            <column name="strID">90.23</column>
            <column name="strName">Offer to Talk</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; offers to talk with &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Offer to Talk
Offer to stop battle with target and begin talks.
If any combatants still want to fight, battle continues.
Distracts you for 1 turn.
Must see target.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[146,0,0],[155,0,0],[500,0,0],[506,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[496,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,151,-727</column>
            <column name="vThemPreConditions">-18,151,-506,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.3</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">1</column>
        </table>
        <table name="battlemoves">
            <column name="id">47</column>
            <column name="strID">90.103</column>
            <column name="strName">Offer Ceasefire</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; offers ceasefire to &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Offer Ceasefire
Offer to stop battle with target.
If any combatants still want to fight, battle continues.
Distracts you for 1 turn.
Must see target.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[146,0,0],[155,0,0],[498,0,0],[500,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[496,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,151,-727</column>
            <column name="vThemPreConditions">-18,151,-498</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.3</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">1</column>
        </table>
        <table name="battlemoves">
            <column name="id">48</column>
            <column name="strID">90.104</column>
            <column name="strName">Accept Ceasefire</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; accepts &lt;them&gt;'s ceasefire.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Accept Ceasefire
Accepts target's offer to stop battle.
If any combatants still want to fight, battle continues.
Must see target.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[500,0,0]</column>
            <column name="vThemConditions">[500,0,0]</column>
            <column name="vPairConditions">[496,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,151,-727</column>
            <column name="vThemPreConditions">151,498</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">1</column>
        </table>
        <table name="battlemoves">
            <column name="id">49</column>
            <column name="strID">90.61</column>
            <column name="strName">Reveal Self</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; reveals themselves to &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Reveal Self
Make yourself visible to target.
Target must not see you yet.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[155,0,0],[505,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-148,-145,-146,151</column>
            <column name="vThemPreConditions">-18</column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">0</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.05</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">1</column>
        </table>
        <table name="battlemoves">
            <column name="id">50</column>
            <column name="strID">90.7</column>
            <column name="strName">Accept Offer to Talk</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; accepts &lt;them&gt;'s offer to talk.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Accept Offer to Talk
Accept target's offer to talk.
If any combatants still want to fight, battle continues.
Must see target.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[499,0,0],[500,0,0]</column>
            <column name="vThemConditions">[499,0,0],[500,0,0]</column>
            <column name="vPairConditions">[496,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,151,-727</column>
            <column name="vThemPreConditions">151,506,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">1</column>
        </table>
        <table name="battlemoves">
            <column name="id">51</column>
            <column name="strID">90.105</column>
            <column name="strName">Radio DMC Drone</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; radioed for drone support fire!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Radio DMC Drone
Call in drone support fire.
Marks target as enemy of DMC if they don't stand down.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[559,0,0],[729,0,0],[737,0,0]</column>
            <column name="vThemConditions">[599,0,0]</column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,558,-729</column>
            <column name="vThemPreConditions">-18</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">52</column>
            <column name="strID">90.107</column>
            <column name="strName">Crawl Towards</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; crawls towards &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Crawl Towards
Move 1 space closer to target.
Must see target.
Chance of tripping on terrain.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0],[340,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[138,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">143,-144,-145,-146,-148</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.1</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">53</column>
            <column name="strID">90.108</column>
            <column name="strName">Crawl Away</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; crawls away from &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Crawl Away
Move 1 space away from target.
Must see target.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[98,0,0],[339,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[209,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">143,-144,-145,-146,-148</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.1</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">1</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">54</column>
            <column name="strID">90.109</column>
            <column name="strName">Advance</column>
            <column name="strNotes">Ignore ceasefire/talk version</column>
            <column name="strSuccess">&lt;us&gt; advances towards &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Advance 
Move 1 space closer to target.
Must see target.
Removes cover.
Chance of tripping on terrain.
Chance of being detected if hidden.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[155,0,0],[340,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[138,0,0],[159,3,0],[497,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-56,-143,-144,-148,-145,-146,-192,-390</column>
            <column name="vThemPreConditions">500</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.4</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.5</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">1</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">55</column>
            <column name="strID">90.110</column>
            <column name="strName">Exit Battle</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; leaves battle.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Exit Battle
Always succeeds.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[142,0,0],[155,0,0],[739,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">367,-367</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0</column>
            <column name="fDetect">0.25</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">56</column>
            <column name="strID">90.70</column>
            <column name="strName">Wait</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; waits.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Wait
Wait for one turn, doing nothing.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions"></column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">412</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">2</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">0</column>
            <column name="bPassive">1</column>
        </table>
        <table name="battlemoves">
            <column name="id">57</column>
            <column name="strID">90.111</column>
            <column name="strName">Retreat (Crawl)</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; crawls away from &lt;them&gt;.</column>
            <column name="strFail">&lt;us&gt; tries to crawl away from &lt;them&gt;...but can't get away!</column>
            <column name="strPopUp">Retreat (Crawl)
Try to leave the battlefield, based on enemy numbers and proximities, movement rates, etc.
Must be out of all enemies' ranges.
Removes cover.</column>
            <column name="vChanceType">0,7,0</column>
            <column name="vUsConditions">[142,0,0],[-137,0,0],[98,0,0],[339,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions">[-137,0,0],[98,0,0]</column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">143,-144,-148,-145,-146,192</column>
            <column name="vThemPreConditions">18</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">1</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.9</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">58</column>
            <column name="strID">90.120</column>
            <column name="strName">Radio DMC Drone</column>
            <column name="strNotes">(blind)</column>
            <column name="strSuccess">&lt;us&gt; radioed for drone support fire!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Radio DMC Drone
Call in drone support fire.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[559,0,0],[729,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-144,-145,-146,558,-729</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">0</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">59</column>
            <column name="strID">90.121</column>
            <column name="strName">Search</column>
            <column name="strNotes">drone</column>
            <column name="strSuccess">&lt;us&gt; searches for &lt;them&gt;.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Search 
Scan area for hidden targets.
Must not see target yet.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[141,0,0],[141,0,0],[141,0,0],[141,0,0],[141,0,0],[141,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-158,-143,-144,-148,-145,-146,725</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">0</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">1</column>
            <column name="fPriority">0.5</column>
            <column name="fDetect">1</column>
            <column name="fOrder">0.55</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">60</column>
            <column name="strID">90.127</column>
            <column name="strName">Vanish</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; vanishes from sight.</column>
            <column name="strFail"></column>
            <column name="strPopUp">Vanish from Sight
Disappears from battle without being seen.
Must see target.
</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[142,0,0],[98,0,0],[739,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-143,-144,-145,-146,-190,-191,-367,-390,-725,781</column>
            <column name="vThemPreConditions"></column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">0.25</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">1</column>
            <column name="bPosition">0</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">61</column>
            <column name="strID">90.128</column>
            <column name="strName">Exploit Weakness</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; finds a weakness in &lt;them&gt;!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Exploit Weakness
Seeks a weakness to exploit in target, helping future attacks against it.
Must see target.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions"></column>
            <column name="vThemConditions">[847,0,0]</column>
            <column name="vPairConditions"></column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-143,-144,-145,-146,-190,-191,-367,-390,-725,782</column>
            <column name="vThemPreConditions">-847</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">2</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.1</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">0.25</column>
            <column name="fOrder">0.8</column>
            <column name="fFatigue">0</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">62</column>
            <column name="strID">90.129</column>
            <column name="strName">Intimidate</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; goes absolutely berzerk with rage!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Intimidate
Explode with unbridled rage, scaring target.
Both you and target must see each other.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[848,0,0],[737,0,0]</column>
            <column name="vThemConditions"></column>
            <column name="vPairConditions">[491,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">-188,-143,-144,-145,-146,-727,782,-848</column>
            <column name="vThemPreConditions">-18,-727</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">-1</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.1</column>
            <column name="fPriority">0.2</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.15</column>
            <column name="fFatigue">1</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <table name="battlemoves">
            <column name="id">63</column>
            <column name="strID">90.130</column>
            <column name="strName">Lethal Trap</column>
            <column name="strNotes"></column>
            <column name="strSuccess">&lt;us&gt; lures &lt;them&gt; into a lethal trap!</column>
            <column name="strFail"></column>
            <column name="strPopUp">Lethal Trap
Leads target into a deadly situation, killing it.
Must be closer to target than 4 spaces.
Both you and target must see each other.
Rarely available.</column>
            <column name="vChanceType">0,0,0</column>
            <column name="vUsConditions">[-137,0,0],[147,0,0],[155,0,0],[737,0,0]</column>
            <column name="vThemConditions">[641,0,0]</column>
            <column name="vPairConditions">[491,0,0],[491,0,0]</column>
            <column name="vUsFailConditions"></column>
            <column name="vThemFailConditions"></column>
            <column name="vPairFailConditions"></column>
            <column name="vUsPreConditions">151,-157,-158,-56,-55,-143,-144,-148,-145,-146,-192,781</column>
            <column name="vThemPreConditions">-143,-144</column>
            <column name="nSeeThem">1</column>
            <column name="nSeeUs">1</column>
            <column name="bAllOutOfRange">0</column>
            <column name="bInAttackRange">0</column>
            <column name="nMinCharges">0</column>
            <column name="nMinRange">-1</column>
            <column name="nMaxRange">4</column>
            <column name="nAttackModeType">-1</column>
            <column name="vHexTypes"></column>
            <column name="fChance">0.05</column>
            <column name="fPriority">0.9</column>
            <column name="fDetect">2</column>
            <column name="fOrder">0.75</column>
            <column name="fFatigue">3</column>
            <column name="bApproach">0</column>
            <column name="bOffense">0</column>
            <column name="bFallBack">0</column>
            <column name="bRetreat">0</column>
            <column name="bPosition">1</column>
            <column name="bPassive">0</column>
        </table>
        <!-- Table camptypes -->
        <table name="camptypes">
            <column name="id">1</column>
            <column name="strDesc">any old spot on the ground</column>
            <column name="vImageList">ItmScavengeGrass01.png</column>
            <column name="aCapacities">34x26</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0</column>
            <column name="m_fVisibility">-0.05</column>
            <column name="WetTempAdjustMod">0</column>
            <column name="m_fHealPerHourMod">0</column>
            <column name="fSleepQuality">-0.26</column>
        </table>
        <table name="camptypes">
            <column name="id">2</column>
            <column name="strDesc">a 5x10 unit in a U-Stash-It self-storage facility</column>
            <column name="vImageList">ItmScavengeGarage01.png</column>
            <column name="aCapacities">17x26</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.04</column>
            <column name="fSleepQuality">-0.18</column>
        </table>
        <table name="camptypes">
            <column name="id">3</column>
            <column name="strDesc">the woods</column>
            <column name="vImageList">ItmScavengeForest01.png</column>
            <column name="aCapacities">22x26</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.4</column>
            <column name="WetTempAdjustMod">-3</column>
            <column name="m_fHealPerHourMod">0.005</column>
            <column name="fSleepQuality">-0.23</column>
        </table>
        <table name="camptypes">
            <column name="id">4</column>
            <column name="strDesc">a dense thicket of trees</column>
            <column name="vImageList">ItmScavengeForest01.png</column>
            <column name="aCapacities">15x20</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.4</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-5</column>
            <column name="m_fHealPerHourMod">0.01</column>
            <column name="fSleepQuality">-0.18</column>
        </table>
        <table name="camptypes">
            <column name="id">5</column>
            <column name="strDesc">a burned-out apartment</column>
            <column name="vImageList">ItmScavengeApt01.png</column>
            <column name="aCapacities">20x25</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.5</column>
            <column name="WetTempAdjustMod">-12</column>
            <column name="m_fHealPerHourMod">0.03</column>
            <column name="fSleepQuality">-0.14</column>
        </table>
        <table name="camptypes">
            <column name="id">6</column>
            <column name="strDesc">a ruined bungalow</column>
            <column name="vImageList">ItmScavengeHouse01.png</column>
            <column name="aCapacities">20x25</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.4</column>
            <column name="WetTempAdjustMod">-13</column>
            <column name="m_fHealPerHourMod">0.03</column>
            <column name="fSleepQuality">-0.14</column>
        </table>
        <table name="camptypes">
            <column name="id">7</column>
            <column name="strDesc">an abandoned IT office</column>
            <column name="vImageList">ItmScavengeOffice01.png</column>
            <column name="aCapacities">17x26</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.02</column>
            <column name="fSleepQuality">-0.17</column>
        </table>
        <table name="camptypes">
            <column name="id">8</column>
            <column name="strDesc">Exam Room 17</column>
            <column name="vImageList">ItmScavengeCryo01.png</column>
            <column name="aCapacities">17x26</column>
            <column name="nTreasureID">163</column>
            <column name="m_fAlertness">0.3</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.04</column>
            <column name="fSleepQuality">-0.18</column>
        </table>
        <table name="camptypes">
            <column name="id">9</column>
            <column name="strDesc">a burnt shell of a building</column>
            <column name="vImageList">ItmScavengeGBS01.png</column>
            <column name="aCapacities">15x20</column>
            <column name="nTreasureID">3</column>
            <column name="m_fAlertness">0.4</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-5</column>
            <column name="m_fHealPerHourMod">0</column>
            <column name="fSleepQuality">-0.18</column>
        </table>
        <table name="camptypes">
            <column name="id">10</column>
            <column name="strDesc">Clearbone Valley Basement</column>
            <column name="vImageList">ItmScavengeClearbone.png</column>
            <column name="aCapacities">17x26</column>
            <column name="nTreasureID">615</column>
            <column name="m_fAlertness">0.3</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.04</column>
            <column name="fSleepQuality">-0.18</column>
        </table>
        <table name="camptypes">
            <column name="id">11</column>
            <column name="strDesc">a pickup truck</column>
            <column name="vImageList">ItmScavengeCar03.png</column>
            <column name="aCapacities">15x20</column>
            <column name="nTreasureID">734</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.04</column>
            <column name="fSleepQuality">-0.12</column>
        </table>
        <table name="camptypes">
            <column name="id">12</column>
            <column name="strDesc">a hatchback</column>
            <column name="vImageList">ItmScavengeCar02.png</column>
            <column name="aCapacities">12x16</column>
            <column name="nTreasureID">735</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.04</column>
            <column name="fSleepQuality">0</column>
        </table>
        <table name="camptypes">
            <column name="id">13</column>
            <column name="strDesc">a full-size van</column>
            <column name="vImageList">ItmScavengeCar01.png</column>
            <column name="aCapacities">15x20</column>
            <column name="nTreasureID">735</column>
            <column name="m_fAlertness">0.2</column>
            <column name="m_fVisibility">-0.8</column>
            <column name="WetTempAdjustMod">-15</column>
            <column name="m_fHealPerHourMod">0.05</column>
            <column name="fSleepQuality">0.18</column>
        </table>
        <table name="camptypes">
            <column name="id">14</column>
            <column name="strDesc">open ground near a communal trash fire</column>
            <column name="vImageList">ItmScavengeSprawl01.png</column>
            <column name="aCapacities">20x25</column>
            <column name="nTreasureID">754</column>
            <column name="m_fAlertness">0.4</column>
            <column name="m_fVisibility">-0.5</column>
            <column name="WetTempAdjustMod">0</column>
            <column name="m_fHealPerHourMod">0</column>
            <column name="fSleepQuality">-0.36</column>
        </table>
        <!-- Table chargeprofiles -->
        <table name="chargeprofiles">
            <column name="nID">1</column>
            <column name="strName">nanomedkit electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">2</column>
            <column name="strName">nanomedkit refill</column>
            <column name="strItemID">94.1</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">3</column>
            <column name="strName">night vision goggles electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">1</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">4</column>
            <column name="strName">.308 rifle FMJ</column>
            <column name="strItemID">10.0</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">5</column>
            <column name="strName">.308 rifle SP</column>
            <column name="strItemID">10.1</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">6</column>
            <column name="strName">LAR-10 high setting</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">10</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">7</column>
            <column name="strName">LAR-10 low setting</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">4</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">8</column>
            <column name="strName">broadhead arrow</column>
            <column name="strItemID">10.4</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">9</column>
            <column name="strName">crude pierce arrow</column>
            <column name="strItemID">10.5</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">10</column>
            <column name="strName">crude broad arrow</column>
            <column name="strItemID">10.6</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">11</column>
            <column name="strName">pebble</column>
            <column name="strItemID">86.8</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">12</column>
            <column name="strName">stone</column>
            <column name="strItemID">86.9</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">13</column>
            <column name="strName">.38 pistol FMJ</column>
            <column name="strItemID">10.7</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">14</column>
            <column name="strName">.38 pistol JHP</column>
            <column name="strItemID">10.8</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">15</column>
            <column name="strName">.45 pistol FMJ</column>
            <column name="strItemID">10.9</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">16</column>
            <column name="strName">.45 pistol JHP</column>
            <column name="strItemID">10.10</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">17</column>
            <column name="strName">12-gauge 00 buckshot</column>
            <column name="strItemID">10.11</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">18</column>
            <column name="strName">12-gauge slug</column>
            <column name="strItemID">10.12</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">19</column>
            <column name="strName">sharp spear</column>
            <column name="strItemID">31.0</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">20</column>
            <column name="strName">hard spear</column>
            <column name="strItemID">31.1</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">21</column>
            <column name="strName">broad spear</column>
            <column name="strItemID">31.2</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">22</column>
            <column name="strName">flashlight electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">1</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">23</column>
            <column name="strName">laptop electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">60</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">24</column>
            <column name="strName">iSlab electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">10</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">25</column>
            <column name="strName">smartphone electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">5</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">26</column>
            <column name="strName">cellphone electricity</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">2</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">27</column>
            <column name="strName">1 electric charge per use</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">28</column>
            <column name="strName">gain 10 electric charges per hour</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">-10</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">29</column>
            <column name="strName">12 electric charge per use</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">12</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">30</column>
            <column name="strName">gain 40 electric charges per use</column>
            <column name="strItemID">10.3</column>
            <column name="fPerUse">-40</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">31</column>
            <column name="strName">4mm gauss rifle AP</column>
            <column name="strItemID">10.13</column>
            <column name="fPerUse">1</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">0</column>
        </table>
        <table name="chargeprofiles">
            <column name="nID">32</column>
            <column name="strName">200% XM54 cartridge used per day equipped</column>
            <column name="strItemID">40.0</column>
            <column name="fPerUse">0</column>
            <column name="fPerHour">0</column>
            <column name="fPerHourEquipped">0.08</column>
            <column name="fPerHex">0</column>
            <column name="bDegrade">1</column>
        </table>
        <!-- Table conditions -->
        <table name="conditions">
            <column name="id">1</column>
            <column name="strName"></column>
            <column name="strDesc"></column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">2</column>
            <column name="strName">Starved to death</column>
            <column name="strDesc">&lt;us&gt; starved to death.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">3</column>
            <column name="strName">Starving</column>
            <column name="strDesc">&lt;us&gt; is starving.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,m_fEncumberanceLimit,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.01,-0.001,-0.0002,-2,-45,0.2,-0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">4</column>
            <column name="strName">Malnourished</column>
            <column name="strDesc">&lt;us&gt; is weak with hunger.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,m_fEncumberanceLimit,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.005,-0.0005,-0.0001,-1,-25,-0.1,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">5</column>
            <column name="strName">Hungry</column>
            <column name="strDesc">&lt;us&gt; is hungry.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">6</column>
            <column name="strName">Blacking out</column>
            <column name="strDesc">&lt;us&gt; is blacking out from exhaustion.</column>
            <column name="aFieldNames">Asleep,fSleepQuality,m_fSleepAwareness</column>
            <column name="aModifiers">1,1,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">7</column>
            <column name="strName">Weary</column>
            <column name="strDesc">&lt;us&gt; is weary.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,BaseDetectionLevel,fFoodConsumptionRate,fWaterConsumptionRate,m_fMoraleHidden,m_fDefense,fSleepQuality,m_fSleepAwareness</column>
            <column name="aModifiers">-25,0.125,0.25,0.25,-0.3,-0.12,0.35,-0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">8</column>
            <column name="strName">Tired</column>
            <column name="strDesc">&lt;us&gt; is tired.</column>
            <column name="aFieldNames">BaseDetectionLevel,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">0.06,-0.15,-0.06</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">9</column>
            <column name="strName">Froze to death</column>
            <column name="strDesc">&lt;us&gt; froze to death.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">10</column>
            <column name="strName">Hypothermic</column>
            <column name="strDesc">&lt;us&gt; has severe hypothermia.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.01,-0.001,-0.0002,-2,-0.15,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">11</column>
            <column name="strName">Freezing</column>
            <column name="strDesc">&lt;us&gt; has moderate hypothermia.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.005,-0.0005,-0.0001,-1,-0.1,-0.02</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">12</column>
            <column name="strName">Shivering</column>
            <column name="strDesc">&lt;us&gt; is shivering.</column>
            <column name="aFieldNames">fSleepQuality,MinSafeTemp,MaxSafeTemp,m_fFatigueModifier</column>
            <column name="aModifiers">-0.35,-5,-5,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">13</column>
            <column name="strName">Heat exhaustion</column>
            <column name="strDesc">&lt;us&gt; is suffering from heat exhaustion.</column>
            <column name="aFieldNames">fWaterConsumptionRate,fSleepQuality,m_fMoraleHidden,m_fDefense,MinSafeTemp,MaxSafeTemp,fPassiveRewarmPerHour</column>
            <column name="aModifiers">0.5,-0.75,-0.1,-0.02,15,15,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">14</column>
            <column name="strName">Heat stroke</column>
            <column name="strDesc">&lt;us&gt; is dizzy with heat stroke.</column>
            <column name="aFieldNames">fMovesPerTurnModifier,fWaterConsumptionRate,m_fMoraleHidden,m_fDefense,MinSafeTemp,MaxSafeTemp,fPassiveRewarmPerHour</column>
            <column name="aModifiers">-2,1,-0.2,-0.05,15,15,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">15</column>
            <column name="strName">Organ failure due to heat stroke</column>
            <column name="strDesc">&lt;us&gt; suffered organ failure due to heat stroke.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">16</column>
            <column name="strName">Cryo facility multitool found</column>
            <column name="strDesc">The multitool at the cryo facility was found.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">17</column>
            <column name="strName">Merga Wraith already spawned</column>
            <column name="strDesc">The Merga Wraith already spawned.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">18</column>
            <column name="strName">Unconscious</column>
            <column name="strDesc">&lt;us&gt; is unconscious.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,fFoodConsumptionRate,fWaterConsumptionRate,m_fMorale,m_fDefense,MinSafeTemp,MaxSafeTemp</column>
            <column name="aModifiers">0.05,0.002,0.0002,-100,-0.5,-0.5,-1.0,-1,15,15</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">19</column>
            <column name="strName">Wearing light shirt</column>
            <column name="strDesc">&lt;us&gt; is wearing a light shirt.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-3.5,-3,-0.5</column>
            <column name="aEffects">ArmorWound=100,0.02,0.01;ArmorWound=111,0.02,0.01;ArmorWound=104,0.02,0.01;ArmorWound=105,0.02,0.01;ArmorWound=106,0.02,0.01;ArmorWound=107,0.02,0.01;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">20</column>
            <column name="strName">Wearing light pants</column>
            <column name="strDesc">&lt;us&gt; is wearing a pair of light pants.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-3.5,-6,-0.5</column>
            <column name="aEffects">ArmorWound=108,0.04,0.02;ArmorWound=114,0.04,0.02;ArmorWound=109,0.04,0.02;ArmorWound=115,0.04,0.02;ArmorWound=110,0.04,0.02;ArmorWound=116,0.04,0.02;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">21</column>
            <column name="strName">Wearing left shoe</column>
            <column name="strDesc">&lt;us&gt; is wearing a shoe on their left foot.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-1,0,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">22</column>
            <column name="strName">Wearing right shoe</column>
            <column name="strDesc">&lt;us&gt; is wearing a shoe on their right foot.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-1,0,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">23</column>
            <column name="strName">Cryo facility medkit found</column>
            <column name="strDesc">The medkit in the cryo facility was found.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">24</column>
            <column name="strName">Myopic</column>
            <column name="strDesc">&lt;us&gt; is suffering from nearsightedness.</column>
            <column name="aFieldNames">VisionRange,BaseDetectionLevel</column>
            <column name="aModifiers">-1,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">25</column>
            <column name="strName">Warmed by campfire</column>
            <column name="strDesc">&lt;us&gt; is warmed by a campfire, but also easier to spot.</column>
            <column name="aFieldNames">MinSafeTemp,m_fVisibility,m_fScent,LightLevel</column>
            <column name="aModifiers">-40,0.5,1,0.8</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">26</column>
            <column name="strName">Visited Seven Gables Upstairs</column>
            <column name="strDesc">&lt;us&gt; already visited the upstairs of Seven Gables.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">27</column>
            <column name="strName">Haunted by the entity of Seven Gables Road</column>
            <column name="strDesc">&lt;us&gt; is haunted by the entity that dwelled at Seven Gables Road.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">28</column>
            <column name="strName">Wearing visitor pass</column>
            <column name="strDesc">&lt;us&gt; is wearing a megacity visitor pass.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">29</column>
            <column name="strName">Hatter introduced</column>
            <column name="strDesc">&lt;us&gt; was introduced to Hatter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">30</column>
            <column name="strName">Parched</column>
            <column name="strDesc">&lt;us&gt; is weak with thirst.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,m_fEncumberanceLimit,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.005,-0.0005,-0.0001,-1,-25,-0.1,-0.02</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">31</column>
            <column name="strName">Dehydrated</column>
            <column name="strDesc">&lt;us&gt; is dying of thirst.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fMovesPerTurnModifier,m_fEncumberanceLimit,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.01,-0.001,-0.0002,-2,-45,-0.2,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">32</column>
            <column name="strName">Died of dehydration</column>
            <column name="strDesc">&lt;us&gt; died of dehydration.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">33</column>
            <column name="strName">Ate soup</column>
            <column name="strDesc">&lt;us&gt; ate a can of Chef Yummy &quot;Creamy Crumb&quot; condensed soup.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-4,-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">34</column>
            <column name="strName">Magnifying optics equipped</column>
            <column name="strDesc">&lt;us&gt; is using an optical magnification device.</column>
            <column name="aFieldNames">VisionRange,BaseDetectionLevel</column>
            <column name="aModifiers">1,-0.125</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">35</column>
            <column name="strName">Eagle eye</column>
            <column name="strDesc">&lt;us&gt; can see distant objects better than most people.</column>
            <column name="aFieldNames">VisionRange,BaseDetectionLevel</column>
            <column name="aModifiers">1,-0.125</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">36</column>
            <column name="strName">Drank water</column>
            <column name="strDesc">&lt;us&gt; drank some water.</column>
            <column name="aFieldNames">fWaterDebt</column>
            <column name="aModifiers">-4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">37</column>
            <column name="strName">Wearing heavy shirt</column>
            <column name="strDesc">&lt;us&gt; is wearing a heavy shirt.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-12,-9,-1.5</column>
            <column name="aEffects">ArmorWound=100,0.1,0.05;ArmorWound=111,0.1,0.05;ArmorWound=102,0.1,0.05;ArmorWound=112,0.1,0.05;ArmorWound=103,0.1,0.05;ArmorWound=113,0.1,0.05;ArmorWound=104,0.1,0.05;ArmorWound=105,0.1,0.05;ArmorWound=106,0.1,0.05;ArmorWound=107,0.1,0.05;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">38</column>
            <column name="strName">Wearing a coat</column>
            <column name="strDesc">&lt;us&gt; is wearing a warm coat.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-42,-15,-2.5</column>
            <column name="aEffects">ArmorWound=100,0.3,0.1;ArmorWound=111,0.3,0.1;ArmorWound=102,0.3,0.1;ArmorWound=112,0.3,0.1;ArmorWound=103,0.3,0.1;ArmorWound=113,0.3,0.1;ArmorWound=104,0.3,0.1;ArmorWound=105,0.3,0.1;ArmorWound=106,0.3,0.1;ArmorWound=107,0.3,0.1;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">39</column>
            <column name="strName">Ate crackers</column>
            <column name="strDesc">&lt;us&gt; ate a packet of crackers.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-1,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">40</column>
            <column name="strName">Cholera</column>
            <column name="strDesc">&lt;us&gt; contracted cholera.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">41,65,66</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">41</column>
            <column name="strName">Cholera 2</column>
            <column name="strDesc">&lt;us&gt; feels nauseous, and has uncontrollable bouts of vomiting and diarrhea.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.01,-0.05,2.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">42,65,66</column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.8</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">42</column>
            <column name="strName">Cholera 3</column>
            <column name="strDesc">&lt;us&gt;'s diarrhea and vomiting has worsened. &lt;us&gt;'s skin is starting to take on a bluish tint.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.01,-0.15,5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">43</column>
            <column name="strName">Died of cholera</column>
            <column name="strDesc">&lt;us&gt; died of cholera.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">44</column>
            <column name="strName">Ate Gelli Bears</column>
            <column name="strDesc">&lt;us&gt; ate some Gelli Bears.</column>
            <column name="aFieldNames">fFoodDebt</column>
            <column name="aModifiers">-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">45</column>
            <column name="strName">Ate Blinkies</column>
            <column name="strDesc">&lt;us&gt; ate a packet of French-Made &quot;Blinkies&quot; snack cakes.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-3,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">46</column>
            <column name="strName">Ate ketchup</column>
            <column name="strDesc">&lt;us&gt; ate a packet of ketchup.</column>
            <column name="aFieldNames">fFoodDebt</column>
            <column name="aModifiers">-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">47</column>
            <column name="strName">Took a pink pill.</column>
            <column name="strDesc">&lt;us&gt; took a pink pill.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">48</column>
            <column name="strName">Gastroenteritis</column>
            <column name="strDesc">&lt;us&gt; contracted gastroenteritis.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">49,65</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.5</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">49</column>
            <column name="strName">Gastroenteritis</column>
            <column name="strDesc">&lt;us&gt;'s stomach feels awful, and is having diarrhea.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.002</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">50</column>
            <column name="strName">Skilled in hand-to-hand combat</column>
            <column name="strDesc">&lt;us&gt; is skilled in hand-to-hand combat. Melee weapons are more effective and degrade slower.</column>
            <column name="aFieldNames">m_fDefense,m_fMorale,AttDmgMult</column>
            <column name="aModifiers">0.2,0.3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">51</column>
            <column name="strName">Skilled in tracking</column>
            <column name="strDesc">&lt;us&gt; is skilled in obscuring the trail they leave behind and tracking others.</column>
            <column name="aFieldNames">m_fTrackingThreshold,m_fScent</column>
            <column name="aModifiers">-3,-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">52</column>
            <column name="strName">Athletic</column>
            <column name="strDesc">&lt;us&gt; is athletic, and can move with less fatigue.</column>
            <column name="aFieldNames">m_fFatigueModifier,m_fMoveReserve,m_fDefense,m_fMorale,m_fMoveReserveRemaining</column>
            <column name="aModifiers">-0.5,2,0.1,0.15,2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">53</column>
            <column name="strName">Skilled in medicine</column>
            <column name="strDesc">&lt;us&gt; is skilled in medical procedures, which increases rate of recovery from wounds.</column>
            <column name="aFieldNames">m_fHealPerHourMod</column>
            <column name="aModifiers">.04</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">54</column>
            <column name="strName">Burdened</column>
            <column name="strDesc">&lt;us&gt; is carrying a moderate load, and their movement rate is slower. &lt;us&gt; also fatigues faster.</column>
            <column name="aFieldNames">fMovesPerTurnModifier,m_fFatigueModifier,m_fDefense,m_fMoveReserve</column>
            <column name="aModifiers">-1,0.5,-0.05,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">55</column>
            <column name="strName">Struggling</column>
            <column name="strDesc">&lt;us&gt; is carrying a heavy load, and their movement rate is much slower. &lt;us&gt; also fatigues much faster.</column>
            <column name="aFieldNames">fMovesPerTurnModifier,m_fFatigueModifier,m_fDefense,m_fMoveReserve</column>
            <column name="aModifiers">-3,1.0,-0.1,-3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">56</column>
            <column name="strName">Overloaded</column>
            <column name="strDesc">&lt;us&gt; is carrying too much weight, and unable to move.</column>
            <column name="aFieldNames">fMovesPerTurnModifier,m_fDefense,m_fMoveReserve</column>
            <column name="aModifiers">-100,-1.0,-5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">57</column>
            <column name="strName">Night Vision</column>
            <column name="strDesc">&lt;us&gt; is able to see almost normally at night.</column>
            <column name="aFieldNames">MinLightLevel</column>
            <column name="aModifiers">-0.4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">58</column>
            <column name="strName">Fast metabolism</column>
            <column name="strDesc">&lt;us&gt; has a high metabolism, and consumes food and water faster than most. However, &lt;us&gt; also recovers faster from wounds and illness.</column>
            <column name="aFieldNames">fFoodConsumptionRate,fWaterConsumptionRate,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate</column>
            <column name="aModifiers">0.25,0.5,0.02,0.0001,0.0005</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">59</column>
            <column name="strName">Slow metabolism</column>
            <column name="strDesc">&lt;us&gt; has a slow metabolism, and consumes food and water slower than most. However, &lt;us&gt; also recovers slower from wounds and illness.</column>
            <column name="aFieldNames">fFoodConsumptionRate,fWaterConsumptionRate,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.25,-0.5,-0.02,-0.0001,-0.0005</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">60</column>
            <column name="strName">Strong</column>
            <column name="strDesc">&lt;us&gt; is strong, and can carry more than most.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fMorale,AttDmgMult</column>
            <column name="aModifiers">50,0.3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">61</column>
            <column name="strName">Feeble</column>
            <column name="strDesc">&lt;us&gt; is weak, and can carry less than most.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fMorale,AttDmgMult</column>
            <column name="aModifiers">-45,-0.3,-0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">62</column>
            <column name="strName">Thirsty</column>
            <column name="strDesc">&lt;us&gt; is thirsty.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">63</column>
            <column name="strName">Comfortable</column>
            <column name="strDesc">&lt;us&gt; is comfortable.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">64</column>
            <column name="strName">Used Nanorobot Medical Kit</column>
            <column name="strDesc">&lt;us&gt; used a nanorobot medical kit, and their wounds have started mending.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fBloodRestoreRate</column>
            <column name="aModifiers">0.1,0.0003</column>
            <column name="aEffects">SetImmunity=40,48,198,303</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">6</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">65</column>
            <column name="strName">Diarrhea</column>
            <column name="strDesc">&lt;us&gt; has diarrhea.</column>
            <column name="aFieldNames">m_fScent,fWaterConsumptionRate,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">1,1.5,-0.07,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">66</column>
            <column name="strName">Vomiting</column>
            <column name="strDesc">&lt;us&gt; is vomiting.</column>
            <column name="aFieldNames">m_fScent,fWaterConsumptionRate,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">1,1.5,-0.07,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">67</column>
            <column name="strName">Minor Cuts</column>
            <column name="strDesc">&lt;us&gt; sustained minor cuts.</column>
            <column name="aFieldNames">WoundCut</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">68</column>
            <column name="strName">Minor Bruising</column>
            <column name="strDesc">&lt;us&gt; sustained minor bruising.</column>
            <column name="aFieldNames">WoundBruise</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">69</column>
            <column name="strName">Moderate Cuts</column>
            <column name="strDesc">&lt;us&gt; sustained moderate cuts.</column>
            <column name="aFieldNames">WoundCut</column>
            <column name="aModifiers">0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">70</column>
            <column name="strName">Warmed by a small flame</column>
            <column name="strDesc">&lt;us&gt; is warmed a little by a small flame, but is also a little bit easier to spot.</column>
            <column name="aFieldNames">MinSafeTemp,m_fVisibility,m_fScent,LightLevel</column>
            <column name="aModifiers">-10,0.125,0.25,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">71</column>
            <column name="strName">Frail</column>
            <column name="strDesc">&lt;us&gt; is frail, is easier to wound, and takes longer to heal.</column>
            <column name="aFieldNames">m_fPainLeftBase,m_fImmuneLeftBase,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate,m_fPainLeft,m_fImmuneLeft,m_fMorale,DefDmgMult</column>
            <column name="aModifiers">-0.33,-0.25,-0.02,-0.0001,-0.0005,-0.33,-0.25,-0.3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">72</column>
            <column name="strName">Tough</column>
            <column name="strDesc">&lt;us&gt; is tough, can take more of a beating than most, and recovers faster.</column>
            <column name="aFieldNames">m_fPainLeftBase,m_fImmuneLeftBase,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate,m_fPainLeft,m_fImmuneLeft,m_fMorale</column>
            <column name="aModifiers">0.5,0.33,0.03,0.0002,0.001,0.5,0.33,0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">73</column>
            <column name="strName">Chill touched</column>
            <column name="strDesc">Something supernatural has chilled &lt;us&gt; with its touch.</column>
            <column name="aFieldNames">fCoreTemp</column>
            <column name="aModifiers">-3.0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">74</column>
            <column name="strName">Pushing cart</column>
            <column name="strDesc">&lt;us&gt; has a cart that allows them to carry more.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fScent,m_fVisibility</column>
            <column name="aModifiers">150,3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">75</column>
            <column name="strName">Moderate Bruising</column>
            <column name="strDesc">&lt;us&gt; sustained moderate bruising.</column>
            <column name="aFieldNames">WoundBruise</column>
            <column name="aModifiers">0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">76</column>
            <column name="strName">Ate some mushrooms</column>
            <column name="strDesc">&lt;us&gt; ate some mushrooms.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-2,-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">77</column>
            <column name="strName">Poisoned 1</column>
            <column name="strDesc">&lt;us&gt; has poison stage 1.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">78,65,607</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">78</column>
            <column name="strName">Poisoned 2</column>
            <column name="strDesc">&lt;us&gt; has poison stage 2.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.02</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">79,65,608</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.7</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">79</column>
            <column name="strName">Poisoned 3</column>
            <column name="strDesc">&lt;us&gt; has poison stage 3.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.03</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">80</column>
            <column name="strName">Poisoned to death</column>
            <column name="strDesc">&lt;us&gt; died of poisoning.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">81</column>
            <column name="strName">Alert</column>
            <column name="strDesc">&lt;us&gt; is more alert than most, and less likely to be surprised in their sleep.</column>
            <column name="aFieldNames">m_fSleepAwareness</column>
            <column name="aModifiers">0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">82</column>
            <column name="strName">Immune system boost</column>
            <column name="strDesc">&lt;us&gt;'s immune system is temporarily bolstered.</column>
            <column name="aFieldNames">m_fImmuneRestoreRate</column>
            <column name="aModifiers">0.002</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">12</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">83</column>
            <column name="strName">Ate a small portion of meat</column>
            <column name="strDesc">&lt;us&gt; ate a small portion of meat.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-4,-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">84</column>
            <column name="strName">Ate a small portion of rotten meat</column>
            <column name="strDesc">Blech! &lt;us&gt; forced down a small portion of rotten meat.</column>
            <column name="aFieldNames">fFoodDebt</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">85</column>
            <column name="strName">Wearing a hide glove</column>
            <column name="strDesc">&lt;us&gt; is wearing a hide glove.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-1,0,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">86</column>
            <column name="strName">Ate some berries</column>
            <column name="strDesc">&lt;us&gt; ate some berries.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-1,-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">87</column>
            <column name="strName">Skilled in ranged combat</column>
            <column name="strDesc">&lt;us&gt; is skilled in ranged combat. &lt;us&gt; can engage at longer range than most, and ranged weapons degrade slower.</column>
            <column name="aFieldNames">m_fDefense</column>
            <column name="aModifiers">0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">88</column>
            <column name="strName">Drank Corn-a-Cola</column>
            <column name="strDesc">&lt;us&gt; drank some Corn-a-Cola soda. Taste the corny refreshment!</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-3,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">89</column>
            <column name="strName">Caffeine high</column>
            <column name="strDesc">&lt;us&gt; is on a caffeine high.</column>
            <column name="aFieldNames">fSleepDebt,fWaterConsumptionRate,fCoreTemp</column>
            <column name="aModifiers">-25,0.25,2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">90</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">90</column>
            <column name="strName">Caffeine crash</column>
            <column name="strDesc">&lt;us&gt; is crashing after a caffeine high.</column>
            <column name="aFieldNames">fSleepDebt,fCoreTemp</column>
            <column name="aModifiers">25,-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">91</column>
            <column name="strName">Gave Hatter Security Footage</column>
            <column name="strDesc">&lt;us&gt; gave security footage of kicking a Dogman's ass to Hatter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">92</column>
            <column name="strName">Hatter Disappointed</column>
            <column name="strDesc">&lt;us&gt; failed Hatter once, and Hatter is unimpressed.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">93</column>
            <column name="strName">Visited Seven Gables Downstairs</column>
            <column name="strDesc">&lt;us&gt; already visited the downstairs of Seven Gables.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">94</column>
            <column name="strName">Hatter Excommunicated Player</column>
            <column name="strDesc">&lt;us&gt; failed Hatter too many times, and he won't speak with them any more.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">95</column>
            <column name="strName">Agreed to work for Hatter</column>
            <column name="strDesc">&lt;us&gt; agreed to do a contract for Hatter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">96</column>
            <column name="strName">Allied with Hatter</column>
            <column name="strDesc">&lt;us&gt; allied with Hatter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">97</column>
            <column name="strName">Insomniac</column>
            <column name="strDesc">&lt;us&gt; has trouble staying asleep, and sleep is less restful.</column>
            <column name="aFieldNames">fSleepQuality</column>
            <column name="aModifiers">-0.35</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">98</column>
            <column name="strName">Recently moved</column>
            <column name="strDesc">&lt;us&gt; recently moved, making them easier to spot and less aware of others, but also harder to hit.</column>
            <column name="aFieldNames">m_fVisibility,BaseDetectionLevel,m_fDefense</column>
            <column name="aModifiers">0.5,0.25,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">99</column>
            <column name="strName">Scavenging</column>
            <column name="strDesc">&lt;us&gt; is scavenging a hex.</column>
            <column name="aFieldNames">m_fMovesLeft</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">100</column>
            <column name="strName">Ate a small portion of cured meat</column>
            <column name="strDesc">&lt;us&gt; ate a small portion of cured meat.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-4,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">101</column>
            <column name="strName">Alerted by noise trap</column>
            <column name="strDesc">Noise traps strung around this area help alert &lt;us&gt; to creatures while they sleep.</column>
            <column name="aFieldNames">m_fSleepAwareness</column>
            <column name="aModifiers">0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">102</column>
            <column name="strName">Unburdened</column>
            <column name="strDesc">&lt;us&gt; is unburdened by what they're carrying.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">103</column>
            <column name="strName">Well-rested</column>
            <column name="strDesc">&lt;us&gt; is well-rested.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">104</column>
            <column name="strName">Sated hunger</column>
            <column name="strDesc">&lt;us&gt;'s hunger is sated.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">105</column>
            <column name="strName">Slaked thirst</column>
            <column name="strDesc">&lt;us&gt;'s thirst is slaked.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">106</column>
            <column name="strName">Bleeding</column>
            <column name="strDesc">&lt;us&gt; is bleeding.</column>
            <column name="aFieldNames">m_fScent,fWaterConsumptionRate</column>
            <column name="aModifiers">2,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">107</column>
            <column name="strName">Using sleeping bag</column>
            <column name="strDesc">&lt;us&gt; is in a campsite with an average sleeping bag.</column>
            <column name="aFieldNames">MinSafeTemp,BodyInsulation,fSleepQuality,m_fHealPerHourMod</column>
            <column name="aModifiers">-45,-2.5,0.1,0.04</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">108</column>
            <column name="strName">Using tarp shelter</column>
            <column name="strDesc">&lt;us&gt; is in a campsite with a tarp shelter.</column>
            <column name="aFieldNames">fSleepQuality,m_fHealPerHourMod,WetTempAdjustMod,m_fVisibility</column>
            <column name="aModifiers">0.03,0.006,-7,0.2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">109</column>
            <column name="strName">Blind</column>
            <column name="strDesc">&lt;us&gt; is unable to see well in these conditions, making activity difficult.</column>
            <column name="aFieldNames">fMovesPerTurnModifier,m_fMorale</column>
            <column name="aModifiers">-5,-1.0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">110</column>
            <column name="strName">Carrying torch</column>
            <column name="strDesc">&lt;us&gt; is carrying a torch, making it easier to navigate in the dark, but also easier to spot.</column>
            <column name="aFieldNames">m_fVisibility,m_fScent,LightLevel</column>
            <column name="aModifiers">0.5,0.5,0.8</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">111</column>
            <column name="strName">Agreed to install iSlabs</column>
            <column name="strDesc">&lt;us&gt; agreed to install new iSlabs for Hatter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">112</column>
            <column name="strName">Killed at Seven Gables</column>
            <column name="strDesc">&lt;us&gt; was killed by the entity at Seven Gables Road.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">113</column>
            <column name="strName">Recently spawned</column>
            <column name="strDesc">&lt;us&gt; recently spawned.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">114</column>
            <column name="strName">Wearing the Strangler's hood</column>
            <column name="strDesc">&lt;us&gt; has a heightened awareness of creatures nearby, even if they can't be seen. The sounds of life are maddening, their every breath a grating rasp begging to be silenced.</column>
            <column name="aFieldNames">m_fTrackingThreshold,BaseDetectionLevel</column>
            <column name="aModifiers">-1.5,-0.4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">115</column>
            <column name="strName">Strangler's hood start</column>
            <column name="strDesc">Initialize strangler hood chain.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">116</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">116</column>
            <column name="strName">Strangler's hood tightens</column>
            <column name="strDesc">The thick twine lining the burlap hood's opening has tightened around &lt;us&gt;'s neck.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">117</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">117</column>
            <column name="strName">Strangler's hood tightens more</column>
            <column name="strDesc">The hood cinches tighter, making it difficult to breathe.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">118</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">118</column>
            <column name="strName">Killed by Strangler's hood</column>
            <column name="strDesc">The hood constricts further, choking &lt;us&gt; to death.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">119</column>
            <column name="strName">Strangler's hood loosens</column>
            <column name="strDesc">The twine in the hood loosens a bit.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">120</column>
            <column name="strName">Hiding</column>
            <column name="strDesc">&lt;us&gt; is actively hiding, and is harder to see.</column>
            <column name="aFieldNames">m_fVisibility,m_fMoveCost</column>
            <column name="aModifiers">-0.25,1.0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">121</column>
            <column name="strName">Hiding (Advanced)</column>
            <column name="strDesc">&lt;us&gt; is actively hiding using advanced hiding skills, and is much harder to see.</column>
            <column name="aFieldNames">m_fVisibility,m_fMoveCost</column>
            <column name="aModifiers">-0.5,1.0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">122</column>
            <column name="strName">Skilled in hiding</column>
            <column name="strDesc">&lt;us&gt; is skilled at hiding, and can conceal themselves better than most.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">123</column>
            <column name="strName">Running</column>
            <column name="strDesc">&lt;us&gt; is running, moving faster, but also fatiguing faster. &lt;us&gt; also leaves more tracks and cannot track as well while running.</column>
            <column name="aFieldNames">m_fTrackingThreshold,m_fScent,m_fFatigueModifier,m_fMoveCost</column>
            <column name="aModifiers">3,3,3,-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">124</column>
            <column name="strName">Animal predator senses</column>
            <column name="strDesc">&lt;us&gt; has a heightened awareness of creatures nearby and their spoor.</column>
            <column name="aFieldNames">m_fTrackingThreshold,BaseDetectionLevel</column>
            <column name="aModifiers">-1.5,-0.4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">125</column>
            <column name="strName">Carrying V-MADS transponder</column>
            <column name="strDesc">&lt;us&gt; is carrying the V-MADS transponder.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">126</column>
            <column name="strName">Player chose &quot;stock&quot;</column>
            <column name="strDesc">&lt;us&gt; chose to be &quot;stock&quot; at Zom Zom's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">127</column>
            <column name="strName">Ate BBQ</column>
            <column name="strDesc">&lt;us&gt; ate Zom Zom's BBQ.</column>
            <column name="aFieldNames">fFoodDebt</column>
            <column name="aModifiers">-4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">128</column>
            <column name="strName">Dropped down the chute at Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; was dropped down the chute at Zom Zom's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">129</column>
            <column name="strName">Killed at Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; was killed in the gladiator pits at Zom Zom's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">130</column>
            <column name="strName">Visited Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; already visited Zom Zom's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">131</column>
            <column name="strName">Killed by a saber-toothed tiger</column>
            <column name="strDesc">&lt;us&gt; was gored and eaten by a saber-toothed tiger.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">132</column>
            <column name="strName">CRS: Onset Phase</column>
            <column name="strDesc">&lt;us&gt; has Cutaneous Radiation Syndrome: Onset Phase.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">133</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.3</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">133</column>
            <column name="strName">CRS: Prodromal Phase</column>
            <column name="strDesc">&lt;us&gt; has Prodromal Cutaneous Radiation Syndrome. &lt;us&gt;'s skin is starting to turn reddish, and is irritated.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">134</column>
            <column name="fDuration">12</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">134</column>
            <column name="strName">CRS: Latent Phase</column>
            <column name="strDesc">&lt;us&gt; has Cutaneous Radiation Syndrome: Latent Phase.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">135,623</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">135</column>
            <column name="strName">CRS: Illness Phase</column>
            <column name="strDesc">&lt;us&gt;'s skin is reddening as if burned, and ulcers are forming.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">136</column>
            <column name="strName">Wearing talisman</column>
            <column name="strDesc">&lt;us&gt; is wearing the protective talisman.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">137</column>
            <column name="strName">Behind cover</column>
            <column name="strDesc">&lt;us&gt; is taking cover, and is harder to hit with ranged weapons.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">138</column>
            <column name="strName">Advance 1</column>
            <column name="strDesc">Advance 1 towards target.</column>
            <column name="aFieldNames">ChangeRange</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">139</column>
            <column name="strName">Fall Back 1</column>
            <column name="strDesc">Fall back 1 away from target.</column>
            <column name="aFieldNames">ChangeRange</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">140</column>
            <column name="strName">Attack</column>
            <column name="strDesc">Attack target.</column>
            <column name="aFieldNames">Attack</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">141</column>
            <column name="strName">Scanning</column>
            <column name="strDesc">&lt;us&gt; is scanning an area, making it easier to spot hidden targets.</column>
            <column name="aFieldNames">BaseDetectionLevel</column>
            <column name="aModifiers">-0.125</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.05</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">142</column>
            <column name="strName">Retreat</column>
            <column name="strDesc">Retreat from battle.</column>
            <column name="aFieldNames">ExitBattle</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">143</column>
            <column name="strName">Fallen</column>
            <column name="strDesc">&lt;us&gt; fell to the ground, and must regain footing to continue.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">144</column>
            <column name="strName">Recovering</column>
            <column name="strDesc">&lt;us&gt; needs a moment to recover before acting again.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">145</column>
            <column name="strName">Stunned</column>
            <column name="strDesc">&lt;us&gt; is stunned and unable to move for a moment.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">146</column>
            <column name="strName">Distracted</column>
            <column name="strDesc">&lt;us&gt; is temporarily distracted.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">147</column>
            <column name="strName">Vulnerable</column>
            <column name="strDesc">&lt;us&gt; is exposed to easy attack for a moment.</column>
            <column name="aFieldNames">m_fMorale,m_fDefense</column>
            <column name="aModifiers">-0.3,-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">148</column>
            <column name="strName">Suppressed</column>
            <column name="strDesc">&lt;us&gt; is pinned by suppressive fire, and unable to move or use ranged attacks.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">149</column>
            <column name="strName">Brave</column>
            <column name="strDesc">This AI is more likely to stand ground than most.</column>
            <column name="aFieldNames">m_fMoraleHidden</column>
            <column name="aModifiers">0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">150</column>
            <column name="strName">Cowardly</column>
            <column name="strDesc">This AI is more likely to flee than most.</column>
            <column name="aFieldNames">m_fMoraleHidden</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">151</column>
            <column name="strName">Intelligent AI</column>
            <column name="strDesc">This AI is smarter than most, and uses advanced tactics.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">152</column>
            <column name="strName">KnockDown</column>
            <column name="strDesc">&lt;us&gt; was knocked down in combat.</column>
            <column name="aFieldNames">KnockDown</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">153</column>
            <column name="strName">Dodging</column>
            <column name="strDesc">&lt;us&gt; is dodging out of the way, making them hard to hit for a moment.</column>
            <column name="aFieldNames">m_fDefense</column>
            <column name="aModifiers">0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">154</column>
            <column name="strName">Parrying</column>
            <column name="strDesc">&lt;us&gt; is parrying the next attack, making them hard to hit for a moment.</column>
            <column name="aFieldNames">m_fDefense</column>
            <column name="aModifiers">0.75</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">155</column>
            <column name="strName">JustMoved</column>
            <column name="strDesc">&lt;us&gt; recently moved.</column>
            <column name="aFieldNames">JustMoved</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">156</column>
            <column name="strName">Discharge</column>
            <column name="strDesc">Discharge weapon.</column>
            <column name="aFieldNames">Discharge</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">157</column>
            <column name="strName">Just changed attack modes</column>
            <column name="strDesc">&lt;us&gt; recently changed attack modes.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">158</column>
            <column name="strName">Just accessed inventory</column>
            <column name="strDesc">&lt;us&gt; recently accessed inventory.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">159</column>
            <column name="strName">Tripped</column>
            <column name="strDesc">&lt;us&gt; tripped and fell.</column>
            <column name="aFieldNames">Trip</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">160</column>
            <column name="strName">Bandaged</column>
            <column name="strDesc">&lt;us&gt;'s wound was bandaged.</column>
            <column name="aFieldNames">Bandaged</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">161</column>
            <column name="strName">Infected</column>
            <column name="strDesc">&lt;us&gt;'s wound became infected.</column>
            <column name="aFieldNames">Infected</column>
            <column name="aModifiers">0.01</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">162</column>
            <column name="strName">Disinfect</column>
            <column name="strDesc">&lt;us&gt;'s wound was disinfected.</column>
            <column name="aFieldNames">Disinfected</column>
            <column name="aModifiers">0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">163</column>
            <column name="strName">Drank tannin tea</column>
            <column name="strDesc">&lt;us&gt; drank some tannin tea.</column>
            <column name="aFieldNames">m_fImmuneRestoreRate,m_fImmuneLeft</column>
            <column name="aModifiers">0.001,0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">164</column>
            <column name="strName">Disinfect (strong)</column>
            <column name="strDesc">&lt;us&gt;'s wound was disinfected with a strong disinfectant.</column>
            <column name="aFieldNames">Disinfected</column>
            <column name="aModifiers">0.95</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">165</column>
            <column name="strName">Painful sting</column>
            <column name="strDesc">&lt;us&gt;'s wound stings with pain.</column>
            <column name="aFieldNames">m_fPain</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">166</column>
            <column name="strName">Drank whiskey</column>
            <column name="strDesc">&lt;us&gt; drank some whiskey.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">167</column>
            <column name="strName">Drunk</column>
            <column name="strDesc">&lt;us&gt; is drunk.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fPainLeft,m_fBloodLeft,fWaterConsumptionRate,fMovesPerTurnModifier,MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-0.01,-0.001,0.5,-0.1,0.25,-1,3.5,3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">168,294,66</column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.8</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">168</column>
            <column name="strName">Hung Over</column>
            <column name="strDesc">&lt;us&gt; is hung over from drinking.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.005,-0.0005,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">169</column>
            <column name="strName">Used prescription painkillers</column>
            <column name="strDesc">&lt;us&gt; took some prescription painkillers.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">170</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">170</column>
            <column name="strName">Prescription painkillers wearing off</column>
            <column name="strDesc">&lt;us&gt;'s prescription painkillers are wearing off.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">171</column>
            <column name="strName">Used painkillers</column>
            <column name="strDesc">&lt;us&gt; took some painkillers.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">172</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">172</column>
            <column name="strName">Painkillers wearing off</column>
            <column name="strDesc">&lt;us&gt;'s painkillers are wearing off.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">0.12</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">173</column>
            <column name="strName">No blood loss</column>
            <column name="strDesc">&lt;us&gt; has a normal circulation of blood.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">174</column>
            <column name="strName">Mild Blood Loss</column>
            <column name="strDesc">&lt;us&gt; has lost blood, affecting their activities somewhat.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fFatigueModifier,MinSafeTemp,fPassiveRewarmPerHour,m_fEncumberanceLimit,fFoodConsumptionRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.005,-0.0005,0.5,5,-1,-25,0.15,0.15</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">175</column>
            <column name="strName">Severe Blood Loss</column>
            <column name="strDesc">&lt;us&gt; has lost a lot of blood, and will likely need hospital care soon.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fDefense,fMovesPerTurnModifier,m_fFatigueModifier,MinSafeTemp,fPassiveRewarmPerHour,m_fEncumberanceLimit,fFoodConsumptionRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.01,-0.001,-0.1,-1,1.0,10,-2,-45,0.25,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">176</column>
            <column name="strName">Hypovolemic shock</column>
            <column name="strDesc">&lt;us&gt; died of blood loss.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">177</column>
            <column name="strName">No pain</column>
            <column name="strDesc">&lt;us&gt; is not experiencing any pain.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">178</column>
            <column name="strName">Minor Pain</column>
            <column name="strDesc">&lt;us&gt; is in minor pain, and some activities are affected.</column>
            <column name="aFieldNames">fSleepQuality,BaseDetectionLevel,fMovesPerTurnModifier,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">-0.1,0.06,-1,-0.15,-0.06</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">179</column>
            <column name="strName">Severe Pain</column>
            <column name="strDesc">&lt;us&gt; is in severe pain, and is having trouble concentrating.</column>
            <column name="aFieldNames">fSleepQuality,BaseDetectionLevel,fMovesPerTurnModifier,m_fMorale,m_fDefense</column>
            <column name="aModifiers">-0.35,0.125,-2,-0.3,-0.125</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">180</column>
            <column name="strName">Shock</column>
            <column name="strDesc">&lt;us&gt; passed out from unbearable pain.</column>
            <column name="aFieldNames">Asleep,fSleepQuality,m_fSleepAwareness</column>
            <column name="aModifiers">1,3,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">181</column>
            <column name="strName">Healthy</column>
            <column name="strDesc">&lt;us&gt;'s immune system is healthy.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">182</column>
            <column name="strName">Weakened Immune System</column>
            <column name="strDesc">&lt;us&gt; is fighting off an infection.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,fWaterConsumptionRate,fFoodConsumptionRate,fPassiveRewarmPerHour,MinSafeTemp,MaxSafeTemp</column>
            <column name="aModifiers">-0.01,-0.001,0.25,0.25,-1,5,-5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">183</column>
            <column name="strName">Sepsis</column>
            <column name="strDesc">&lt;us&gt;'s whole body is in an inflammatory, potentially fatal state.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,fFatigueModifier,fWaterConsumptionRate,fFoodConsumptionRate,fPassiveRewarmPerHour,MinSafeTemp,MaxSafeTemp,m_fBloodLeft,m_fBloodRestoreRate</column>
            <column name="aModifiers">-0.02,-0.002,1,0.25,0.25,-1,35,-35,-0.01,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">184</column>
            <column name="strName">Septic Shock</column>
            <column name="strDesc">&lt;us&gt; died of septicemia.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">185</column>
            <column name="strName">Resting</column>
            <column name="strDesc">&lt;us&gt; is resting.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneRestoreRate,m_fBloodRestoreRate,fFoodConsumptionRate,fWaterConsumptionRate,MinSafeTemp,MaxSafeTemp</column>
            <column name="aModifiers">0.025,0.001,0.0001,-0.25,-0.25,15,15</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">186</column>
            <column name="strName">Crippled Left Arm</column>
            <column name="strDesc">&lt;us&gt;'s left arm became crippled.</column>
            <column name="aFieldNames">Crippled,m_fMorale</column>
            <column name="aModifiers">1,-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">187</column>
            <column name="strName">Crippled Right Arm</column>
            <column name="strDesc">&lt;us&gt;'s right arm became crippled.</column>
            <column name="aFieldNames">Crippled,m_fMorale</column>
            <column name="aModifiers">2,-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">188</column>
            <column name="strName">Both Arms Crippled</column>
            <column name="strDesc">Both of &lt;us&gt;'s arms are crippled, severely affecting actions.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">189</column>
            <column name="strName">Bleeding internally</column>
            <column name="strDesc">&lt;us&gt; is bleeding internally.</column>
            <column name="aFieldNames">fWaterConsumptionRate,m_fBloodRestoreRate</column>
            <column name="aModifiers">0.5,-0.0003</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">190</column>
            <column name="strName">Crippled Left Leg</column>
            <column name="strDesc">&lt;us&gt;'s left leg became crippled.</column>
            <column name="aFieldNames">Crippled,KnockDown,fMovesPerTurnModifier,m_fScent,m_fMoveReserve,m_fMorale</column>
            <column name="aModifiers">3,1,-3,2,-5,-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">191</column>
            <column name="strName">Crippled Right Leg</column>
            <column name="strDesc">&lt;us&gt;'s right leg became crippled.</column>
            <column name="aFieldNames">Crippled,KnockDown,fMovesPerTurnModifier,m_fScent,m_fMoveReserve,m_fMorale</column>
            <column name="aModifiers">4,1,-3,2,-5,-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">192</column>
            <column name="strName">Both Legs Crippled</column>
            <column name="strDesc">Both of &lt;us&gt;'s legs are crippled, severely affecting actions.</column>
            <column name="aFieldNames">KnockDown,fMovesPerTurnModifier,m_fMorale</column>
            <column name="aModifiers">1,-5,-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">193</column>
            <column name="strName">Cardiac Arrest</column>
            <column name="strDesc">&lt;us&gt;'s heart stopped, and will likely die soon.</column>
            <column name="aFieldNames">Asleep,fSleepQuality,m_fSleepAwareness</column>
            <column name="aModifiers">1,3,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">196</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">194</column>
            <column name="strName">Severe Brain Trauma</column>
            <column name="strDesc">&lt;us&gt; died of a severe traumatic brain injury.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">195</column>
            <column name="strName">Concussion</column>
            <column name="strDesc">&lt;us&gt; has a concussion, and is somewhat disoriented.</column>
            <column name="aFieldNames">BaseDetectionLevel,fMovesPerTurnModifier,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">0.06,-1,-0.15,-0.06</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">100</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">196</column>
            <column name="strName">Died of Cardiac Arrest</column>
            <column name="strDesc">&lt;us&gt; died due to cardiac arrest.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">197</column>
            <column name="strName">Pulmonary Hemorrhage</column>
            <column name="strDesc">&lt;us&gt; died due to acute bleeding in the lungs.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">198</column>
            <column name="strName">Pneumonia 1</column>
            <column name="strDesc">&lt;us&gt; contracted pneumonia.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">199,202</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.25</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">199</column>
            <column name="strName">Pneumonia 2</column>
            <column name="strDesc">&lt;us&gt; came down with pneumonia.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.00625</column>
            <column name="aEffects">SetImmunity=198</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">200,203</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">200</column>
            <column name="strName">Pneumonia 3</column>
            <column name="strDesc">&lt;us&gt; has severe pneumonia.</column>
            <column name="aFieldNames">m_fPainLeft,m_fImmuneLeft,BaseDetectionLevel,fMovesPerTurnModifier,m_fMorale,m_fDefense,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.1,-0.01,0.125,-1,-0.3,-0.125,-0.00833</column>
            <column name="aEffects">SetImmunity=198,199</column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">36</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">201</column>
            <column name="strName">Died of Pneumonia</column>
            <column name="strDesc">&lt;us&gt; died of pneumonia.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">202</column>
            <column name="strName">Coughing</column>
            <column name="strDesc">&lt;us&gt; developed a cough.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">203</column>
            <column name="strName">Severe Coughing</column>
            <column name="strDesc">&lt;us&gt; developed a severe cough.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">36</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">204</column>
            <column name="strName">Coughing Blood</column>
            <column name="strDesc">&lt;us&gt; is coughing up blood.</column>
            <column name="aFieldNames">m_fScent</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">205</column>
            <column name="strName">Fractured Rib</column>
            <column name="strDesc">&lt;us&gt; has a fractured rib.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">-0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">206</column>
            <column name="strName">Splinted</column>
            <column name="strDesc">&lt;us&gt;'s limb was splinted.</column>
            <column name="aFieldNames">Splinted</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">207</column>
            <column name="strName">Skilled in trapping</column>
            <column name="strDesc">&lt;us&gt; is skilled in trapping and snares.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">208</column>
            <column name="strName">Threatening</column>
            <column name="strDesc">&lt;us&gt; is threatening opponents with their weapon.</column>
            <column name="aFieldNames">Threat</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">209</column>
            <column name="strName">Fall Back All 1</column>
            <column name="strDesc">Fall back 1 away from all targets.</column>
            <column name="aFieldNames">ChangeRangeAll</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">210</column>
            <column name="strName">Barefoot</column>
            <column name="strDesc">&lt;us&gt; is barefoot, and cannot travel as easily.</column>
            <column name="aFieldNames">fMovesPerTurnModifier</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">211</column>
            <column name="strName">Loaded Weapon</column>
            <column name="strDesc">&lt;us&gt; just proved their dangerous weapon is loaded, increasing their threat.</column>
            <column name="aFieldNames">Threat</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">212</column>
            <column name="strName">Exited the cryo facility</column>
            <column name="strDesc">&lt;us&gt; already exited the cryo facility.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">213</column>
            <column name="strName">Discovered Exam Room 17</column>
            <column name="strDesc">&lt;us&gt; already discovered Exam Room 17.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">214</column>
            <column name="strName">Artificial light</column>
            <column name="strDesc">&lt;us&gt; is using an artificial light, and can see easily even at night.</column>
            <column name="aFieldNames">m_fVisibility,LightLevel</column>
            <column name="aModifiers">0.15,1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">215</column>
            <column name="strName">Warmed by a heater</column>
            <column name="strDesc">&lt;us&gt; is warmed by a heater.</column>
            <column name="aFieldNames">MinSafeTemp</column>
            <column name="aModifiers">-40</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">216</column>
            <column name="strName">Skilled electrician</column>
            <column name="strDesc">&lt;us&gt; is skilled in diagnosing and repairing electronics.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">217</column>
            <column name="strName">Skilled mechanic</column>
            <column name="strDesc">&lt;us&gt; is skilled in diagnosing and repairing machines.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">218</column>
            <column name="strName">Trigger Cryo Return</column>
            <column name="strDesc">&lt;us&gt; stepped into a hex that triggered the cryo return encounter.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">237</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">219</column>
            <column name="strName">Itching wound</column>
            <column name="strDesc">&lt;us&gt;'s &lt;wound&gt; is starting to itch.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">220</column>
            <column name="strName">Hurting wound</column>
            <column name="strDesc">&lt;us&gt;'s &lt;wound&gt; is starting to burn and swell.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">221</column>
            <column name="strName">Infected wound</column>
            <column name="strDesc">&lt;us&gt;'s &lt;wound&gt; is starting to really hurt, smells awful, and is swelling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">222</column>
            <column name="strName">Can Trigger Neutral</column>
            <column name="strDesc">&lt;us&gt; can trigger neutral random encounters.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">223</column>
            <column name="strName">Can Trigger Good</column>
            <column name="strDesc">&lt;us&gt; can trigger good random encounters.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">224</column>
            <column name="strName">Can Trigger Evil</column>
            <column name="strDesc">&lt;us&gt; can trigger evil random encounters.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">225</column>
            <column name="strName">Morality +3</column>
            <column name="strDesc">&lt;us&gt; did something good.</column>
            <column name="aFieldNames">m_nMorality</column>
            <column name="aModifiers">3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">226</column>
            <column name="strName">Morality +2</column>
            <column name="strDesc">&lt;us&gt; did something good.</column>
            <column name="aFieldNames">m_nMorality</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">227</column>
            <column name="strName">Morality +1</column>
            <column name="strDesc">&lt;us&gt; did something good.</column>
            <column name="aFieldNames">m_nMorality</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">228</column>
            <column name="strName">Morality -1</column>
            <column name="strDesc">&lt;us&gt; did something evil.</column>
            <column name="aFieldNames">m_nMorality</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">229</column>
            <column name="strName">Morality -2</column>
            <column name="strDesc">&lt;us&gt; did something evil.</column>
            <column name="aFieldNames">m_nMorality</column>
            <column name="aModifiers">-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">230</column>
            <column name="strName">Morality -3</column>
            <column name="strDesc">&lt;us&gt; did something evil.</column>
            <column name="aFieldNames">m_nMorality</column>
            <column name="aModifiers">-3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">231</column>
            <column name="strName">Neutral 1.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">232</column>
            <column name="strName">Neutral 1.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">233</column>
            <column name="strName">Neutral 2.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">234</column>
            <column name="strName">Neutral 2.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">235</column>
            <column name="strName">Neutral 3.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">236</column>
            <column name="strName">Neutral 3.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">237</column>
            <column name="strName">Neutral 4.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">238</column>
            <column name="strName">Neutral 4.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">239</column>
            <column name="strName">Neutral 5.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">240</column>
            <column name="strName">Neutral 5.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">241</column>
            <column name="strName">Neutral 6.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">242</column>
            <column name="strName">Neutral 6.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">243</column>
            <column name="strName">Neutral 7.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">244</column>
            <column name="strName">Neutral 7.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">245</column>
            <column name="strName">Neutral 8.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">246</column>
            <column name="strName">Neutral 8.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">247</column>
            <column name="strName">Neutral 9.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">248</column>
            <column name="strName">Neutral 9.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">249</column>
            <column name="strName">Neutral 10.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">250</column>
            <column name="strName">Neutral 10.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">251</column>
            <column name="strName">Good 1.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">252</column>
            <column name="strName">Good 1.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">253</column>
            <column name="strName">Good 2.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">254</column>
            <column name="strName">Good 2.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">255</column>
            <column name="strName">Good 3.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">256</column>
            <column name="strName">Good 3.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">257</column>
            <column name="strName">Good 4.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">258</column>
            <column name="strName">Good 4.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">259</column>
            <column name="strName">Good 5.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">260</column>
            <column name="strName">Good 5.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">261</column>
            <column name="strName">Good 6.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">262</column>
            <column name="strName">Good 6.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">263</column>
            <column name="strName">Good 7.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">264</column>
            <column name="strName">Good 7.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">265</column>
            <column name="strName">Good 8.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">266</column>
            <column name="strName">Good 8.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">267</column>
            <column name="strName">Good 9.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">268</column>
            <column name="strName">Good 9.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">269</column>
            <column name="strName">Good 10.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">270</column>
            <column name="strName">Good 10.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">271</column>
            <column name="strName">Evil 1.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">272</column>
            <column name="strName">Evil 1.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">273</column>
            <column name="strName">Evil 2.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">274</column>
            <column name="strName">Evil 2.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">275</column>
            <column name="strName">Evil 3.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">276</column>
            <column name="strName">Evil 3.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">277</column>
            <column name="strName">Evil 4.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">278</column>
            <column name="strName">Evil 4.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">279</column>
            <column name="strName">Evil 5.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">280</column>
            <column name="strName">Evil 5.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">281</column>
            <column name="strName">Evil 6.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">282</column>
            <column name="strName">Evil 6.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">283</column>
            <column name="strName">Evil 7.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">284</column>
            <column name="strName">Evil 7.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">285</column>
            <column name="strName">Evil 8.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">286</column>
            <column name="strName">Evil 8.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">287</column>
            <column name="strName">Evil 9.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">288</column>
            <column name="strName">Evil 9.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">289</column>
            <column name="strName">Evil 10.1</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">290</column>
            <column name="strName">Evil 10.2</column>
            <column name="strDesc">&lt;us&gt; already had this encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">291</column>
            <column name="strName">Lose Random Item</column>
            <column name="strDesc">&lt;us&gt; lost an item!</column>
            <column name="aFieldNames">LoseRandomItem</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">292</column>
            <column name="strName">Strained Back</column>
            <column name="strDesc">&lt;us&gt; has a strained back, and is limited in what they can carry.</column>
            <column name="aFieldNames">m_fEncumberanceLimit</column>
            <column name="aModifiers">-45</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">293</column>
            <column name="strName">Fatigued from effort</column>
            <column name="strDesc">&lt;us&gt; is fatigued after significant physical exertion.</column>
            <column name="aFieldNames">fSleepDebt</column>
            <column name="aModifiers">50</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">294</column>
            <column name="strName">Headache</column>
            <column name="strDesc">&lt;us&gt; has a headache.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">-0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">294</column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.25</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">295</column>
            <column name="strName">The Blue Rot</column>
            <column name="strDesc">&lt;us&gt; contracted The Blue Rot.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetImmunity=620;ChainCondition=-620,731</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">198,294,66,296</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.95</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">296</column>
            <column name="strName">The Blue Rot 2</column>
            <column name="strDesc">&lt;us&gt; feels weak, feverish, nauseous, and has a headache.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fEncumberanceLimit,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-25,-0.01</column>
            <column name="aEffects">SetImmunity=295,620,731;ChainCondition=-620,-731,732</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">297</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.9</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">297</column>
            <column name="strName">The Blue Rot 3</column>
            <column name="strDesc">&lt;us&gt; is having shortness of breath, and is developing bluish blotches on their skin.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fEncumberanceLimit,m_fFatigueModifier,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.4,-25,1,-0.01</column>
            <column name="aEffects">ChainCondition=-295,-296,-620,-731,-732,733;SetImmunity=295,296,620,731,732</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">630</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">298</column>
            <column name="strName">Died of The Blue Rot</column>
            <column name="strDesc">&lt;us&gt; died of The Blue Rot.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">299</column>
            <column name="strName">Lose Random Food</column>
            <column name="strDesc">&lt;us&gt; lost a food item!</column>
            <column name="aFieldNames">LoseRandomItem</column>
            <column name="aModifiers">14</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">300</column>
            <column name="strName">Lose All Items</column>
            <column name="strDesc">&lt;us&gt; lost all of their items!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">301</column>
            <column name="strName">Beaten to Death While Partying</column>
            <column name="strDesc">&lt;us&gt; was beaten to death while partying.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">302</column>
            <column name="strName">Loss of Body Heat</column>
            <column name="strDesc">&lt;us&gt; lost body heat.</column>
            <column name="aFieldNames">fCoreTemp</column>
            <column name="aModifiers">-15</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">303</column>
            <column name="strName">Acute Hepatitis 1</column>
            <column name="strDesc">&lt;us&gt; contracted acute hepatitis.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">304</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.95</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">304</column>
            <column name="strName">Acute Hepatitis 2</column>
            <column name="strDesc">&lt;us&gt; is experiencing general aches and malaise.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.1,-0.0014</column>
            <column name="aEffects">SetImmunity=303</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">305,294,66,65</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.7</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">305</column>
            <column name="strName">Acute Hepatitis 3</column>
            <column name="strDesc">&lt;us&gt; has a fever and is aching all over.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.15,-0.0015</column>
            <column name="aEffects">SetImmunity=303,304</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">306</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.7</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">306</column>
            <column name="strName">Acute Hepatitis 4</column>
            <column name="strDesc">&lt;us&gt; is experiencing general aches and malaise.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.1,-0.0012</column>
            <column name="aEffects">SetImmunity=303,304,305</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">306</column>
            <column name="fDuration">84</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.3</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">307</column>
            <column name="strName">Jaundice Onset</column>
            <column name="strDesc">&lt;us&gt; has a liver disorder that will lead to jaundice.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">308</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.7</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">308</column>
            <column name="strName">Jaundice</column>
            <column name="strDesc">&lt;us&gt;'s skin and eyes are an unnatural yellowish color.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">309</column>
            <column name="strName">Received $500</column>
            <column name="strDesc">&lt;us&gt; received $500.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">500</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">310</column>
            <column name="strName">Received $25</column>
            <column name="strDesc">&lt;us&gt; received $25.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">311</column>
            <column name="strName">Received $100</column>
            <column name="strDesc">&lt;us&gt; received $100.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">100</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">312</column>
            <column name="strName">Lose Random Shoe</column>
            <column name="strDesc">&lt;us&gt; lost a shoe!</column>
            <column name="aFieldNames">LoseRandomItem</column>
            <column name="aModifiers">84</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">313</column>
            <column name="strName">Received $50</column>
            <column name="strDesc">&lt;us&gt; received $50.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">50</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">314</column>
            <column name="strName">Received $250</column>
            <column name="strDesc">&lt;us&gt; received $250.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">250</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">315</column>
            <column name="strName">Received $1000</column>
            <column name="strDesc">&lt;us&gt; received $1000.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">1000</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">316</column>
            <column name="strName">Smallpox 1</column>
            <column name="strDesc">&lt;us&gt; contracted smallpox.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">317</column>
            <column name="fDuration">288</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.9</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">317</column>
            <column name="strName">Smallpox 2</column>
            <column name="strDesc">&lt;us&gt; feels achy, feverish, and nauseous.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.1,-0.0055</column>
            <column name="aEffects">SetImmunity=316</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">318,66,294,619</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">318</column>
            <column name="strName">Smallpox 3</column>
            <column name="strDesc">&lt;us&gt; is developing lesions and spots filled with fluid on their skin.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.2,-0.0125</column>
            <column name="aEffects">SetImmunity=316,317</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">319</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">319</column>
            <column name="strName">Smallpox 4</column>
            <column name="strDesc">&lt;us&gt; has skin pustules scabbing and flaking off.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate</column>
            <column name="aModifiers">-0.01,-0.1,-0.0042</column>
            <column name="aEffects">SetImmunity=316,317,318</column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">320</column>
            <column name="strName">Died of Smallpox</column>
            <column name="strDesc">&lt;us&gt; died of smallpox.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">321</column>
            <column name="strName">Died of Toxic Fumes</column>
            <column name="strDesc">&lt;us&gt; died from breathing toxic fumes.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">322</column>
            <column name="strName">Lose Left Foot Item</column>
            <column name="strDesc">&lt;us&gt; lost their left shoe!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">323</column>
            <column name="strName">Lose Right Foot Item</column>
            <column name="strDesc">&lt;us&gt; lost their right shoe!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">324</column>
            <column name="strName">Killed by a Blue Frog Disciple</column>
            <column name="strDesc">&lt;us&gt; was tortured to death by a Blue Frog disciple.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">325</column>
            <column name="strName">Full stomach</column>
            <column name="strDesc">&lt;us&gt; ate their fill.</column>
            <column name="aFieldNames">fFoodDebt</column>
            <column name="aModifiers">-168</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">326</column>
            <column name="strName">Eaten by Bad Muthas</column>
            <column name="strDesc">&lt;us&gt; was killed and served as dinner by Bad Muthas.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">327</column>
            <column name="strName">Killed by Some Creative Gangers</column>
            <column name="strDesc">&lt;us&gt; died at the hand of some enthusiastic gangers.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">328</column>
            <column name="strName">Lose Left Hand Item</column>
            <column name="strDesc">&lt;us&gt; lost the item in their left hand!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">20</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">329</column>
            <column name="strName">Lose Right Hand Item</column>
            <column name="strDesc">&lt;us&gt; lost the item in their right hand!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">21</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">330</column>
            <column name="strName">Lose Backpack Item</column>
            <column name="strDesc">&lt;us&gt; lost the item on their back!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">22</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">331</column>
            <column name="strName">Killed by Rubble Scum</column>
            <column name="strDesc">&lt;us&gt; was mugged by some rubble scum.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">332</column>
            <column name="strName">Lose Random Drink</column>
            <column name="strDesc">&lt;us&gt; lost a drink item!</column>
            <column name="aFieldNames">LoseRandomItem</column>
            <column name="aModifiers">29</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">333</column>
            <column name="strName">Killed by Enclavers</column>
            <column name="strDesc">&lt;us&gt; was shot to death by enclavers.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">334</column>
            <column name="strName">Killed by a Winged Creature</column>
            <column name="strDesc">&lt;us&gt; was decapitated by a winged beast.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">335</column>
            <column name="strName">Killed by a Dogman</column>
            <column name="strDesc">&lt;us&gt; was eaten by a dogman.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">336</column>
            <column name="strName">Can Trigger Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; can trigger Zom Zom's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">337</column>
            <column name="strName">Can Trigger Isotope Mine</column>
            <column name="strDesc">&lt;us&gt; can trigger the Isotope Mine.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">338</column>
            <column name="strName">Already saw map tutorial</column>
            <column name="strDesc">&lt;us&gt; already saw the map tutorial.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">339</column>
            <column name="strName">Acted Cowardly</column>
            <column name="strDesc">&lt;us&gt; did something cowardly, and it shows.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">340</column>
            <column name="strName">Acted Bravely</column>
            <column name="strDesc">&lt;us&gt; did something brave, and it shows.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">341</column>
            <column name="strName">Killed by the Beast of Hades Glade</column>
            <column name="strDesc">&lt;us&gt; was killed by the Beast of Hades Glade.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">342</column>
            <column name="strName">Using a dogman attractant</column>
            <column name="strDesc">&lt;us&gt; is using a dogman attractant.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">343</column>
            <column name="strName">Wearing criminal visitor pass</column>
            <column name="strDesc">&lt;us&gt; is wearing a criminal's megacity visitor pass.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">344</column>
            <column name="strName">Full meal</column>
            <column name="strDesc">&lt;us&gt; ate a hearty meal.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-17,-14</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">345</column>
            <column name="strName">Diner exile</column>
            <column name="strDesc">&lt;us&gt; pissed off the Red Gnome diner, and won't be allowed back inside.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">346</column>
            <column name="strName">Diner veteran</column>
            <column name="strDesc">&lt;us&gt; already visited the Red Gnome diner.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">347</column>
            <column name="strName">Diner marked</column>
            <column name="strDesc">&lt;us&gt; pissed off the Red Gnome diner twice, and is marked for misfortune.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">348</column>
            <column name="strName">DMC marked and exiled</column>
            <column name="strDesc">&lt;us&gt; pissed off the DMC and is exiled.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">8760</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">349</column>
            <column name="strName">Clinic veteran</column>
            <column name="strDesc">&lt;us&gt; already visited Haggerty Health.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">350</column>
            <column name="strName">Already Tested for Augs</column>
            <column name="strDesc">&lt;us&gt; was tested for augmentation and prosthetic eligibility.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">351</column>
            <column name="strName">Sedated</column>
            <column name="strDesc">&lt;us&gt; is under the influence of a strong sedative.</column>
            <column name="aFieldNames">m_fSleepAwareness,fSleepQuality</column>
            <column name="aModifiers">-0.5,0.8</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">8</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">352</column>
            <column name="strName">Received blood</column>
            <column name="strDesc">&lt;us&gt; received a transfusion of blood.</column>
            <column name="aFieldNames">m_fBloodLeft</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">353</column>
            <column name="strName">Diagnostic</column>
            <column name="strDesc">&lt;us&gt; received a complete diagnostic.</column>
            <column name="aFieldNames">GetDiagnostic</column>
            <column name="aModifiers">860</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">354</column>
            <column name="strName">Nourished</column>
            <column name="strDesc">&lt;us&gt; received a full complement of nutrition and hydration.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-168,-72</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">355</column>
            <column name="strName">Trait Space Full</column>
            <column name="strDesc">&lt;us&gt; filled all available trait space.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">356</column>
            <column name="strName">Eye Surgery</column>
            <column name="strDesc">&lt;us&gt; got corrective eye surgery.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">357</column>
            <column name="strName">Received eye surgery</column>
            <column name="strDesc">&lt;us&gt; got eye surgery.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">RemoveTrait=96.0;AddSkill=91.4</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">358</column>
            <column name="strName">Eye Augmentation: Basic</column>
            <column name="strDesc">&lt;us&gt; had artificial eyes installed.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">359</column>
            <column name="strName">Received eye implants</column>
            <column name="strDesc">&lt;us&gt; got eye implants.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">RemoveSkill=91.4;RemoveTrait=96.0;RemoveTrait=96.6;AddSkill=91.4</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">360</column>
            <column name="strName">Eye Augmentation: Night Vision</column>
            <column name="strDesc">&lt;us&gt; had their artificial eyes upgraded with night vision capabilities.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">361</column>
            <column name="strName">Received eye upgrade: night vision</column>
            <column name="strDesc">&lt;us&gt; had a night vision upgrade to their artificial eyes.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddSkill=91.10</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">362</column>
            <column name="strName">Eye Augmentation: Telescopic Zoom</column>
            <column name="strDesc">&lt;us&gt; had their artificial eyes upgraded with telescopic zoom capabilities.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">363</column>
            <column name="strName">Received eye upgrade: telescopic zoom</column>
            <column name="strDesc">&lt;us&gt; had a telescopic zoom upgrade to their artificial eyes.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddSkill=91.17</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">364</column>
            <column name="strName">Telescopic Zoom</column>
            <column name="strDesc">&lt;us&gt; can see distant objects better than most people.</column>
            <column name="aFieldNames">VisionRange</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">365</column>
            <column name="strName">Received Thermoregulation Treatment</column>
            <column name="strDesc">&lt;us&gt; received thermoregulation therapy.</column>
            <column name="aFieldNames">ResetTemp</column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">366</column>
            <column name="strName">Visited DMC</column>
            <column name="strDesc">&lt;us&gt; already visited the DMC.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">367</column>
            <column name="strName">Merga Wraith</column>
            <column name="strDesc">&lt;us&gt; is a Merga Wraith.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">368</column>
            <column name="strName">Cryo Facility Tracks</column>
            <column name="strDesc">&lt;us&gt; examined the tracks in the cryo facility.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">369</column>
            <column name="strName">Hatter Wraith Footage</column>
            <column name="strDesc">&lt;us&gt; saw the wraith footage at Hatter's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">370</column>
            <column name="strName">Cannot Trip</column>
            <column name="strDesc">&lt;us&gt; cannot trip in combat. (flyer, sure-footed, etc.)</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">371</column>
            <column name="strName">Killed by Traffic</column>
            <column name="strDesc">&lt;us&gt; was killed by traffic while stumbling around an intersection.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">372</column>
            <column name="strName">Diner Bag-Lady Gone</column>
            <column name="strDesc">The bag-lady scene outside the diner is now gone.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">373</column>
            <column name="strName">Can Trigger Hades Glade Lady</column>
            <column name="strDesc">&lt;us&gt; can trigger the Hades Glade Lady encounter branches.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">374</column>
            <column name="strName">Tried to Leave Hades Glade</column>
            <column name="strDesc">&lt;us&gt; already tried to leave Hades Glade.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">375</column>
            <column name="strName">Lost water</column>
            <column name="strDesc">&lt;us&gt; dehydrated a bit.</column>
            <column name="aFieldNames">fWaterDebt</column>
            <column name="aModifiers">4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">376</column>
            <column name="strName">Exiting Battle</column>
            <column name="strDesc">&lt;us&gt; left a battle.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">377</column>
            <column name="strName">Wearing clown head</column>
            <column name="strDesc">&lt;us&gt; is wearing a fast-food clown head, and can't see as well.</column>
            <column name="aFieldNames">m_fTrackingThreshold,BaseDetectionLevel,m_fMorale,fSleepQuality</column>
            <column name="aModifiers">1.5,0.4,0.3,-0.1</column>
            <column name="aEffects">ArmorWound=100,1,0.4;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">378</column>
            <column name="strName">Murdered by melonheads</column>
            <column name="strDesc">&lt;us&gt; was killed by a mob of melonheads.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">379</column>
            <column name="strName">Visited Allegan Fairgrounds Already</column>
            <column name="strDesc">&lt;us&gt; already visited the Allegan Fairgrounds.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">380</column>
            <column name="strName">Already took clown head</column>
            <column name="strDesc">The fast-food clown head was taken.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">381</column>
            <column name="strName">Already took copper beads</column>
            <column name="strDesc">The copper beads were taken.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">382</column>
            <column name="strName">Already took Allegan tool box</column>
            <column name="strDesc">The box of tools in Allegan was taken.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">383</column>
            <column name="strName">Already Saw Allegan Clown Head Text</column>
            <column name="strDesc">&lt;us&gt; already triggered the clown head intro text.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">384</column>
            <column name="strName">Allegan Melonheads Alerted</column>
            <column name="strDesc">&lt;us&gt; alerted the Allegan melonheads.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">385</column>
            <column name="strName">Allegan Burnt Hall</column>
            <column name="strDesc">&lt;us&gt; set fire to the hall in Allegan.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">386</column>
            <column name="strName">Already Visited Strange Forest</column>
            <column name="strDesc">&lt;us&gt; already explored the Strange Forest.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">387</column>
            <column name="strName">Already visited Isotope Mine</column>
            <column name="strDesc">&lt;us&gt; already visited the Isotope Mine.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">388</column>
            <column name="strName">Died of BeF2 Poisoning</column>
            <column name="strDesc">&lt;us&gt; died of beryllium fluoride poisoning.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">389</column>
            <column name="strName">Allegan Already Revealed by Bob</column>
            <column name="strDesc">&lt;us&gt; heard about Allegan from Bob.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">390</column>
            <column name="strName">Enfield Horror</column>
            <column name="strDesc">&lt;us&gt; is an Enfield Horror.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">391</column>
            <column name="strName">Call Melonhead</column>
            <column name="strDesc">&lt;us&gt; started wailing for help!</column>
            <column name="aFieldNames">SpawnNewCreature</column>
            <column name="aModifiers">6</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">392</column>
            <column name="strName">Melonhead</column>
            <column name="strDesc">&lt;us&gt; is a Melonhead.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">0.6</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">393</column>
            <column name="strName">Botanist</column>
            <column name="strDesc">&lt;us&gt; is knowledgeable in plants.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">394</column>
            <column name="strName">Camp Effects</column>
            <column name="strDesc">Condition ID reserved for camp effects.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">395</column>
            <column name="strName">Already found Isotope Mine cistern lid</column>
            <column name="strDesc">&lt;us&gt; already found the cistern lid to the Isotope Mine.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">396</column>
            <column name="strName">Isotope mine ladder gone</column>
            <column name="strDesc">The isotope ladder broke, preventing further access.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">397</column>
            <column name="strName">Isotope mine cistern opened</column>
            <column name="strDesc">The isotope cistern was opened.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">398</column>
            <column name="strName">Pulling sled w/string</column>
            <column name="strDesc">&lt;us&gt; is pulling a sled with a string that allows them to carry more.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fScent,m_fVisibility</column>
            <column name="aModifiers">50,3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">399</column>
            <column name="strName">Pulling sled awkwardly</column>
            <column name="strDesc">&lt;us&gt; is awkwardly pulling a sled without any string, hindering movement.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fScent,m_fVisibility</column>
            <column name="aModifiers">-50,3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">400</column>
            <column name="strName">Drop All Items</column>
            <column name="strDesc">&lt;us&gt; dropped all of their items!</column>
            <column name="aFieldNames">DropAllItems</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">401</column>
            <column name="strName">Looted</column>
            <column name="strDesc">&lt;us&gt; was already looted.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.031</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">402</column>
            <column name="strName">Loot Target</column>
            <column name="strDesc">&lt;us&gt; looted &lt;them&gt;!</column>
            <column name="aFieldNames">LootTarget</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">403</column>
            <column name="strName">Offered Surrender</column>
            <column name="strDesc">&lt;us&gt; offered their surrender.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">404</column>
            <column name="strName">Has Surrender Option</column>
            <column name="strDesc">&lt;us&gt; has the option to surrender.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">405</column>
            <column name="strName">Ate a medium portion of meat</column>
            <column name="strDesc">&lt;us&gt; ate a medium portion of meat.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-48,-6</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">406</column>
            <column name="strName">Ate a medium portion of rotten meat</column>
            <column name="strDesc">Blech! &lt;us&gt; forced down a medium portion of rotten meat.</column>
            <column name="aFieldNames">fFoodDebt</column>
            <column name="aModifiers">-12</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">407</column>
            <column name="strName">Ate a medium portion of cured meat</column>
            <column name="strDesc">&lt;us&gt; ate a medium portion of cured meat.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-48,6</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">408</column>
            <column name="strName">Wearing dogman fur</column>
            <column name="strDesc">&lt;us&gt; is wearing dogman fur, and is more intimidating.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">0.3</column>
            <column name="aEffects">ArmorWound=100,0.3,0.1;ArmorWound=111,0.3,0.1;ArmorWound=102,0.3,0.1;ArmorWound=112,0.3,0.1;ArmorWound=103,0.3,0.1;ArmorWound=113,0.3,0.1;ArmorWound=104,0.3,0.1;ArmorWound=105,0.3,0.1;ArmorWound=106,0.3,0.1;ArmorWound=107,0.3,0.1;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">409</column>
            <column name="strName">Deer</column>
            <column name="strDesc">&lt;us&gt; is a deer.</column>
            <column name="aFieldNames">BaseDetectionLevel,m_fFatigueModifier,m_fVisibility,m_fMorale,m_fDefense</column>
            <column name="aModifiers">-0.4,2,-0.1,-2.4,-0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">410</column>
            <column name="strName">Already interacted with Stoat</column>
            <column name="strDesc">&lt;us&gt; already interacted with The Stoat.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">411</column>
            <column name="strName">Carrying flashlight</column>
            <column name="strDesc">&lt;us&gt; is carrying a flashlight, making it easier to navigate in the dark, but also easier to spot.</column>
            <column name="aFieldNames">m_fVisibility,LightLevel</column>
            <column name="aModifiers">0.5,0.8</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">412</column>
            <column name="strName">Player</column>
            <column name="strDesc">&lt;us&gt; is the player, not an AI.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">413</column>
            <column name="strName">Awkwardly pulling basket</column>
            <column name="strDesc">&lt;us&gt; is awkwardly pulling a basket without any wheels or handles, hindering movement.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fScent,m_fVisibility</column>
            <column name="aModifiers">-50,3,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">414</column>
            <column name="strName">Removed sharp object from wound</column>
            <column name="strDesc">&lt;us&gt; removed a sharp object from their wound.</column>
            <column name="aFieldNames">ApplyCutDamage</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">415</column>
            <column name="strName">Removed barbed object from wound</column>
            <column name="strDesc">&lt;us&gt; removed a barbed object from their wound.</column>
            <column name="aFieldNames">ApplyCutDamage</column>
            <column name="aModifiers">0.2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">416</column>
            <column name="strName">Bumped sharp object inside wound</column>
            <column name="strDesc">&lt;us&gt; wrenched a sharp object inside their wound.</column>
            <column name="aFieldNames">ApplyCutDamage,Infected</column>
            <column name="aModifiers">0.1,0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">417</column>
            <column name="strName">Has sharp object impaled in wound</column>
            <column name="strDesc">&lt;us&gt; has a sharp object impaled in a wound.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">417,416</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.05</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">418</column>
            <column name="strName">Has large sharp object impaled in wound</column>
            <column name="strDesc">&lt;us&gt; has a large sharp object impaled in a wound.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">418,416</column>
            <column name="fDuration">0.2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.5</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">419</column>
            <column name="strName">Skilled lockpick</column>
            <column name="strDesc">&lt;us&gt; is skilled in lockpicking.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">420</column>
            <column name="strName">Hypothermic grace period</column>
            <column name="strDesc">&lt;us&gt; can get bailed out of hypothermia right now.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">421</column>
            <column name="strName">Already found hypothermic car boot</column>
            <column name="strDesc">The boot near the car with the sleeping bag was found.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">422</column>
            <column name="strName">Already took the car sleeping bag</column>
            <column name="strDesc">The sleeping bag from the car was taken.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">423</column>
            <column name="strName">Scatter missile</column>
            <column name="strDesc">Scatter missile for a missed shot.</column>
            <column name="aFieldNames">ScatterMissile</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">424</column>
            <column name="strName">Trigger Hacking w/Laptop</column>
            <column name="strDesc">&lt;us&gt; is using a laptop to start hacking.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1080</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">425</column>
            <column name="strName">Skilled in hacking</column>
            <column name="strDesc">&lt;us&gt; is skilled at hacking.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">426</column>
            <column name="strName">Trigger iSlab Encounter</column>
            <column name="strDesc">&lt;us&gt; is using an iSlab.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1083</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">427</column>
            <column name="strName">Trigger Smartphone Encounter</column>
            <column name="strDesc">&lt;us&gt; is using a smartphone.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1084</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">428</column>
            <column name="strName">Use GPS</column>
            <column name="strDesc">&lt;us&gt; used a GPS app.</column>
            <column name="aFieldNames">UseGPS</column>
            <column name="aModifiers">4</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">429</column>
            <column name="strName">Drank impure water</column>
            <column name="strDesc">&lt;us&gt; drank impure water.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">40,48</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.05,0.2</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">430</column>
            <column name="strName">Trigger Cellphone  Encounter</column>
            <column name="strDesc">This cellphone lacks any noteworthy functions.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">431</column>
            <column name="strName">Trigger Locked Laptop Encounter</column>
            <column name="strDesc">&lt;us&gt; is using a locked laptop.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1105</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">432</column>
            <column name="strName">Knows about cryo bank account</column>
            <column name="strDesc">&lt;us&gt; discovered the bank account info at the cryo facility.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">433</column>
            <column name="strName">Knows bank login info</column>
            <column name="strDesc">&lt;us&gt; learned the bank teller's login info.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">434</column>
            <column name="strName">Has Cale's Address</column>
            <column name="strDesc">&lt;us&gt; learned of Cale's address in the DMC.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">435</column>
            <column name="strName">Wanted by DMC</column>
            <column name="strDesc">&lt;us&gt; was identified by police, and is wanted.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">436</column>
            <column name="strName">DMC Exiled II</column>
            <column name="strDesc">&lt;us&gt; was caught violating an exile order.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">17520</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">437</column>
            <column name="strName">Discovered Skybike Weakness</column>
            <column name="strDesc">&lt;us&gt; figured out the skybike's blind spot.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">438</column>
            <column name="strName">Carrying a tracking device</column>
            <column name="strDesc">&lt;us&gt; is carrying a device that DMC patrols can track.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">439</column>
            <column name="strName">Already triggered bank power cycle</column>
            <column name="strDesc">&lt;us&gt; already triggered the bank microbranch's power cycle once.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">440</column>
            <column name="strName">Triggered bank power cycle twice</column>
            <column name="strDesc">&lt;us&gt; triggered the bank microbranch's power cycle twice.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">441</column>
            <column name="strName">Caused security increase at bank</column>
            <column name="strDesc">&lt;us&gt; triggered greater security at the bank.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">442</column>
            <column name="strName">Already tried speaking with bank teller</column>
            <column name="strDesc">&lt;us&gt; already tried speaking with the bank teller.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">443</column>
            <column name="strName">Teller Called Maintenance</column>
            <column name="strDesc">&lt;us&gt; made the bank teller call for maintenance.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">444</column>
            <column name="strName">Noticed Skybike Tracking</column>
            <column name="strDesc">&lt;us&gt; noticed that the skybike tracks via electronic devices.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">445</column>
            <column name="strName">Trigger Wendigo 1 Raw</column>
            <column name="strDesc">&lt;us&gt; ate raw human meat for the first time.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1184</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">446</column>
            <column name="strName">Trigger Wendigo 1 Cooked</column>
            <column name="strDesc">&lt;us&gt; ate cooked human meat for the first time.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1183</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">447</column>
            <column name="strName">Trigger Wendigo 2</column>
            <column name="strDesc">&lt;us&gt; continued to eat human meat.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1185</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">448</column>
            <column name="strName">Trigger Wendigo 3</column>
            <column name="strDesc">&lt;us&gt; continued to eat human meat, and is now a wendigo.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1186</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">449</column>
            <column name="strName">Wendigo 1</column>
            <column name="strDesc">&lt;us&gt; is beginning the transformation into a wendigo.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">449,450</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.5</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">450</column>
            <column name="strName">Wendigo 2 Ready</column>
            <column name="strDesc">&lt;us&gt; is ready to advance to wendigo 2.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">451</column>
            <column name="strName">Wendigo 2 (Satisfied)</column>
            <column name="strDesc">&lt;us&gt; is undergoing transformation into a wendigo, but hunger is temporarily satisfied.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">451,452,453</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,1,0.5</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">452</column>
            <column name="strName">Wendigo 2 (Hungry)</column>
            <column name="strDesc">&lt;us&gt; is undergoing transformation into a wendigo.</column>
            <column name="aFieldNames">fFoodConsumptionRate</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">453</column>
            <column name="strName">Wendigo 3 Ready</column>
            <column name="strDesc">&lt;us&gt; is ready to advance to wendigo 3.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">454</column>
            <column name="strName">Wendigo 3 (Satisfied)</column>
            <column name="strDesc">&lt;us&gt; is a wendigo, but hunger is temporarily satisfied.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">454,455</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">455</column>
            <column name="strName">Wendigo 3 (Hungry)</column>
            <column name="strDesc">&lt;us&gt; is a wendigo, and always hungry.</column>
            <column name="aFieldNames">fFoodConsumptionRate</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">456</column>
            <column name="strName">Killed by a mob</column>
            <column name="strDesc">&lt;us&gt; was beaten to death by a mob for selling human meat.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">457</column>
            <column name="strName">Standing in Market</column>
            <column name="strDesc">&lt;us&gt; is in the market hex.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">458</column>
            <column name="strName">Trigger Selling Human Meat</column>
            <column name="strDesc">&lt;us&gt; tried to sell human meat.</column>
            <column name="aFieldNames">TriggerEncounter,TriggerEncounter,TriggerEncounter</column>
            <column name="aModifiers">1187,1192,1548</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">459</column>
            <column name="strName">Warned in Market</column>
            <column name="strDesc">&lt;us&gt; already tried to sell human meat at the market.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">460</column>
            <column name="strName">No Eyes</column>
            <column name="strDesc">&lt;us&gt; lost their eyes.</column>
            <column name="aFieldNames">VisionRange,MinLightLevel,BaseDetectionLevel</column>
            <column name="aModifiers">-5,2,1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">461</column>
            <column name="strName">Wearing Jar of Screaming Eyes</column>
            <column name="strDesc">&lt;us&gt; is wearing the Jar of Screaming Eyes.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">462</column>
            <column name="strName">Stealthy</column>
            <column name="strDesc">&lt;us&gt; is a stealthy mover.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">463</column>
            <column name="strName">Already Triggered Yezinka Encounter</column>
            <column name="strDesc">&lt;us&gt; already triggered the Yezinka encounter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">464</column>
            <column name="strName">Yezinka</column>
            <column name="strDesc">&lt;us&gt; is the Yezinka.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">465</column>
            <column name="strName">Scared Awake</column>
            <column name="strDesc">&lt;us&gt; woke up in fear.</column>
            <column name="aFieldNames">fSleepQuality,m_fSleepAwareness</column>
            <column name="aModifiers">-1,1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">466</column>
            <column name="strName">Wake Up</column>
            <column name="strDesc">&lt;us&gt; woke up.</column>
            <column name="aFieldNames">Asleep</column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">467</column>
            <column name="strName">Drank toxic water</column>
            <column name="strDesc">&lt;us&gt; drank toxic water.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">77</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.5</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">468</column>
            <column name="strName">Aberrant Wound Healing</column>
            <column name="strDesc">&lt;us&gt; has wounds that healed incorrectly, and is both easier to wound and takes longer to heal.</column>
            <column name="aFieldNames">m_fPainLeftBase,m_fImmuneLeftBase,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate,m_fPainLeft,m_fImmuneLeft,m_fMorale</column>
            <column name="aModifiers">-0.033,-0.025,-0.002,-0.00001,-0.00005,-0.033,-0.025,-0.03</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">469</column>
            <column name="strName">Remove All Eye Skills and Traits</column>
            <column name="strDesc">&lt;us&gt; lost their eyes and all dependent abilities/flaws.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">RemoveSkill=91.4;RemoveSkill=91.10;RemoveSkill=91.17;RemoveTrait=96.0;ChainCondition=-356,-358,-360,-362</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">470</column>
            <column name="strName">ResetUsSpotted</column>
            <column name="strDesc">&lt;them&gt; must re-check all targets for visibility.</column>
            <column name="aFieldNames">ResetUsSpotted</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">471</column>
            <column name="strName">Already Visited Great Black Swamp</column>
            <column name="strDesc">&lt;us&gt; already visited the Great Black Swamp.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">472</column>
            <column name="strName">Holding RTG Cell</column>
            <column name="strDesc">&lt;us&gt; is holding an RTG cell, warming them a little.</column>
            <column name="aFieldNames">MinSafeTemp</column>
            <column name="aModifiers">-10.0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">472,132</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.75</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">473</column>
            <column name="strName">Weathered</column>
            <column name="strDesc">&lt;us&gt; starts the game with some injuries and hardships.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">474</column>
            <column name="strName">Already traded with Bob for RTG power cell</column>
            <column name="strDesc">&lt;us&gt; already traded with Bob for the RTG power cell.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">475</column>
            <column name="strName">Trigger Pocket Dimension</column>
            <column name="strDesc">&lt;us&gt; found the Merga Wraith's corpse.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1198</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">476</column>
            <column name="strName">Visited Merga's realm</column>
            <column name="strDesc">&lt;us&gt; already visited Merga's realm.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">477</column>
            <column name="strName">Unable to Run</column>
            <column name="strDesc">&lt;us&gt; cannot run in combat.</column>
            <column name="aFieldNames">m_fMoveReserve</column>
            <column name="aModifiers">-3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">478</column>
            <column name="strName">Quick meal</column>
            <column name="strDesc">&lt;us&gt; ate a quick meal.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-7,-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">479</column>
            <column name="strName">Empty Ground Slot</column>
            <column name="strDesc">&lt;us&gt;'s ground slot was emptied.</column>
            <column name="aFieldNames">EmptyGroundSlot</column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">480</column>
            <column name="strName">Already tried waiting for apartment entry</column>
            <column name="strDesc">&lt;us&gt; already tried waiting for apartment entry.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">481</column>
            <column name="strName">Police Called at Concrete Forest</column>
            <column name="strDesc">&lt;us&gt; is wanted by police in the vicinity of Concrete Forest.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">482</column>
            <column name="strName">Busted Cale's Door</column>
            <column name="strDesc">&lt;us&gt; broke into Cale's apartment forcefully.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">483</column>
            <column name="strName">Knows about Cale's Operation</column>
            <column name="strDesc">&lt;us&gt; knows that Cale had an operation.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">484</column>
            <column name="strName">Saw Photo in Cale's Apartment</column>
            <column name="strDesc">&lt;us&gt; saw the photo of Saginaw in Cale's apartment.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">485</column>
            <column name="strName">Large snack</column>
            <column name="strDesc">&lt;us&gt; ate a large snack.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-5,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">486</column>
            <column name="strName">Knows dogman was in cryo</column>
            <column name="strDesc">&lt;us&gt; knows that the creature coming down the hall was a dogman.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">487</column>
            <column name="strName">Entering Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; is in the process of entering Zom Zom's for the first time.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">488</column>
            <column name="strName">Can ditch vehicle.</column>
            <column name="strDesc">&lt;us&gt; is using a vehicle that can be ditched.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">489</column>
            <column name="strName">Drop Vehicle</column>
            <column name="strDesc">&lt;us&gt; dropped their vehicle!</column>
            <column name="aFieldNames">DropAllItems</column>
            <column name="aModifiers">207</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">490</column>
            <column name="strName">Stop Fighting</column>
            <column name="strDesc">Stop fighting target.</column>
            <column name="aFieldNames">ExitBattle</column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">491</column>
            <column name="strName">Drop Faction Rep 5 (pair)</column>
            <column name="strDesc">Drops &lt;us&gt;'s faction rep with current pair's target 5 notches.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=-5</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">492</column>
            <column name="strName">Nocturnal</column>
            <column name="strDesc">&lt;us&gt; prefers to be active at night, and sleep by day.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">493</column>
            <column name="strName">Aggressive</column>
            <column name="strDesc">&lt;us&gt; is aggressive towards non-faction creatures (will seek and attack, instead of flee).</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">494</column>
            <column name="strName">Loots Items</column>
            <column name="strDesc">&lt;us&gt; cares about loot (will seek and pick up, instead of ignore).</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">495</column>
            <column name="strName">Solitary</column>
            <column name="strDesc">&lt;us&gt; prefers to operate alone.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">496</column>
            <column name="strName">Add Faction Rep (Pair)</column>
            <column name="strDesc">Add Us's faction rep to Them.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">497</column>
            <column name="strName">Drop Faction Rep (Pair)</column>
            <column name="strDesc">Drop Us's faction rep to Them.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=-1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">498</column>
            <column name="strName">Offered Disengage</column>
            <column name="strDesc">&lt;us&gt; offered to disengage.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">499</column>
            <column name="strName">Can Trigger Talks</column>
            <column name="strDesc">&lt;us&gt; can trigger talk encounters.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">500</column>
            <column name="strName">Opted Out of Battle</column>
            <column name="strDesc">&lt;us&gt; prefers to not fight right now.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.021</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">501</column>
            <column name="strName">Doesn't Need Water</column>
            <column name="strDesc">&lt;us&gt; is immune to dehydration.</column>
            <column name="aFieldNames">fWaterConsumptionRate</column>
            <column name="aModifiers">-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">502</column>
            <column name="strName">Doesn't Need Food</column>
            <column name="strDesc">&lt;us&gt; is immune to hunger.</column>
            <column name="aFieldNames">fFoodConsumptionRate</column>
            <column name="aModifiers">-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">503</column>
            <column name="strName">Doesn't Need Sleep</column>
            <column name="strDesc">&lt;us&gt; is immune to fatigue.</column>
            <column name="aFieldNames">m_fFatigueModifier</column>
            <column name="aModifiers">-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">504</column>
            <column name="strName">Known</column>
            <column name="strDesc">&lt;us&gt; is known to Player, and shows private name.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">505</column>
            <column name="strName">Drawing Attention</column>
            <column name="strDesc">&lt;us&gt; made themselves easy to see for a moment.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.11</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">506</column>
            <column name="strName">Offered Talk</column>
            <column name="strDesc">&lt;us&gt; offered to talk.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.011</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">507</column>
            <column name="strName">Drop Faction Rep (Looter)</column>
            <column name="strDesc">Drop -1 from player's rep with all local Looter creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=2,-1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">508</column>
            <column name="strName">Add Faction Rep (Looter)</column>
            <column name="strDesc">Add +1 to player's rep with all local Looter creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=2,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">509</column>
            <column name="strName">Drop Faction Rep 5 (Looter)</column>
            <column name="strDesc">Drop -5 player's rep with all local Looter creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=2,-5</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">510</column>
            <column name="strName">Add Faction Rep 5 (Looter)</column>
            <column name="strDesc">Add +5 player's rep to all local Looter creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=2,5</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">511</column>
            <column name="strName">Marked Target (1 hour)</column>
            <column name="strDesc">&lt;us&gt; is much more likely to be attacked for the next hour.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">512</column>
            <column name="strName">Looter Biddy 1</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 1 with Biddy.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">513</column>
            <column name="strName">Looter Biddy 2</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 2 with Biddy.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">514</column>
            <column name="strName">Looter Shifty 1</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 1 with Shifty.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">515</column>
            <column name="strName">Looter Shifty 2</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 2 with Shifty.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">516</column>
            <column name="strName">Looter Rita 1</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 1 with Rita.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">517</column>
            <column name="strName">Looter Rita 2</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 2 with Rita.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">518</column>
            <column name="strName">Looter John 1</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 1 with John.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">519</column>
            <column name="strName">Looter John 2</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 2 with John.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">520</column>
            <column name="strName">Looter Kim 1</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 1 with Kim.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">521</column>
            <column name="strName">Looter Kim 2</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 2 with Kim.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">522</column>
            <column name="strName">Looter Biddy 3</column>
            <column name="strDesc">&lt;us&gt; already had looter conversation 3 with Biddy.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">523</column>
            <column name="strName">Wearing light shorts</column>
            <column name="strDesc">&lt;us&gt; is wearing a pair of light shorts.</column>
            <column name="aFieldNames">MinSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-1.5,-0.2</column>
            <column name="aEffects">ArmorWound=108,0.04,0.02;ArmorWound=114,0.04,0.02;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">524</column>
            <column name="strName">Wearing shirt</column>
            <column name="strDesc">&lt;us&gt; is wearing a shirt.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-7,-6,-1</column>
            <column name="aEffects">ArmorWound=100,0.04,0.02;ArmorWound=111,0.04,0.02;ArmorWound=102,0.04,0.02;ArmorWound=112,0.04,0.02;ArmorWound=103,0.04,0.02;ArmorWound=113,0.04,0.02;ArmorWound=104,0.04,0.02;ArmorWound=105,0.04,0.02;ArmorWound=106,0.04,0.02;ArmorWound=107,0.04,0.02;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">525</column>
            <column name="strName">Wearing a tough glove</column>
            <column name="strDesc">&lt;us&gt; is wearing a tough glove.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-1,0,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">526</column>
            <column name="strName">Wearing warm head cover</column>
            <column name="strDesc">&lt;us&gt; is wearing a warm head covering.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-3.5,-3,-0.5</column>
            <column name="aEffects">ArmorWound=100,0.06,0.03;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">527</column>
            <column name="strName">Wearing Type IV head armor</column>
            <column name="strDesc">&lt;us&gt; is wearing Type IV head armor.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects">ArmorWound=101,4,1.0</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">528</column>
            <column name="strName">Wearing Type III torso armor</column>
            <column name="strDesc">&lt;us&gt; is wearing Type III torso armor.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation,m_fMorale</column>
            <column name="aModifiers">-42,-15,-2.5,0.2</column>
            <column name="aEffects">ArmorWound=100,3,0.8;ArmorWound=111,3,0.8;ArmorWound=104,3,0.8;ArmorWound=105,3,0.8;ArmorWound=106,3,0.8;ArmorWound=107,3,0.8</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">529</column>
            <column name="strName">Despawn in 8 Hours</column>
            <column name="strDesc">&lt;us&gt; will despawn in 8 hours.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">530,531</column>
            <column name="fDuration">8</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">530</column>
            <column name="strName">Despawn</column>
            <column name="strDesc">&lt;us&gt; is despawning.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">Despawn=0</column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">531</column>
            <column name="strName">Despawn in 1 Hour</column>
            <column name="strDesc">&lt;us&gt; will despawn in 1 hour.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">530,531</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">532</column>
            <column name="strName">DMC Guard 1</column>
            <column name="strDesc">&lt;us&gt; already had DMC guard conversation 1.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">533</column>
            <column name="strName">DMC Guard 2</column>
            <column name="strDesc">&lt;us&gt; already had DMC guard conversation 2.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">534</column>
            <column name="strName">Drop Faction Rep (DMC)</column>
            <column name="strDesc">Drop -1 from player's rep with all local DMC creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=10,-1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">535</column>
            <column name="strName">Weathered Loadout</column>
            <column name="strDesc">&lt;us&gt; has their starting loadout weathered.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">536</column>
            <column name="strName">Killed by an Anishinaabe Tribal Warrior</column>
            <column name="strDesc">&lt;us&gt; was killed by an Anishinaabe Tribal Warrior.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">537</column>
            <column name="strName">Michelle Has Asked Her Question</column>
            <column name="strDesc">&lt;us&gt; answered Michelle's question of where he's been.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">538</column>
            <column name="strName">Can Ask ATN How Long Ago</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle how long ago.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">539</column>
            <column name="strName">Can Ask ATN What is Talisman</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle what the talisman is.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">540</column>
            <column name="strName">Can Ask ATN Why In Photo</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle why in photo.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">541</column>
            <column name="strName">Can Ask ATN About Spirit</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle about the spirit.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">542</column>
            <column name="strName">Can Ask ATN How to Get Rid of Spirit</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle how to get rid of the spirit.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">543</column>
            <column name="strName">Can Ask ATN You Know Me</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle how she knows him.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">544</column>
            <column name="strName">Can Ask ATN About Ghost Face</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle about Ghost Face.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">545</column>
            <column name="strName">Can Ask ATN About ATN</column>
            <column name="strDesc">&lt;us&gt; can ask Michelle about ATN.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">546</column>
            <column name="strName">Using a smudge stick</column>
            <column name="strDesc">&lt;us&gt; is using a smudge stick.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">547</column>
            <column name="strName">Chewed on bear root</column>
            <column name="strDesc">&lt;us&gt; chewed on some bear root.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">-198,-199,-200,-202,-203,-294,-295,-296,-297</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.5,.025,.0125,1,0.5,0.4,0.25,0.0125,0.007</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">548</column>
            <column name="strName">Drop Faction Rep (ATN)</column>
            <column name="strDesc">Drop -1 from player's rep with all local ATN creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=11,-1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">549</column>
            <column name="strName">Invited to ATN</column>
            <column name="strDesc">&lt;us&gt; has been invited to ATN by patrol.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">550</column>
            <column name="strName">Already had ATN female warrior convo 1</column>
            <column name="strDesc">&lt;us&gt; already had ATN female warrior convo 1.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">551</column>
            <column name="strName">Exile of ATN</column>
            <column name="strDesc">&lt;us&gt; became an exile of ATN.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">552</column>
            <column name="strName">Clean and Dress Wounds</column>
            <column name="strDesc">&lt;us&gt;'s wounds were cleaned and dressed.</column>
            <column name="aFieldNames">CleanAndDress</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">553</column>
            <column name="strName">Received Sweat Lodge Treatment</column>
            <column name="strDesc">&lt;us&gt; received sweat lodge treatment.</column>
            <column name="aFieldNames">ResetTemp</column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">554</column>
            <column name="strName">Has Visited ATN</column>
            <column name="strDesc">&lt;us&gt; already visited the ATN.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">555</column>
            <column name="strName">Treated for Wendigo</column>
            <column name="strDesc">&lt;us&gt; was already treated by ATN for wendigo psychosis.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">556</column>
            <column name="strName">Invisible</column>
            <column name="strDesc">&lt;us&gt; is impossible to see.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">-2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">557</column>
            <column name="strName">Force Despawn in 0.05 Hours</column>
            <column name="strDesc">&lt;us&gt; will despawn in 0.05 hours, no matter what.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">562,557</column>
            <column name="fDuration">0.05</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">558</column>
            <column name="strName">DMC Guard</column>
            <column name="strDesc">&lt;us&gt; is a member of the DMC guard/SkyCorps.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">559</column>
            <column name="strName">Radio DMC Sniper</column>
            <column name="strDesc">&lt;us&gt; radioed for sniper support fire!</column>
            <column name="aFieldNames">SpawnNewCreature</column>
            <column name="aModifiers">17</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">560</column>
            <column name="strName">Unshakable</column>
            <column name="strDesc">This AI is never going to retreat.</column>
            <column name="aFieldNames">m_fMoraleHidden</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">561</column>
            <column name="strName">Unhittable</column>
            <column name="strDesc">This AI is near impossible to hit.</column>
            <column name="aFieldNames">m_fDefense</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">562</column>
            <column name="strName">Force Despawn</column>
            <column name="strDesc">&lt;us&gt; is despawning, no matter what.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">Despawn=1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">563</column>
            <column name="strName">Michelle Wants to Ask Her Question</column>
            <column name="strDesc">&lt;us&gt; asked Michelle a question, and now she has one.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">564</column>
            <column name="strName">Relapsed Into Wendigo</column>
            <column name="strDesc">&lt;us&gt; has relapsed into a wendigo.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">565</column>
            <column name="strName">Wendigo ATN Trigger</column>
            <column name="strDesc">&lt;us&gt; will trigger wendigo encounters at ATN.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">566</column>
            <column name="strName">Trigger Wendigo Relapse</column>
            <column name="strDesc">&lt;us&gt; relapsed into eating human meat, and is now a wendigo.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1533</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">567</column>
            <column name="strName">Marge Wraith Spawned</column>
            <column name="strDesc">Merga Wraith is spawned and active.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">568</column>
            <column name="strName">Already returned to the cryo facility</column>
            <column name="strDesc">&lt;us&gt; already returned to the cryo facility.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">569</column>
            <column name="strName">Already had ATN male warrior convo 1</column>
            <column name="strDesc">&lt;us&gt; already had ATN male warrior convo 1.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">570</column>
            <column name="strName">Sweating</column>
            <column name="strDesc">&lt;us&gt; is starting to sweat.</column>
            <column name="aFieldNames">fWaterConsumptionRate,fSleepQuality,MinSafeTemp,MaxSafeTemp,fPassiveRewarmPerHour,m_fScent</column>
            <column name="aModifiers">0.25,-0.35,15,15,-1,1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">571</column>
            <column name="strName">Minor thirst quench</column>
            <column name="strDesc">&lt;us&gt; had some of their thirst quenched.</column>
            <column name="aFieldNames">fWaterDebt</column>
            <column name="aModifiers">-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">572</column>
            <column name="strName">Carrying Timepiece</column>
            <column name="strDesc">&lt;us&gt; is carrying an item that tells time.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">573</column>
            <column name="strName">Gather water from river.</column>
            <column name="strDesc">&lt;us&gt; gathered water from a river.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddItemGround=150,0,0,0;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">574</column>
            <column name="strName">Gather water from marsh.</column>
            <column name="strDesc">&lt;us&gt; gathered water from a marsh.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddItemGround=151,0,0,0;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">575</column>
            <column name="strName">Gather water from lake.</column>
            <column name="strDesc">&lt;us&gt; gathered water from a lake.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddItemGround=152,0,0,0;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">576</column>
            <column name="strName">Gather wood from forest.</column>
            <column name="strDesc">&lt;us&gt; gathered wood from a forest.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddItemGround=153,0,0,0;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">577</column>
            <column name="strName">No item sprites</column>
            <column name="strDesc">&lt;us&gt; does not display item sprites.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">578</column>
            <column name="strName">Trigger Revisit Hatter</column>
            <column name="strDesc">&lt;us&gt; is returning to Hatter after declining the urn job.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">97</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">579</column>
            <column name="strName">Trigger Return to Hatter #1</column>
            <column name="strDesc">&lt;us&gt; is returning to Hatter after accepting a job.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">28</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">580</column>
            <column name="strName">Trigger Return to Hatter Again</column>
            <column name="strDesc">&lt;us&gt; is returning to Hatter a second time after failing to complete a job.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">34</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">581</column>
            <column name="strName">Complete Hatter's Intro Job</column>
            <column name="strDesc">&lt;us&gt; completed the intro task for Hatter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">582</column>
            <column name="strName">Trigger Hidden Lake</column>
            <column name="strDesc">&lt;us&gt; is visiting the house at Seven Gables Road.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">27</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">583</column>
            <column name="strName">Trigger Hidden Lake (Hood)</column>
            <column name="strDesc">&lt;us&gt; is visiting the house at Seven Gables Road w/hood.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">123</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">584</column>
            <column name="strName">Trigger Return to Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; is visiting Zom Zom's again.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">996</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">585</column>
            <column name="strName">Trigger Zom Zom's</column>
            <column name="strDesc">&lt;us&gt; is visiting Zom Zom's.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">135</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">586</column>
            <column name="strName">Trigger Return to Strange Forest</column>
            <column name="strDesc">&lt;us&gt; is visiting the Strange Forest again.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1025</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">587</column>
            <column name="strName">Trigger Strange Forest</column>
            <column name="strDesc">&lt;us&gt; is visiting the Strange Forest.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">766</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">588</column>
            <column name="strName">Trigger Isotope Mine</column>
            <column name="strDesc">&lt;us&gt; is visiting the Isotope Mine.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">199</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">589</column>
            <column name="strName">Trigger Return to Isotope Mine</column>
            <column name="strDesc">&lt;us&gt; is returning to the Isotope Mine.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1031</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">590</column>
            <column name="strName">Trigger Return to Isotope Mine Cistern Lid</column>
            <column name="strDesc">&lt;us&gt; is returning to the Isotope Mine cistern lid.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1067</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">591</column>
            <column name="strName">Trigger Return to Isotope Mine Broken Ladder</column>
            <column name="strDesc">&lt;us&gt; is returning to the Isotope Mine broken ladder.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1068</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">592</column>
            <column name="strName">Trigger Return to Isotope Mine Ladder</column>
            <column name="strDesc">&lt;us&gt; is returning to the Isotope Mine ladder.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1069</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">593</column>
            <column name="strName">Trigger Allegan Fairgrounds</column>
            <column name="strDesc">&lt;us&gt; is entering Allegan Fairgrounds.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">936</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">594</column>
            <column name="strName">Trigger Return to Allegan Fairgrounds</column>
            <column name="strDesc">&lt;us&gt; is returning to Allegan Fairgrounds.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">934</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">595</column>
            <column name="strName">Hourly Chance of Dogman Protection</column>
            <column name="strDesc">&lt;us&gt; has a chance of gaining protection from dogmen each hour.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">595,596</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.25</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">596</column>
            <column name="strName">Add Global Faction Rep 200 (Dogman)</column>
            <column name="strDesc">Add 200 player's rep to all current and future Dogman creatures.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeGlobalFactionRep=1,200,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">597</column>
            <column name="strName">Wearing 3 Dog Moon shirt</column>
            <column name="strDesc">&lt;us&gt; is wearing the legendary &quot;3 Dog Moon&quot; T-shirt.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">598</column>
            <column name="strName">Flagged by DMC Guard</column>
            <column name="strDesc">&lt;us&gt; was flagged by DMC guards on patrol, and is wanted.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">599</column>
            <column name="strName">Pending Flag by DMC Guard</column>
            <column name="strDesc">&lt;us&gt; is about to be flagged by DMC guards on patrol.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">598</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">600</column>
            <column name="strName">Already ate at ATN today</column>
            <column name="strDesc">&lt;us&gt; already ate food at ATN today.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">601</column>
            <column name="strName">Warned about ATN food</column>
            <column name="strDesc">&lt;us&gt; was already warned about not eating at ATN today.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">602</column>
            <column name="strName">Already received care at ATN</column>
            <column name="strDesc">&lt;us&gt; already received care at ATN recently.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">603</column>
            <column name="strName">Warned about ATN healing</column>
            <column name="strDesc">&lt;us&gt; was already warned about no healing at ATN.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">604</column>
            <column name="strName">Add Global Faction Rep 4 (Blue Frogs)</column>
            <column name="strDesc">Add 4 player's rep to all current and future Blue Frogs.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeGlobalFactionRep=4,4,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">605</column>
            <column name="strName">Wearing Respirator</column>
            <column name="strDesc">&lt;us&gt; is wearing a working bio-chem respirator.</column>
            <column name="aFieldNames">VisionRange,BaseDetectionLevel</column>
            <column name="aModifiers">-1,0.125</column>
            <column name="aEffects">SetImmunity=316,609,619,620,621,731,732,733</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">606</column>
            <column name="strName">Dizzy</column>
            <column name="strDesc">&lt;us&gt; is feeling dizzy.</column>
            <column name="aFieldNames">BaseDetectionLevel,fMovesPerTurnModifier,m_fMoraleHidden,m_fDefense</column>
            <column name="aModifiers">0.06,-1,-0.15,-0.06</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.5</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">607</column>
            <column name="strName">Abdominal Pains</column>
            <column name="strDesc">&lt;us&gt; has severe stomach pains that seem to be getting worse every minute.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft</column>
            <column name="aModifiers">-0.3,-0.3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">608</column>
            <column name="strName">Severe Abdominal Pain</column>
            <column name="strDesc">&lt;us&gt;'s stomach pain has become unbearable, making them collapse in a fit of shaking.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft</column>
            <column name="aModifiers">-0.6,-0.76</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">609</column>
            <column name="strName">Defoliant Exposure 1</column>
            <column name="strDesc">&lt;us&gt; was overexposed to defoliant from the Great Black Swamp.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">611,610,612,294,606,66,616</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.25,0.1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">610</column>
            <column name="strName">Defoliant Exposure 2</column>
            <column name="strDesc">&lt;us&gt;'s defoliant exposure worsened.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">612,294,606,66,607,198</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">611</column>
            <column name="strName">Defoliant Exposure Dormant</column>
            <column name="strDesc">&lt;us&gt;'s defoliant exposure subsided temporarily.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">609</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">612</column>
            <column name="strName">Weakness</column>
            <column name="strDesc">&lt;us&gt; is feeling weak.</column>
            <column name="aFieldNames">m_fEncumberanceLimit,m_fMorale,AttDmgMult</column>
            <column name="aModifiers">-45,-0.3,-0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">613</column>
            <column name="strName">Hypotension</column>
            <column name="strDesc">&lt;us&gt; is suffering from low blood pressure, and is feeling faint.</column>
            <column name="aFieldNames">m_fBloodLeft,fMovesPerTurnModifier,MinSafeTemp,MaxSafeTemp,BodyInsulation,m_fBloodRestoreRate</column>
            <column name="aModifiers">-0.1,-1,3.5,3,0.5,-0.0001</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">614</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.25</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">614</column>
            <column name="strName">Fainting</column>
            <column name="strDesc">&lt;us&gt; is feeling faint, and blacking out.</column>
            <column name="aFieldNames">Asleep,fSleepQuality,m_fSleepAwareness</column>
            <column name="aModifiers">1,1,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.02</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">615</column>
            <column name="strName">Irritated Eyes</column>
            <column name="strDesc">&lt;us&gt;'s eyes became irritated and blurry.</column>
            <column name="aFieldNames">VisionRange,BaseDetectionLevel</column>
            <column name="aModifiers">-1,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">616</column>
            <column name="strName">Eye Irritant Exposure 1</column>
            <column name="strDesc">&lt;us&gt; was exposed to an eye irritant.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">615</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">617</column>
            <column name="strName">Wearing Eye Protection</column>
            <column name="strDesc">&lt;us&gt; is wearing bio-chem eye protection.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">SetImmunity=616</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">618</column>
            <column name="strName">Defoliant Exposure 0</column>
            <column name="strDesc">&lt;us&gt; was exposed to defoliant, and will develop symptoms soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">609</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.4</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">619</column>
            <column name="strName">Smallpox Infectious</column>
            <column name="strDesc">&lt;us&gt; can infect others with smallpox if in close range.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">316</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.9</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">3</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">620</column>
            <column name="strName">The Blue Rot carrier</column>
            <column name="strDesc">&lt;us&gt; is a carrier of The Blue Rot.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">620,295</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.5</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">0</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">621</column>
            <column name="strName">Nasal Allergies</column>
            <column name="strDesc">&lt;us&gt;'s nose and throat are irritated, causing discomfort like an allergy.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fPainLeft,m_fMoraleHidden,m_fDefense,fSleepQuality</column>
            <column name="aModifiers">-0.15,-0.15,-0.15,-0.06,-0.35</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext"></column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">622</column>
            <column name="strName">Killed while storming the gates at Saginaw</column>
            <column name="strDesc">&lt;us&gt; was perforated by the guards at Saginaw while trying to storm the gates.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">623</column>
            <column name="strName">Severe Burns</column>
            <column name="strDesc">&lt;us&gt; has severe burns, causing skin to redden and blister.</column>
            <column name="aFieldNames">m_fHealPerHourMod,m_fImmuneLeft,m_fPainLeft,m_fImmuneRestoreRate,fSleepQuality</column>
            <column name="aModifiers">-0.005,-0.1,-0.1,-0.0005,-0.35</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">624</column>
            <column name="strName">Bleeding internally</column>
            <column name="strDesc">&lt;us&gt; is bleeding internally.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">625</column>
            <column name="strName">Killed by Blue Frog cultists in the King's chambers</column>
            <column name="strDesc">&lt;us&gt; was riddled with holes by cultists in the chambers of the Blue Frogs' King.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">626</column>
            <column name="strName">Pass 24 hours</column>
            <column name="strDesc">Pass 24 hours of in-game time.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">PassTime=24,0</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">627</column>
            <column name="strName">Already spoke to King Eli/Queen Liza</column>
            <column name="strDesc">&lt;us&gt; already spoke to King Eli/Queen Liza on the map.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">628</column>
            <column name="strName">Set Waypoint Clearbone, and Spawn Loot</column>
            <column name="strDesc">&lt;us&gt; is heading towards Clearbone Valley.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetWaypoint=43,118,1730,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">629</column>
            <column name="strName">Set Waypoint Toward DMC</column>
            <column name="strDesc">&lt;us&gt; is going towards DMC soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetWaypoint=50,150,1738,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">630</column>
            <column name="strName">Inoculated Against The Blue Rot</column>
            <column name="strDesc">&lt;us&gt; is inoculated against The Blue Rot.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">SetImmunity=295,620,296,297</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">631</column>
            <column name="strName">Drank yellow vial.</column>
            <column name="strDesc">&lt;us&gt; drank a vial of yellow liquid.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">632</column>
            <column name="strName">Is King Eli</column>
            <column name="strDesc">&lt;us&gt; is King Eli.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">633</column>
            <column name="strName">Clearbone Valley active</column>
            <column name="strDesc">Clearbone Valley became a valid location.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">634</column>
            <column name="strName">Lose All Ground Items</column>
            <column name="strDesc">&lt;us&gt; lost all items on the ground!</column>
            <column name="aFieldNames">LoseAllItems</column>
            <column name="aModifiers">200</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">635</column>
            <column name="strName">Set Clearbone Destroyed</column>
            <column name="strDesc">Sets Clearbone Destroyed on Player</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetPlayerCondition=636;SetPlayerCondition=-633</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">636</column>
            <column name="strName">Clearbone Valley destroyed</column>
            <column name="strDesc">Clearbone Valley was destroyed.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">637</column>
            <column name="strName">Carrying Clearbone key fob</column>
            <column name="strDesc">&lt;us&gt; is carrying the Clearbone key fob.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">638</column>
            <column name="strName">Set Waypoint near DMC Gates</column>
            <column name="strDesc">&lt;us&gt; is going near DMC Gates soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetWaypoint=56,189,1739,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">639</column>
            <column name="strName">Set DMC Quarantine</column>
            <column name="strDesc">Sets DMC Quarantine on Player</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetPlayerCondition=640</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">640</column>
            <column name="strName">DMC Quarantined 2 Weeks</column>
            <column name="strDesc">DMC is quarantined 2 weeks due to a recent disease outbreak.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">336</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">641</column>
            <column name="strName">Fell into a lethal trap.</column>
            <column name="strDesc">&lt;us&gt; has fallen into a lethal trap and died!</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">642</column>
            <column name="strName">Trigger Examine Blue Frog papers</column>
            <column name="strDesc">&lt;us&gt; is examining the Blue Frog papers.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1742</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">643</column>
            <column name="strName">Is King Eli (no destroy)</column>
            <column name="strDesc">&lt;us&gt; is King Eli, but won't destroy Clearbone.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">644</column>
            <column name="strName">Set Waypoint Toward Saginaw</column>
            <column name="strDesc">&lt;us&gt; is going towards Saginaw soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">SetWaypoint=40,108,1745,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">645</column>
            <column name="strName">Electrocuted</column>
            <column name="strDesc">&lt;us&gt; was electrocuted during the Trial of Light.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">646</column>
            <column name="strName">Received regression therapy at Saginaw</column>
            <column name="strDesc">&lt;us&gt; had regression therapy at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">647</column>
            <column name="strName">Add Global Faction Rep 100 (Blue Frogs)</column>
            <column name="strDesc">Add 100 player's rep to all current and future Blue Frogs.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeGlobalFactionRep=4,100,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">648</column>
            <column name="strName">Looted Saginaw Lockers</column>
            <column name="strDesc">&lt;us&gt; looted the Saginaw lockers.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">649</column>
            <column name="strName">Snuck into Saginaw via secret entrance</column>
            <column name="strDesc">&lt;us&gt; snuck into Saginaw via the secret entrance.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">650</column>
            <column name="strName">Tried talking to Blue Frog in locker room.</column>
            <column name="strDesc">&lt;us&gt; tried talking to the Blue Frog in the locker room.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">651</column>
            <column name="strName">Welcome at Saginaw</column>
            <column name="strDesc">&lt;us&gt; is welcome at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">652</column>
            <column name="strName">Caught and Killed by Blue Frog cultists</column>
            <column name="strDesc">&lt;us&gt; was caught and killed by Blue Frog cultists while sneaking around Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">653</column>
            <column name="strName">Confiscate all items</column>
            <column name="strDesc">All of &lt;us&gt;'s items have been confiscated.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">Confiscate=98,0,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">654</column>
            <column name="strName">Unconfiscate all items</column>
            <column name="strDesc">&lt;us&gt;'s confiscated items were returned.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">Confiscate=0,1,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">655</column>
            <column name="strName">Looted King Eli's safe</column>
            <column name="strDesc">&lt;us&gt; looted King Eli's safe.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">656</column>
            <column name="strName">Killed by the gaunt woman in Saginaw's second floor</column>
            <column name="strDesc">&lt;us&gt; was killed by the gaunt woman in Saginaw's second floor.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">657</column>
            <column name="strName">Crafting Allowed</column>
            <column name="strDesc">Encounters with this condition listed will allow the Crafting screen.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">658</column>
            <column name="strName">Looted Strangler's corpse</column>
            <column name="strDesc">&lt;us&gt; looted the Strangler's corpse.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">659</column>
            <column name="strName">Feeling pain</column>
            <column name="strDesc">&lt;us&gt; is experiencing burning pain.</column>
            <column name="aFieldNames">m_fPainLeft</column>
            <column name="aModifiers">-0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">660</column>
            <column name="strName">Immolated by Blue Frog guards</column>
            <column name="strDesc">&lt;us&gt; was set alight by Blue Frog guards attempting to practice the Trial of Fire.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">661</column>
            <column name="strName">Visited Rollo</column>
            <column name="strDesc">&lt;us&gt; visited Rollo in the Induction Room.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">662</column>
            <column name="strName">Asked Rollo about ECT</column>
            <column name="strDesc">&lt;us&gt; asked Rollo about ECT.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">663</column>
            <column name="strName">Asked Rollo about the three frogs</column>
            <column name="strDesc">&lt;us&gt; asked Rollo about the three frogs.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">664</column>
            <column name="strName">Killed by Liza</column>
            <column name="strDesc">&lt;us&gt; was killed by Liza in the Saginaw records room.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">665</column>
            <column name="strName">Attacked Liza</column>
            <column name="strDesc">&lt;us&gt; attacked Liza in the records room at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">666</column>
            <column name="strName">Killed Liza</column>
            <column name="strDesc">&lt;us&gt; killed Liza in the records room at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">667</column>
            <column name="strName">Killed Liza, and Hid Body</column>
            <column name="strDesc">&lt;us&gt; killed Liza and hid her body in the records room at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">668</column>
            <column name="strName">Killed by Mob of Cultists</column>
            <column name="strDesc">&lt;us&gt; was killed by vengeful Blue Frogs after attacking Liza.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">669</column>
            <column name="strName">Agreed to help Liza</column>
            <column name="strDesc">&lt;us&gt; agreed to help Liza.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">670</column>
            <column name="strName">Killed by Odo</column>
            <column name="strDesc">&lt;us&gt; was ground to mush in Odo's jaws at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">671</column>
            <column name="strName">Answered Ginny Question #1</column>
            <column name="strDesc">&lt;us&gt; answered Ginny's first question correctly.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">672</column>
            <column name="strName">Answered Ginny Question #2</column>
            <column name="strDesc">&lt;us&gt; answered Ginny's second question correctly.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">673</column>
            <column name="strName">Answered Ginny Question #3</column>
            <column name="strDesc">&lt;us&gt; answered Ginny's third question correctly.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">674</column>
            <column name="strName">Trigger Examine Meredith Ewing's papers</column>
            <column name="strDesc">&lt;us&gt; is examining Meredith Ewing's papers.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1782</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">675</column>
            <column name="strName">Met Ginny</column>
            <column name="strDesc">&lt;us&gt; met Ginny at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">676</column>
            <column name="strName">Blue Frogs destroyed</column>
            <column name="strDesc">The Blue Frog cult was destroyed, and Saginaw is a graveyard.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">677</column>
            <column name="strName">Blue Frogs dying out</column>
            <column name="strDesc">The Blue Frog cult is dying off, and will be gone soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">676</column>
            <column name="fDuration">120</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">678</column>
            <column name="strName">Blue Frogs Under Mad King</column>
            <column name="strDesc">King Elias of the Blue Frog cult went mad, and they are worse than ever.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">679</column>
            <column name="strName">Liza Rules Blue Frogs</column>
            <column name="strDesc">Liza is Queen of the Blue Frogs now.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">680</column>
            <column name="strName">Saginaw looted</column>
            <column name="strDesc">&lt;us&gt; mass-looted the corpses at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">681</column>
            <column name="strName">Wearing cryo wrist strap</column>
            <column name="strDesc">&lt;us&gt; is wearing a wrist strap from Gyges Cryo Facility.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">682</column>
            <column name="strName">Confiscate Zom Zom's items</column>
            <column name="strDesc">&lt;us&gt;'s items have been confiscated.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">Confiscate=99,0,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">683</column>
            <column name="strName">Saginaw visited</column>
            <column name="strDesc">&lt;us&gt; has been inside Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">684</column>
            <column name="strName">Trigger Revisit Saginaw Encounters</column>
            <column name="strDesc">&lt;us&gt; is revisiting Saginaw.</column>
            <column name="aFieldNames">TriggerEncounter,TriggerEncounter,TriggerEncounter,TriggerEncounter,TriggerEncounter,TriggerEncounter</column>
            <column name="aModifiers">1783,1784,1787,1788,1789,1790</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">685</column>
            <column name="strName">Drank clear vial.</column>
            <column name="strDesc">&lt;us&gt; drank a vial of clear liquid.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">686</column>
            <column name="strName">Clearbone Valley visited</column>
            <column name="strDesc">&lt;us&gt; visited Clearbone Valley.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">687</column>
            <column name="strName">Talked to Paul at Clearbone</column>
            <column name="strDesc">&lt;us&gt; talked to Paul at Clearbone.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">688</column>
            <column name="strName">Talked to Erin at Clearbone</column>
            <column name="strDesc">&lt;us&gt; talked to Erin at Clearbone.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">689</column>
            <column name="strName">Trigger Clearbone Compound Encounter</column>
            <column name="strDesc">&lt;us&gt; is entering Clearbone Compound.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1737</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">690</column>
            <column name="strName">Trigger Bishop Wraith Appear</column>
            <column name="strDesc">The Bishop reappears as a wraith.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1824</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">691</column>
            <column name="strName">Bishop Wraith Appears</column>
            <column name="strDesc">The Bishop has appeared as a wraith to &lt;us&gt;.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">692</column>
            <column name="strName">Trigger Return to Hatter Excom</column>
            <column name="strDesc">&lt;us&gt; is returning to Hatter after being excommunicated.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">1825</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">693</column>
            <column name="strName">Carrying Blue Rot sample or Cure</column>
            <column name="strDesc">&lt;us&gt; is in possession of the Blue Rot cure or sample.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">694</column>
            <column name="strName">Visited Hatter with Blue Rot cure or sample</column>
            <column name="strDesc">&lt;us&gt; visited Hatter with the Blue Rot cure or sample.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">695</column>
            <column name="strName">Received $600</column>
            <column name="strDesc">&lt;us&gt; received $600.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">600</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">696</column>
            <column name="strName">Received $750</column>
            <column name="strDesc">&lt;us&gt; received $750.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">750</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">697</column>
            <column name="strName">Received $650</column>
            <column name="strDesc">&lt;us&gt; received $650.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">650</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">698</column>
            <column name="strName">Received $3500</column>
            <column name="strDesc">&lt;us&gt; received $3500.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">3500</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">699</column>
            <column name="strName">Received $5000</column>
            <column name="strDesc">&lt;us&gt; received $5000.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">5000</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">700</column>
            <column name="strName">Received $6500</column>
            <column name="strDesc">&lt;us&gt; received $6500.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">6500</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">701</column>
            <column name="strName">Received $10000</column>
            <column name="strDesc">&lt;us&gt; received $10000.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">10000</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">702</column>
            <column name="strName">Received $4000</column>
            <column name="strDesc">&lt;us&gt; received $4000.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">4000</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">703</column>
            <column name="strName">Made big deal with Hatter cure</column>
            <column name="strDesc">&lt;us&gt; made a big deal with Hatter for the Blue Rot cure.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">704,-789</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">704</column>
            <column name="strName">Hatter finished finding big Blue Rot buyer</column>
            <column name="strDesc">&lt;us&gt; finished finding a big Blue Rot buyer.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">705</column>
            <column name="strName">Received $200000</column>
            <column name="strDesc">&lt;us&gt; received $200000.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">200000</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">706</column>
            <column name="strName">Hatter paid PK for Blue Rot big deal</column>
            <column name="strDesc">&lt;us&gt; was paid handsomely for the Blue Rot cure and sample.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">707</column>
            <column name="strName">Made deal with Hatter cure</column>
            <column name="strDesc">&lt;us&gt; made a deal with Hatter for the Blue Rot cure.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">708,-789</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">708</column>
            <column name="strName">Hatter finished finding Blue Rot buyer</column>
            <column name="strDesc">&lt;us&gt; finished finding a Blue Rot buyer.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">709</column>
            <column name="strName">Received $50000</column>
            <column name="strDesc">&lt;us&gt; received $50000.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">50000</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">710</column>
            <column name="strName">DMC Quarantined 1 day</column>
            <column name="strDesc">DMC is quarantined 1 day due to a recent disease outbreak.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">711</column>
            <column name="strName">Increase Faction Rep Toward Player +4</column>
            <column name="strDesc">Add 4 to creature's opinion of player.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeFactionRep=0,4</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">712</column>
            <column name="strName">Trigger Return to Hatter suite</column>
            <column name="strDesc">&lt;us&gt; is returning to Hatter for all suite</column>
            <column name="aFieldNames">TriggerEncounter,TriggerEncounter,TriggerEncounter,TriggerEncounter</column>
            <column name="aModifiers">1871,1868,1874,2144</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">713</column>
            <column name="strName">Received $3750</column>
            <column name="strDesc">&lt;us&gt; received $3750.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">3750</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">714</column>
            <column name="strName">Knows about Saginaw</column>
            <column name="strDesc">&lt;us&gt; knows there's something important about Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">715</column>
            <column name="strName">Improper Footwear</column>
            <column name="strDesc">&lt;us&gt; is wearing improper footwear, and is uncomfortable.</column>
            <column name="aFieldNames">m_fPain</column>
            <column name="aModifiers">0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">716</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">716</column>
            <column name="strName">Blisters on Foot</column>
            <column name="strDesc">&lt;us&gt; has painful blisters on their foot.</column>
            <column name="aFieldNames">m_fPain,fMovesPerTurnModifier</column>
            <column name="aModifiers">0.1,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">72</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">717</column>
            <column name="strName">Examined sheaf of papers in Merga's Realm</column>
            <column name="strDesc">&lt;us&gt; examined the papers in Merga's Realm.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">718</column>
            <column name="strName">Examined children's book in Merga's Realm</column>
            <column name="strDesc">&lt;us&gt; examined the children's book in Merga's Realm.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">719</column>
            <column name="strName">Examined engravings in Merga's Realm</column>
            <column name="strDesc">&lt;us&gt; examined the engravings in Merga's Realm.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">720</column>
            <column name="strName">Examined sheaf of letters in Merga's Realm</column>
            <column name="strDesc">&lt;us&gt; examined the letters in Merga's Realm.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">721</column>
            <column name="strName">Examined film canister in Merga's Realm</column>
            <column name="strDesc">&lt;us&gt; examined the film in Merga's Realm.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">722</column>
            <column name="strName">Drowned during Trial of Water</column>
            <column name="strDesc">&lt;us&gt; drowned during the Trial of Water at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">723</column>
            <column name="strName">Cooked alive during Trial of Fire</column>
            <column name="strDesc">&lt;us&gt; was cooked alive during the Trial of Fire at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">724</column>
            <column name="strName">Picked lock in north wing at Saginaw</column>
            <column name="strDesc">&lt;us&gt; picked the lock in the north wing at Saginaw.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">725</column>
            <column name="strName">DMC Drone</column>
            <column name="strDesc">&lt;us&gt; is a drone of the DMC SkyCorps.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">SetImmunity=159,143</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">726</column>
            <column name="strName">Critical System Failure</column>
            <column name="strDesc">&lt;us&gt; had a critical system failure.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">727</column>
            <column name="strName">Doesn't Negotiate</column>
            <column name="strDesc">&lt;us&gt; does not negotiate in battle.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">728</column>
            <column name="strName">Mechanical Creature</column>
            <column name="strDesc">&lt;us&gt; is mechanical, and does not suffer biological flaws.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">SetImmunity=18,106,145,146,148</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">729</column>
            <column name="strName">Cannot Call DMC Support</column>
            <column name="strDesc">&lt;us&gt; cannot call DMC support right now.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.03</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">730</column>
            <column name="strName">Drone Armor</column>
            <column name="strDesc">&lt;us&gt; has fuselage armor.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ArmorWound=104,3,0.8</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">731</column>
            <column name="strName">The Blue Rot 1a</column>
            <column name="strDesc">&lt;us&gt; can transmit The Blue Rot at strength 1.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">620,731</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.5,1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">732</column>
            <column name="strName">The Blue Rot 2a</column>
            <column name="strDesc">&lt;us&gt; can transmit The Blue Rot at strength 2.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">620,732</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.5,1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">2</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">733</column>
            <column name="strName">The Blue Rot 3a</column>
            <column name="strDesc">&lt;us&gt; can transmit The Blue Rot at strength 3.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">620,733</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.5,1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">4</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">734</column>
            <column name="strName">Wearing Crude Air Filter</column>
            <column name="strDesc">&lt;us&gt; is wearing a crude air filter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">ChainCondition=735,736</column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">735</column>
            <column name="strName">Crude Air Filter Heartbeat</column>
            <column name="strDesc">&lt;us&gt; periodically has a working air filter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">735,736</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.34</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">736</column>
            <column name="strName">Crude Air Filter Active</column>
            <column name="strDesc">&lt;us&gt; is wearing a crude air filter this turn.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects">SetImmunity=619,620,621,731,732,733</column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">737</column>
            <column name="strName">BattleMove Visible 2x</column>
            <column name="strDesc">&lt;us&gt; is doing something highly visible.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">1.0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">738</column>
            <column name="strName">BattleMove Visible 0.5x</column>
            <column name="strDesc">&lt;us&gt; is doing something hidden.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">-0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">739</column>
            <column name="strName">BattleMove Visible 0.25x</column>
            <column name="strDesc">&lt;us&gt; is doing something very hidden.</column>
            <column name="aFieldNames">m_fVisibility</column>
            <column name="aModifiers">-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">740</column>
            <column name="strName">Battle Ambush Close</column>
            <column name="strDesc">&lt;us&gt; is preparing to ambush creatures up close in battle.</column>
            <column name="aFieldNames">BattleRange</column>
            <column name="aModifiers">0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">741</column>
            <column name="strName">Battle Ambush Far</column>
            <column name="strDesc">&lt;us&gt; is preparing to ambush creatures from afar in battle.</column>
            <column name="aFieldNames">BattleRange</column>
            <column name="aModifiers">1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">742</column>
            <column name="strName">Standing in ATN Market Hex</column>
            <column name="strDesc">&lt;us&gt; is in an ATN Market hex.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">743</column>
            <column name="strName">ADS Exposure</column>
            <column name="strDesc">&lt;us&gt; is experiencing burning pain on their skin.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds">3=750;4=751;5=744</column>
        </table>
        <table name="conditions">
            <column name="id">744</column>
            <column name="strName">Death by ADS Overexposure</column>
            <column name="strDesc">&lt;us&gt; was cooked alive by overexposure to Active Denial System emissions.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">745</column>
            <column name="strName">Ate chip</column>
            <column name="strDesc">&lt;us&gt; ate a handful of potato chips.</column>
            <column name="aFieldNames">fFoodDebt,fWaterDebt</column>
            <column name="aModifiers">-1,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">746</column>
            <column name="strName">Wearing a reflective blanket</column>
            <column name="strDesc">&lt;us&gt; is wearing a heat-reflective blanket.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp,BodyInsulation,m_fVisibility</column>
            <column name="aModifiers">-22,-8,-1.5,0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">747</column>
            <column name="strName">Found Grayling Fence Weakness</column>
            <column name="strDesc">&lt;us&gt; found the weakened section of Grayling's fence.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">748</column>
            <column name="strName">Grayling Weak Field</column>
            <column name="strDesc">&lt;us&gt; chose the correct, weakened section of Grayling's fence.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">749</column>
            <column name="strName">Grayling Strong Field</column>
            <column name="strDesc">&lt;us&gt; chose a fully-powered section of Grayling's fence.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">750</column>
            <column name="strName">ADS Overexposure Warning</column>
            <column name="strDesc">&lt;us&gt; may not be able to take much more exposure to ADS emissions.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">751</column>
            <column name="strName">ADS Overexposure Critical</column>
            <column name="strDesc">&lt;us&gt; will not survive any more exposure to ADS emissions.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">752</column>
            <column name="strName">Agreed to destroy Grayling for Martha</column>
            <column name="strDesc">&lt;us&gt; agreed to help Martha destroy Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">753</column>
            <column name="strName">Found Grayling Code: Anarchy</column>
            <column name="strDesc">&lt;us&gt; found the Grayling mainframe Code: Anarchy.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">754</column>
            <column name="strName">Copied control tower data for Stoat</column>
            <column name="strDesc">&lt;us&gt; copied the control tower data onto the memory stick for Stoat.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">755</column>
            <column name="strName">Grayling storage shed destroyed.</column>
            <column name="strDesc">&lt;us&gt; destroyed the storage shed at Grayling with a forklift.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">756</column>
            <column name="strName">Agreed to get Grayling data for Stoat</column>
            <column name="strDesc">&lt;us&gt; agreed to help Stoat get data at Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">757</column>
            <column name="strName">Found cylindrical key at Grayling.</column>
            <column name="strDesc">&lt;us&gt; found the cylindrical key at Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">758</column>
            <column name="strName">Found V-MADS blueprints</column>
            <column name="strDesc">&lt;us&gt; found the V-MADS blueprints at Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">759</column>
            <column name="strName">Found Grayling ID badge</column>
            <column name="strDesc">&lt;us&gt; found the ID badge at Camp Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">760</column>
            <column name="strName">Searched the Grayling barracks bathroom</column>
            <column name="strDesc">&lt;us&gt; searched the Grayling barracks bathroom.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">761</column>
            <column name="strName">Blackwhite Lockdown</column>
            <column name="strDesc">&lt;us&gt; triggered the Blackwhite lockdown.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">762</column>
            <column name="strName">Blackwhite Queries</column>
            <column name="strDesc">&lt;us&gt; is running out of time with each query.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">3</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds">1=795;2=794;3=763;4=764;5=761</column>
        </table>
        <table name="conditions">
            <column name="id">763</column>
            <column name="strName">Blackwhite Progress 60%</column>
            <column name="strDesc">Blackwhite's task process is at 60%.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">764</column>
            <column name="strName">Blackwhite Progress 80%</column>
            <column name="strDesc">Blackwhite's task process is at 80%.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">765</column>
            <column name="strName">Knows About CNCI</column>
            <column name="strDesc">&lt;us&gt; heard of CNCI.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">766</column>
            <column name="strName">Knows about NEO Wiki</column>
            <column name="strDesc">&lt;us&gt; knows about the NEO Wiki.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">767</column>
            <column name="strName">Hacked credentials in Blackwhite</column>
            <column name="strDesc">&lt;us&gt; used Hacking to escalate their credentials in Blackwhite.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">768</column>
            <column name="strName">Used ID card in Blackwhite</column>
            <column name="strDesc">&lt;us&gt; used the ID card in Blackwhite.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">769</column>
            <column name="strName">Used Failsafe key in Blackwhite</column>
            <column name="strDesc">&lt;us&gt; used the failsafe key in Blackwhite.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">770</column>
            <column name="strName">Knows of Merga Wraith</column>
            <column name="strDesc">&lt;us&gt; knows the Merga Wraith exists.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">771</column>
            <column name="strName">Knows of PRISM</column>
            <column name="strDesc">&lt;us&gt; knows about the PRISM surveillance network.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">772</column>
            <column name="strName">Martha is gone</column>
            <column name="strDesc">&lt;us&gt; told Martha they're just passing through, and she's gone now.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">773</column>
            <column name="strName">MA JD 1</column>
            <column name="strDesc">&lt;us&gt; already had Martha's Army conversation 1 with JD.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">774</column>
            <column name="strName">MA JD 2</column>
            <column name="strDesc">&lt;us&gt; already had Martha's Army conversation 2 with JD.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">775</column>
            <column name="strName">Drop Random Tracking Device</column>
            <column name="strDesc">&lt;us&gt; dropped a random tracking device.</column>
            <column name="aFieldNames">LoseRandomItem</column>
            <column name="aModifiers">101</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">776</column>
            <column name="strName">Periodically drop tracking device</column>
            <column name="strDesc">&lt;us&gt; periodically drops a random tracking device.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">776,775</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">777</column>
            <column name="strName">MA Recruiter 1</column>
            <column name="strDesc">&lt;us&gt; already had Martha's Army conversation 1 with recruiter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">778</column>
            <column name="strName">MA Recruiter 2</column>
            <column name="strDesc">&lt;us&gt; already had Martha's Army conversation 2 with recruiter.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">779</column>
            <column name="strName">Subtract Global Faction Rep 10 (Martha's Army)</column>
            <column name="strDesc">Subtract 10 player's rep to all current and future Martha's Army.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">ChangeGlobalFactionRep=13,-10,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">780</column>
            <column name="strName">Trigger Camp Grayling Encounter</column>
            <column name="strDesc">&lt;us&gt; is entering Camp Grayling.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">2094</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">781</column>
            <column name="strName">Elusive reputation</column>
            <column name="strDesc">&lt;us&gt; gained a legendary reputation for being elusive.</column>
            <column name="aFieldNames">m_fDefense,m_fVisibility,m_fMoveReserve,,m_fMoveReserveRemaining,m_fTrackingThreshold,m_fScent</column>
            <column name="aModifiers">0.2,-0.25,1,1,-1.5,-1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">782</column>
            <column name="strName">Unstoppable reputation</column>
            <column name="strDesc">&lt;us&gt; gained a legendary reputation for being unstoppable.</column>
            <column name="aFieldNames">m_fPainLeftBase,m_fImmuneLeftBase,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate,m_fPainLeft,m_fImmuneLeft,m_fMorale,m_fFatigueModifier,m_fDefense,AttDmgMult</column>
            <column name="aModifiers">0.25,0.2,0.02,0.0001,0.001,0.25,0.2,0.2,-0.25,0.2,0.25</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">783</column>
            <column name="strName">Received elusive reputation</column>
            <column name="strDesc">&lt;us&gt; gained a legendary reputation for being elusive.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddSkill=91.18</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">784</column>
            <column name="strName">Received unstoppable reputation</column>
            <column name="strDesc">&lt;us&gt; gained a legendary reputation for being unstoppable.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">AddSkill=91.19</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">785</column>
            <column name="strName">Elusive counter</column>
            <column name="strDesc">Number of times &lt;us&gt; has proven to be elusive.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds">4=783</column>
        </table>
        <table name="conditions">
            <column name="id">786</column>
            <column name="strName">Unstoppable counter</column>
            <column name="strDesc">Number of times &lt;us&gt; has proven to be unstoppable.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds">4=784</column>
        </table>
        <table name="conditions">
            <column name="id">787</column>
            <column name="strName">Enervated</column>
            <column name="strDesc">&lt;us&gt; is out of shape, and fatigues more easily.</column>
            <column name="aFieldNames">m_fFatigueModifier,m_fMoveReserve,m_fDefense,m_fMorale,m_fMoveReserveRemaining</column>
            <column name="aModifiers">1,-0.5,-0.1,-0.15,-0.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">788</column>
            <column name="strName">Hatter Grayling Mission Available</column>
            <column name="strDesc">Grayling mission is available at Hatter's.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">789</column>
            <column name="strName">Hatter away until further notice.</column>
            <column name="strDesc">Hatter's currently away.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">790</column>
            <column name="strName">Hatter Temporarily Busy</column>
            <column name="strDesc">Hatter's not around today.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">791</column>
            <column name="strName">Sent security request from Grayling control tower.</column>
            <column name="strDesc">&lt;us&gt; sent a bogus security request from Grayling's control tower.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">792</column>
            <column name="strName">Bogus Grayling security request active.</column>
            <column name="strDesc">Bogus Grayling security request active.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">793</column>
            <column name="strName">Trigger End Game: Indiana</column>
            <column name="strDesc">Trigger game ending: Indiana.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">EndGame=2198</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">794</column>
            <column name="strName">Blackwhite Progress 40%</column>
            <column name="strDesc">Blackwhite's task process is at 40%.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">795</column>
            <column name="strName">Blackwhite Progress 20%</column>
            <column name="strDesc">Blackwhite's task process is at 20%.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">796</column>
            <column name="strName">Use Roadmap</column>
            <column name="strDesc">&lt;us&gt; is using a roadmap.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">2187</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">797</column>
            <column name="strName">Knows about Grayling.</column>
            <column name="strDesc">&lt;us&gt; heard of Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">798</column>
            <column name="strName">Saw glow in east.</column>
            <column name="strDesc">&lt;us&gt; saw the glow in the east.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">799</column>
            <column name="strName">Issued Code: Anarchy to Blackwhite AI</column>
            <column name="strDesc">&lt;us&gt; issued Code: Anarchy command to Blackwhite AI at Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">800</column>
            <column name="strName">Applied Hatter's bug to Blackwhite</column>
            <column name="strDesc">&lt;us&gt; inserted the bug for Hatter's mission into Blackwhite AI at Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">801</column>
            <column name="strName">Hatter will have Grayling job soon</column>
            <column name="strDesc">Hatter will have the Grayling job in 24 hours.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">788</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">802</column>
            <column name="strName">Suffocated in AI Detention Queue</column>
            <column name="strDesc">&lt;us&gt; suffocated in an automated detention room, awaiting security personnel who would never come.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">1</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">803</column>
            <column name="strName">Scavenged some tarp from fairgrounds</column>
            <column name="strDesc">&lt;us&gt; grabbed tarp from the Allegan Fairgrounds.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">804</column>
            <column name="strName">Melonhead reinforcement cooldown</column>
            <column name="strDesc">&lt;us&gt; must wait a few turns before using reinforcement cooldown again.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.05</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">805</column>
            <column name="strName">Clearbone Valley basement opened</column>
            <column name="strDesc">&lt;us&gt; gained access to the basement at Clearbone Valley.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">806</column>
            <column name="strName">Received $400</column>
            <column name="strDesc">&lt;us&gt; received $400.</column>
            <column name="aFieldNames">Money</column>
            <column name="aModifiers">400</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">807</column>
            <column name="strName">Store recently restocked</column>
            <column name="strDesc">The store was just restocked, so don't do it again.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">808</column>
            <column name="strName">Fully Rested</column>
            <column name="strDesc">&lt;us&gt; is fully rested.</column>
            <column name="aFieldNames">fSleepDebt</column>
            <column name="aModifiers">-288</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">809</column>
            <column name="strName">Skill Space Full</column>
            <column name="strDesc">&lt;us&gt; has filled all available skill space.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">810</column>
            <column name="strName">Received eye surgery</column>
            <column name="strDesc">&lt;us&gt; got eye surgery.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">RemoveTrait=96.0</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">811</column>
            <column name="strName">Confiscate vehicles</column>
            <column name="strDesc">All of &lt;us&gt;'s vehicles have been confiscated.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects">Confiscate=117,0,1</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">812</column>
            <column name="strName">Blocked from entering Grayling</column>
            <column name="strDesc">&lt;us&gt; is temporarily blocked from entering Grayling.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">813</column>
            <column name="strName">Trigger Last Chance Canteen Encounter</column>
            <column name="strDesc">&lt;us&gt; is entering the Last Chance Canteen.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">2203</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">814</column>
            <column name="strName">Chance of Gastroenteritis</column>
            <column name="strDesc">&lt;us&gt; has a chance of gastroenteritis soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">48</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.25</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">815</column>
            <column name="strName">Trigger St. James Parkade Encounter</column>
            <column name="strDesc">&lt;us&gt; is entering St. James Parkade.</column>
            <column name="aFieldNames">TriggerEncounter</column>
            <column name="aModifiers">2221</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">816</column>
            <column name="strName">Using climate control</column>
            <column name="strDesc">&lt;us&gt; is using a heating/AC system.</column>
            <column name="aFieldNames">MinSafeTemp,MaxSafeTemp</column>
            <column name="aModifiers">-40,40</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">817</column>
            <column name="strName">St. James Parkade 24hr Pass</column>
            <column name="strDesc">&lt;us&gt; has access to St. James Parkade for 24 hours.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">818</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">818</column>
            <column name="strName">St. James Parkade Expiration</column>
            <column name="strDesc">&lt;us&gt;'s rental at St. James Parkade has expired.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">-827</column>
            <column name="fDuration">0.01</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">819</column>
            <column name="strName">Basic Recipes 1</column>
            <column name="strDesc">&lt;us&gt; knows basic recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">1,2,3,4,6,8,18,19,21,23</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">820</column>
            <column name="strName">Basic Recipes 2</column>
            <column name="strDesc">&lt;us&gt; knows basic recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">24,27,28,31,32,33,35,37,42,44</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">821</column>
            <column name="strName">Basic Recipes 3</column>
            <column name="strDesc">&lt;us&gt; knows basic recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">45,46,53,56,57,58,59,60,62,63</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">822</column>
            <column name="strName">Basic Recipes 4</column>
            <column name="strDesc">&lt;us&gt; knows basic recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">65,67,84,95</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">823</column>
            <column name="strName">St. James Parkade 1 Week Pass</column>
            <column name="strDesc">&lt;us&gt; has access to St. James Parkade for 1 week.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">818</column>
            <column name="fDuration">168</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">824</column>
            <column name="strName">Renting pickup truck at Parkade</column>
            <column name="strDesc">&lt;us&gt; is renting a pickup truck at St. James Parkade.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">825</column>
            <column name="strName">Renting hatchback at Parkade</column>
            <column name="strDesc">&lt;us&gt; is renting a hatchback at St. James Parkade.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">826</column>
            <column name="strName">Renting van at Parkade</column>
            <column name="strDesc">&lt;us&gt; is renting a van at St. James Parkade.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">827</column>
            <column name="strName">Renting at St. James Parkade</column>
            <column name="strDesc">&lt;us&gt; is renting at St. James Parkade.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">828</column>
            <column name="strName">St. James Parkade 4 Week Pass</column>
            <column name="strDesc">&lt;us&gt; has access to St. James Parkade for 4 weeks.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">818</column>
            <column name="fDuration">672</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">829</column>
            <column name="strName">Medic Recipes</column>
            <column name="strDesc">&lt;us&gt; knows medic recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe</column>
            <column name="aModifiers">25,26</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">830</column>
            <column name="strName">Melee Recipes</column>
            <column name="strDesc">&lt;us&gt; knows melee recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">46,53,54,55</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">831</column>
            <column name="strName">Trapping Recipes</column>
            <column name="strDesc">&lt;us&gt; knows trapping recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">7,9,10,11,16,17,34,61,64,66,72,74</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">832</column>
            <column name="strName">Botany Recipes</column>
            <column name="strDesc">&lt;us&gt; knows botany recipes.</column>
            <column name="aFieldNames">AddRecipe</column>
            <column name="aModifiers">5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">833</column>
            <column name="strName">Lockpicking Recipes</column>
            <column name="strDesc">&lt;us&gt; knows lockpicking recipes.</column>
            <column name="aFieldNames">AddRecipe</column>
            <column name="aModifiers">15</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">834</column>
            <column name="strName">Mechanic Recipes</column>
            <column name="strDesc">&lt;us&gt; knows mechanic recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">40,41,42,43</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">835</column>
            <column name="strName">Ranged Recipes</column>
            <column name="strDesc">&lt;us&gt; knows ranged recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe,AddRecipe</column>
            <column name="aModifiers">12,13,14,47,48,49,50,51,52,53,54,55,68,69,83</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">836</column>
            <column name="strName">Carrying Thermometer</column>
            <column name="strDesc">&lt;us&gt; is carrying an item that tells temperature.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">837</column>
            <column name="strName">Wearing Merga armor</column>
            <column name="strDesc">&lt;us&gt; is wearing Merga armor.</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">0.2</column>
            <column name="aEffects">ArmorWound=100,4,1;ArmorWound=101,4,1;ArmorWound=102,4,1;ArmorWound=103,4,1;ArmorWound=104,4,1;ArmorWound=105,4,1;ArmorWound=106,4,1;ArmorWound=107,4,1;ArmorWound=108,4,1;ArmorWound=109,4,1;ArmorWound=110,4,1;ArmorWound=111,4,1;ArmorWound=112,4,1;ArmorWound=113,4,1;ArmorWound=114,4,1;ArmorWound=115,4,1;ArmorWound=116,4,1;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">838</column>
            <column name="strName">Wearing a shorts</column>
            <column name="strDesc">&lt;us&gt; is wearing shorts.</column>
            <column name="aFieldNames">MinSafeTemp,BodyInsulation</column>
            <column name="aModifiers">-0.5,-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">839</column>
            <column name="strName">Electrician Recipes</column>
            <column name="strDesc">&lt;us&gt; knows electrician recipes.</column>
            <column name="aFieldNames">AddRecipe,AddRecipe</column>
            <column name="aModifiers">97,98</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">840</column>
            <column name="strName">Using Anticoagulents</column>
            <column name="strDesc">&lt;us&gt; has taken a prescription anticoagulent.</column>
            <column name="aFieldNames">m_fBloodRestoreRate,m_fHealPerHourMod</column>
            <column name="aModifiers">-0.0004,-0.1</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">60</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">1</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">841</column>
            <column name="strName">Anticoagulant Effect Delay</column>
            <column name="strDesc">&lt;us&gt; has just taken anticoagulents, which will take effect soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">840</column>
            <column name="fDuration">24</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">842</column>
            <column name="strName">Taken a blue pill</column>
            <column name="strDesc">&lt;us&gt; has just taken a blue pill.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">843</column>
            <column name="strName">Taken a white pill</column>
            <column name="strDesc">&lt;us&gt; has just taken a white pill.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">844</column>
            <column name="strName">Taken an orange pill</column>
            <column name="strDesc">&lt;us&gt; has just taken an orange pill.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">845</column>
            <column name="strName">Nain Rouge Curse Dormant</column>
            <column name="strDesc">&lt;us&gt; has been cursed by Nain Rouge, causing pain and misfortune.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">846,612,294</column>
            <column name="fDuration">5</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1,0.1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">846</column>
            <column name="strName">Nain Rouge Curse</column>
            <column name="strDesc">&lt;us&gt; has been cursed by Nain Rouge, causing pain and misfortune.</column>
            <column name="aFieldNames">BaseDetectionLevel,m_fDefense</column>
            <column name="aModifiers">0.25,-0.06</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">845</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">847</column>
            <column name="strName">Exposed Weakness</column>
            <column name="strDesc">&lt;us&gt; has an exposed weakness!</column>
            <column name="aFieldNames">m_fDefense,DefDmgMult</column>
            <column name="aModifiers">-0.2,0.5</column>
            <column name="aEffects">ArmorWound=100,-4,-1;ArmorWound=101,-4,-1;ArmorWound=102,-4,-1;ArmorWound=103,-4,-1;ArmorWound=104,-4,-1;ArmorWound=105,-4,-1;ArmorWound=106,-4,-1;ArmorWound=107,-4,-1;ArmorWound=108,-4,-1;ArmorWound=109,-4,-1;ArmorWound=110,-4,-1;ArmorWound=111,-4,-1;ArmorWound=112,-4,-1;ArmorWound=113,-4,-1;ArmorWound=114,-4,-1;ArmorWound=115,-4,-1;ArmorWound=116,-4,-1;</column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">848</column>
            <column name="strName">Intimidating</column>
            <column name="strDesc">&lt;us&gt; is berserk with rage!</column>
            <column name="aFieldNames">m_fMorale</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0.1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">1</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">1</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">849</column>
            <column name="strName">Insomnia</column>
            <column name="strDesc">&lt;us&gt; has more trouble staying asleep than usual.</column>
            <column name="aFieldNames">fSleepQuality</column>
            <column name="aModifiers">-0.35</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">850</column>
            <column name="strName">Increased Appetite</column>
            <column name="strDesc">&lt;us&gt; has a bigger appetite than usual.</column>
            <column name="aFieldNames">fFoodConsumptionRate,fWaterConsumptionRate,m_fHealPerHourMod,m_fBloodRestoreRate,m_fImmuneRestoreRate</column>
            <column name="aModifiers">0.25,0.5,0.02,0.0001,0.0005</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">851</column>
            <column name="strName">Thyroid Hormone Effect Delay</column>
            <column name="strDesc">&lt;us&gt; has just taken thyroid hormones, which will take effect soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">607,66,849,850</column>
            <column name="fDuration">8</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">852</column>
            <column name="strName">Antacid Effect Delay</column>
            <column name="strDesc">&lt;us&gt; has just taken antacid, which will take effect soon.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">294,606,607,66,65</column>
            <column name="fDuration">4</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.01</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">853</column>
            <column name="strName">Cholera V2</column>
            <column name="strDesc">&lt;us&gt; contracted cholera.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">854,65,66</column>
            <column name="fDuration">48</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">854</column>
            <column name="strName">Cholera 2 V2</column>
            <column name="strDesc">&lt;us&gt; feels nauseous, and has uncontrollable bouts of vomiting and diarrhea.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.01,-0.05,2.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">855,65,66</column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.8</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">855</column>
            <column name="strName">Cholera 3 V2</column>
            <column name="strDesc">&lt;us&gt;'s diarrhea and vomiting has worsened. &lt;us&gt;'s skin is starting to take on a bluish tint.</column>
            <column name="aFieldNames">m_fImmuneLeft,m_fImmuneRestoreRate,fWaterConsumptionRate</column>
            <column name="aModifiers">-0.01,-0.15,5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext"></column>
            <column name="fDuration">3</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">856</column>
            <column name="strName">-0.05 Immune Per Hour</column>
            <column name="strDesc">&lt;us&gt; is losing immune system strength gradually.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">856,857</column>
            <column name="fDuration">1</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">1</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">857</column>
            <column name="strName">-0.05 Immune</column>
            <column name="strDesc">&lt;us&gt; lost 0.05 immune system strength.</column>
            <column name="aFieldNames">m_fImmuneLeft</column>
            <column name="aModifiers">-0.05</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">1</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">858</column>
            <column name="strName">Dog</column>
            <column name="strDesc">&lt;us&gt; is a dog.</column>
            <column name="aFieldNames">BaseDetectionLevel,m_fFatigueModifier</column>
            <column name="aModifiers">-0.4,1.5</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">859</column>
            <column name="strName">Loose Shoe Heartbeat (Left)</column>
            <column name="strDesc">&lt;us&gt; periodically has a chance of losing left shoe.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">859,864</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.25,1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">860</column>
            <column name="strName">Loose Shoe Heartbeat (Right)</column>
            <column name="strDesc">&lt;us&gt; periodically has a chance of losing right shoe.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers">0</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">860,865</column>
            <column name="fDuration">2</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0.25,1</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">0</column>
            <column name="nColor">2</column>
            <column name="bResetTimer">0</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">861</column>
            <column name="strName">Morality Neutral</column>
            <column name="strDesc">&lt;us&gt; has not acted significantly more evil or good.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">862</column>
            <column name="strName">Morality Good</column>
            <column name="strDesc">&lt;us&gt; has acted significantly more good than evil.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">863</column>
            <column name="strName">Morality Evil</column>
            <column name="strDesc">&lt;us&gt; has acted significantly more evil than good.</column>
            <column name="aFieldNames"></column>
            <column name="aModifiers"></column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">0</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">0</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">864</column>
            <column name="strName">Drop Left Foot Item</column>
            <column name="strDesc">&lt;us&gt;'s left shoe fell off!</column>
            <column name="aFieldNames">DropAllItems</column>
            <column name="aModifiers">2</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <table name="conditions">
            <column name="id">865</column>
            <column name="strName">Drop Right Foot Item</column>
            <column name="strDesc">&lt;us&gt;'s right shoe fell off!</column>
            <column name="aFieldNames">DropAllItems</column>
            <column name="aModifiers">3</column>
            <column name="aEffects"></column>
            <column name="bFatal">0</column>
            <column name="vIDNext">0</column>
            <column name="fDuration">0</column>
            <column name="bPermanent">1</column>
            <column name="vChanceNext">0</column>
            <column name="bStackable">0</column>
            <column name="bDisplay">1</column>
            <column name="bDisplayOther">0</column>
            <column name="bDisplayGameOver">1</column>
            <column name="nColor">0</column>
            <column name="bResetTimer">1</column>
            <column name="bRemoveAll">0</column>
            <column name="bRemovePostCombat">0</column>
            <column name="nTransferRange">-1</column>
            <column name="aThresholds"></column>
        </table>
        <!-- Table containertypes -->
        <table name="containertypes">
            <column name="id">1</column>
            <column name="strName">waterproof</column>
        </table>
        <table name="containertypes">
            <column name="id">2</column>
            <column name="strName">fine</column>
        </table>
        <table name="containertypes">
            <column name="id">3</column>
            <column name="strName">coarse</column>
        </table>
        <table name="containertypes">
            <column name="id">4</column>
            <column name="strName">encounter</column>
        </table>
        <table name="containertypes">
            <column name="id">5</column>
            <column name="strName">skill</column>
        </table>
        <table name="containertypes">
            <column name="id">6</column>
            <column name="strName">camps</column>
        </table>
        <table name="containertypes">
            <column name="id">7</column>
            <column name="strName">fireproof</column>
        </table>
        <table name="containertypes">
            <column name="id">8</column>
            <column name="strName">.308</column>
        </table>
        <table name="containertypes">
            <column name="id">9</column>
            <column name="strName">lar10</column>
        </table>
        <table name="containertypes">
            <column name="id">10</column>
            <column name="strName">electric</column>
        </table>
        <table name="containertypes">
            <column name="id">11</column>
            <column name="strName">trait</column>
        </table>
        <table name="containertypes">
            <column name="id">12</column>
            <column name="strName">craft yield</column>
        </table>
        <table name="containertypes">
            <column name="id">13</column>
            <column name="strName">jelly</column>
        </table>
        <table name="containertypes">
            <column name="id">14</column>
            <column name="strName">nanobot suspension</column>
        </table>
        <table name="containertypes">
            <column name="id">15</column>
            <column name="strName">terrain</column>
        </table>
        <table name="containertypes">
            <column name="id">16</column>
            <column name="strName">camp fixture</column>
        </table>
        <table name="containertypes">
            <column name="id">17</column>
            <column name="strName">craft inputs</column>
        </table>
        <table name="containertypes">
            <column name="id">18</column>
            <column name="strName">arrow (archery)</column>
        </table>
        <table name="containertypes">
            <column name="id">19</column>
            <column name="strName">.38</column>
        </table>
        <table name="containertypes">
            <column name="id">20</column>
            <column name="strName">.45</column>
        </table>
        <table name="containertypes">
            <column name="id">21</column>
            <column name="strName">12-gauge</column>
        </table>
        <table name="containertypes">
            <column name="id">22</column>
            <column name="strName">military micro cell</column>
        </table>
        <table name="containertypes">
            <column name="id">23</column>
            <column name="strName">AA battery</column>
        </table>
        <table name="containertypes">
            <column name="id">24</column>
            <column name="strName">carts and wagons</column>
        </table>
        <table name="containertypes">
            <column name="id">25</column>
            <column name="strName">laptop battery</column>
        </table>
        <table name="containertypes">
            <column name="id">26</column>
            <column name="strName">software: PC</column>
        </table>
        <table name="containertypes">
            <column name="id">27</column>
            <column name="strName">software: tablet</column>
        </table>
        <table name="containertypes">
            <column name="id">28</column>
            <column name="strName">software: data</column>
        </table>
        <table name="containertypes">
            <column name="id">29</column>
            <column name="strName">islab battery</column>
        </table>
        <table name="containertypes">
            <column name="id">30</column>
            <column name="strName">cellphone battery</column>
        </table>
        <table name="containertypes">
            <column name="id">31</column>
            <column name="strName">smartphone battery</column>
        </table>
        <table name="containertypes">
            <column name="id">32</column>
            <column name="strName">software: smartphone</column>
        </table>
        <table name="containertypes">
            <column name="id">33</column>
            <column name="strName">pebble (sling)</column>
        </table>
        <table name="containertypes">
            <column name="id">34</column>
            <column name="strName">stone (sling)</column>
        </table>
        <table name="containertypes">
            <column name="id">35</column>
            <column name="strName">invalid (no items)</column>
        </table>
        <table name="containertypes">
            <column name="id">36</column>
            <column name="strName">4mm</column>
        </table>
        <table name="containertypes">
            <column name="id">37</column>
            <column name="strName">XM54 Gas Mask Cartridge</column>
        </table>
        <table name="containertypes">
            <column name="id">38</column>
            <column name="strName">UVD</column>
        </table>
        <table name="containertypes">
            <column name="id">39</column>
            <column name="strName">non-nesting bags</column>
        </table>
        <!-- Table creatures -->
        <table name="creatures">
            <column name="id">1</column>
            <column name="strName">Dogman</column>
            <column name="strNamePublic">Dogman</column>
            <column name="strNotes"></column>
            <column name="strImg">CreDogman.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">3</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">1</column>
            <column name="vAttackModes">7</column>
            <column name="vBaseConditions">38=1,50=0.5,51=0.5,52=0.5,57=1,60=0.5,72=0.75,81=0.85,81=0.5,124=1.0,149=0.8,473=1,492=1,493=1,577=1</column>
            <column name="nCorpseID">396</column>
            <column name="vActivities">pacing,licking a wound,grooming its fur,digging,sniffing the ground,sniffing the air</column>
        </table>
        <table name="creatures">
            <column name="id">2</column>
            <column name="strName">Looter</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">Biddy personality</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1328,1362,1345,1335,1399,2241</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">70</column>
            <column name="nFaction">2</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.5,71=0.5,81=0.5,150=0.5,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reading the label on some trash,picking their nose,counting on their fingers,pacing,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">3</column>
            <column name="strName">Bad Mutha</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes"></column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1398,1417,2247,2248</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">9</column>
            <column name="nFaction">3</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">50=0.75,72=0.75,151=1,210=1,210=1,473=1,492=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">pacing,standing guard,practicing their game-face,swatting at bugs,counting human ears on a string</column>
        </table>
        <table name="creatures">
            <column name="id">4</column>
            <column name="strName">Blue Frog Preacher</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes"></column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1397,1416</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">71</column>
            <column name="nFaction">4</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">50=0.75,51=0.5,60=0.75,72=0.75,87=0.75,149=0.75,151=1,210=1,210=1,473=1,493=1,494=1,535=1,620=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reciting something silently,picking at a scab,staring solemnly,testing their tolerance for pain</column>
        </table>
        <table name="creatures">
            <column name="id">5</column>
            <column name="strName">Merga Wraith</column>
            <column name="strNamePublic">Merga Wraith</column>
            <column name="strNotes"></column>
            <column name="strImg">CreWraith.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">5</column>
            <column name="vAttackModes">17</column>
            <column name="vBaseConditions">35=1,38=1,50=1,51=1,57=1,124=1,364=1,367=1,370=1,492=1,495=1,501=1,502=1,503=1,560=1,577=1,727=1,837=1</column>
            <column name="nCorpseID">490</column>
            <column name="vActivities">staring back at you</column>
        </table>
        <table name="creatures">
            <column name="id">6</column>
            <column name="strName">Melonhead</column>
            <column name="strNamePublic">Melonhead</column>
            <column name="strNotes"></column>
            <column name="strImg">CreMelonhead.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">3</column>
            <column name="nTreasureID">352</column>
            <column name="nFaction">6</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">61=0.75,71=0.75,151=1,210=1,210=1,392=1,473=1,494=1,577=1,804=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">braying,drooling,listening to something</column>
        </table>
        <table name="creatures">
            <column name="id">7</column>
            <column name="strName">Enfield Horror</column>
            <column name="strNamePublic">Enfield Horror</column>
            <column name="strNotes"></column>
            <column name="strImg">CreEnfieldHorror.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">5</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">7</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">38=1,52=0.75,57=1,72=0.75,390=1,473=1,492=1,495=1,577=1</column>
            <column name="nCorpseID">424</column>
            <column name="vActivities">sniffing around,prowling through some underbrush,scratching itself,rooting around in the dirt</column>
        </table>
        <table name="creatures">
            <column name="id">8</column>
            <column name="strName">Deer</column>
            <column name="strNamePublic">Deer</column>
            <column name="strNotes"></column>
            <column name="strImg">CreDeerDoe.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">5</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">8</column>
            <column name="vAttackModes">50</column>
            <column name="vBaseConditions">38=1,52=0.5,57=1,409=1,473=1,492=1,577=1</column>
            <column name="nCorpseID">409</column>
            <column name="vActivities">licking itself,grazing,looking scared,looking concerned</column>
        </table>
        <table name="creatures">
            <column name="id">9</column>
            <column name="strName">Yezinka</column>
            <column name="strNamePublic">Yezinka</column>
            <column name="strNotes"></column>
            <column name="strImg">CreYezinka.png</column>
            <column name="vEncounterIDs">1189</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">473</column>
            <column name="nFaction">9</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">38=1,50=1,51=1,52=1,57=1,81=1,124=1,151=1,462=1,464=1,492=1,495=1,577=1,727=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">sharpening her fingernails,examining a small round object,listening carefully</column>
        </table>
        <table name="creatures">
            <column name="id">10</column>
            <column name="strName">Looter</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">Shifty personality</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1334,1384,1394,1400,2238</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">70</column>
            <column name="nFaction">2</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.5,71=0.5,81=0.5,150=0.5,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reading the label on some trash,picking their nose,counting on their fingers,pacing,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">11</column>
            <column name="strName">Looter</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">Rita personality</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1376,1377,1383,1401,2239,2243,2244</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">70</column>
            <column name="nFaction">2</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.5,71=0.5,81=0.5,150=0.5,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reading the label on some trash,checking nosehairs in her reflection,checking armpit smell,pacing,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">12</column>
            <column name="strName">Looter</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">John personality</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1367,1332,1333,1402,2245,2246</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">70</column>
            <column name="nFaction">2</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.5,71=0.5,81=0.5,150=0.75,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reading the label on some trash,stretching his back muscles,limbering up,pacing,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">13</column>
            <column name="strName">Looter</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">Kim personality</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1391,1395,1382,1403</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">70</column>
            <column name="nFaction">2</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.5,71=0.5,81=0.5,150=0.75,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reading the label on some trash,looking around cautiously,listening,pacing,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">14</column>
            <column name="strName">DMC Guard</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">DMC Sprawl Guard</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1396,1404,1410,1415,2249</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">545</column>
            <column name="nFaction">10</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">35=0.25,50=0.5,51=0.5,52=0.3,60=0.3,72=0.3,149=0.5,151=1,210=1,210=1,529=1,558=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">telling a bad joke,looking disapprovingly at something,watching the clock,pacing,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">15</column>
            <column name="strName">ATN Warrior</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">ATN Warrior Female</column>
            <column name="strImg">CreATN.png</column>
            <column name="vEncounterIDs">1509,1508,1540</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">559</column>
            <column name="nFaction">11</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">35=0.5,50=0.75,51=0.75,52=0.75,60=0.3,72=0.3,81=0.5,122=0.5,149=0.75,151=1,207=0.5,210=1,210=1,462=0.75,529=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">examining some plants,examining some tracks,watching the trees,looking around,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">16</column>
            <column name="strName">ATN Warrior</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">ATN Warrior Male</column>
            <column name="strImg">CreATN.png</column>
            <column name="vEncounterIDs">1510,1516,1537</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">559</column>
            <column name="nFaction">11</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">35=0.5,50=0.75,51=0.75,52=0.75,60=0.3,72=0.3,81=0.5,122=0.5,149=0.75,151=1,207=0.5,210=1,210=1,462=0.75,529=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">examining some plants,examining some tracks,watching the trees,looking around,standing guard</column>
        </table>
        <table name="creatures">
            <column name="id">17</column>
            <column name="strName">DMC Drone</column>
            <column name="strNamePublic">Drone</column>
            <column name="strNotes">DMC Drone</column>
            <column name="strImg">CreDMCDrone.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">8</column>
            <column name="nTreasureID">678</column>
            <column name="nFaction">10</column>
            <column name="vAttackModes">59</column>
            <column name="vBaseConditions">34=1,51=1,52=1,57=1,81=1,87=1,370=1,493=1,495=1,557=1,558=1,560=1,577=1,725=1,727=1,728=1,729=1</column>
            <column name="nCorpseID">666</column>
            <column name="vActivities">hovering menacingly</column>
        </table>
        <table name="creatures">
            <column name="id">18</column>
            <column name="strName">Blue Frog Cultist</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes"></column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1397,1416</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">597</column>
            <column name="nFaction">4</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">50=0.75,51=0.5,60=0.75,72=0.75,87=0.75,149=0.75,151=1,210=1,210=1,473=1,493=1,494=1,535=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reciting something silently,picking at a scab,staring solemnly,testing their tolerance for pain</column>
        </table>
        <table name="creatures">
            <column name="id">19</column>
            <column name="strName">King Elias</column>
            <column name="strNamePublic">King Elias</column>
            <column name="strNotes">King pilgrimage to destroy Clearbone then to DMC</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1728,1729,1905</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">612</column>
            <column name="nFaction">12</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=1,60=1,72=1,87=1,149=1,151=1,210=1,210=1,495=1,535=1,628=1,629=1,630=1,632=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reciting something silently,picking at a scab,staring solemnly,testing his tolerance for pain</column>
        </table>
        <table name="creatures">
            <column name="id">20</column>
            <column name="strName">King Elias</column>
            <column name="strNamePublic">King Elias</column>
            <column name="strNotes">King pilgrimage to Clearbone then to Saginaw</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1728,1729,1905</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">612</column>
            <column name="nFaction">4</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=1,60=1,72=1,87=1,149=1,151=1,210=1,210=1,495=1,535=1,628=1,630=1,632=1,643=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reciting something silently,picking at a scab,staring solemnly,testing his tolerance for pain</column>
        </table>
        <table name="creatures">
            <column name="id">21</column>
            <column name="strName">King Elias</column>
            <column name="strNamePublic">King Elias</column>
            <column name="strNotes">King already destroyed Clearbone and on to DMC</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1728,1729,1905</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">642</column>
            <column name="nFaction">12</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=1,60=1,72=1,87=1,149=1,151=1,210=1,210=1,495=1,535=1,629=1,630=1,632=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reciting something silently,picking at a scab,staring solemnly,testing his tolerance for pain</column>
        </table>
        <table name="creatures">
            <column name="id">22</column>
            <column name="strName">Queen Liza</column>
            <column name="strNamePublic">Queen Liza</column>
            <column name="strNotes">Queen pilgrimage to Clearbone then to Saginaw</column>
            <column name="strImg">CreHuman.png</column>
            <column name="vEncounterIDs">1741,1791,1906</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">612</column>
            <column name="nFaction">4</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=1,60=1,72=1,87=1,149=1,151=1,210=1,210=1,495=1,535=1,628=1,630=1,632=1,643=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">reciting something silently,staring solemnly,working something out in her head</column>
        </table>
        <table name="creatures">
            <column name="id">23</column>
            <column name="strName">Player</column>
            <column name="strNamePublic">Player</column>
            <column name="strNotes">Base player stats</column>
            <column name="strImg">Person.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">5</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">0</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">151=1,210=1,210=1,223=1,224=1,225=1,412=1,420=1,819=1,820=1,821=1,822=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">ignored for players</column>
        </table>
        <table name="creatures">
            <column name="id">24</column>
            <column name="strName">Martha's Army Soldier</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">JD</column>
            <column name="strImg">CreMA1.png</column>
            <column name="vEncounterIDs">2104,2105,2106,2114</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">708</column>
            <column name="nFaction">13</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.25,72=0.25,81=0.75,150=0.25,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1,776=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">shielding his face from the sky,checking his face paint,polishing his weapon,reciting something solemnly,smashing something electronic</column>
        </table>
        <table name="creatures">
            <column name="id">25</column>
            <column name="strName">Martha's Army Soldier</column>
            <column name="strNamePublic">Stranger</column>
            <column name="strNotes">Recruiter</column>
            <column name="strImg">CreMA2.png</column>
            <column name="vEncounterIDs">2118,2119,2120,2121</column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">708</column>
            <column name="nFaction">13</column>
            <column name="vAttackModes">1</column>
            <column name="vBaseConditions">51=0.5,52=0.5,61=0.25,72=0.25,81=0.75,150=0.25,151=1,207=0.5,210=1,210=1,473=1,494=1,535=1,776=1</column>
            <column name="nCorpseID">402</column>
            <column name="vActivities">shielding her face from the sky,checking her face paint,polishing her weapon,reciting something solemnly,smashing something electronic</column>
        </table>
        <table name="creatures">
            <column name="id">26</column>
            <column name="strName">Feral Dog</column>
            <column name="strNamePublic">Feral Dog</column>
            <column name="strNotes">Golden Retriever</column>
            <column name="strImg">CreDogGR.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">14</column>
            <column name="vAttackModes">61</column>
            <column name="vBaseConditions">38=1,52=0.5,71=0.75,57=1,124=0.75,149=0.4,473=1,577=1,858=1</column>
            <column name="nCorpseID">757</column>
            <column name="vActivities">licking itself,sniffing the air,pacing,digging</column>
        </table>
        <table name="creatures">
            <column name="id">27</column>
            <column name="strName">Feral Dog</column>
            <column name="strNamePublic">Feral Dog</column>
            <column name="strNotes">Black Lab/Newfoundland</column>
            <column name="strImg">CreDogNF.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">14</column>
            <column name="vAttackModes">61</column>
            <column name="vBaseConditions">38=1,52=0.5,71=0.75,57=1,124=0.75,149=0.4,473=1,577=1,858=1</column>
            <column name="nCorpseID">757</column>
            <column name="vActivities">licking itself,sniffing the air,pacing,digging</column>
        </table>
        <table name="creatures">
            <column name="id">28</column>
            <column name="strName">Feral Dog</column>
            <column name="strNamePublic">Feral Dog</column>
            <column name="strNotes">Bernese Mountain</column>
            <column name="strImg">CreDogBM.png</column>
            <column name="vEncounterIDs"></column>
            <column name="nMovesPerTurn">4</column>
            <column name="nTreasureID">3</column>
            <column name="nFaction">14</column>
            <column name="vAttackModes">61</column>
            <column name="vBaseConditions">38=1,52=0.5,71=0.75,57=1,124=0.75,149=0.4,473=1,577=1,858=1</column>
            <column name="nCorpseID">757</column>
            <column name="vActivities">licking itself,sniffing the air,pacing,digging</column>
        </table>
        <!-- Table creaturesources -->
        <table name="creaturesources">
            <column name="id">1</column>
            <column name="strName"></column>
            <column name="nX">-1</column>
            <column name="nY">-1</column>
            <column name="nCreatureID">0</column>
            <column name="nMin">0</column>
            <column name="nMax">0</column>
            <column name="fWeight">1</column>
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        <table name="creaturesources">
            <column name="id">2</column>
            <column name="strName">Cryo Dogman</column>
            <column name="nX">-1</column>
            <column name="nY">-1</column>
            <column name="nCreatureID">1</column>
            <column name="nMin">1</column>
            <column name="nMax">1</column>
            <column name="fWeight">1</column>
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        <table name="creaturesources">
            <column name="id">3</column>
            <column name="strName">Merga Wraith</column>
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            <column name="nMin">1</column>
            <column name="nMax">1</column>
            <column name="fWeight">1</column>
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        <table name="creaturesources">
            <column name="id">4</column>
            <column name="strName">SE Looter</column>
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            <column name="nY">164</column>
            <column name="nCreatureID">2</column>
            <column name="nMin">1</column>
            <column name="nMax">4</column>
            <column name="fWeight">0.4</column>
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        <table name="creaturesources">
            <column name="id">5</column>
            <column name="strName">SE Looter</column>
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            <column name="fWeight">0.4</column>
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        <table name="creaturesources">
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            <column name="nMax">4</column>
            <column name="fWeight">0.4</column>
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        <table name="creaturesources">
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            <column name="fWeight">0.4</column>
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        <table name="creaturesources">
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            <column name="strName">SE Looter</column>
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            <column name="fWeight">0.4</column>
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        <table name="creaturesources">
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        <table name="creaturesources">
            <column name="id">10</column>
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            <column name="nMax">1</column>
            <column name="fWeight">1</column>
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        <table name="creaturesources">
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            <column name="strName">SW Enfield Horror</column>
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            <column name="nMax">4</column>
            <column name="fWeight">1</column>
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        <table name="creaturesources">
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        <table name="creaturesources">
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        <table name="creaturesources">
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            <column name="strName">Midland Deer Pack</column>
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            <column name="fWeight">1</column>
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        <table name="creaturesources">
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            <column name="strName">Eastern Deer Pack</column>
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            <column name="fWeight">1</column>
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            <column name="strName">Yezinka</column>
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            <column name="strName">DMC Guard</column>
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            <column name="fWeight">1</column>
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        <table name="creaturesources">
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            <column name="strName">ATN Warrior Female</column>
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            <column name="fWeight">0.5</column>
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        <table name="creaturesources">
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            <column name="fWeight">0.5</column>
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        <table name="creaturesources">
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            <column name="nMax">6</column>
            <column name="fWeight">1</column>
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        <table name="creaturesources">
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            <column name="strName">Blue Frogs Preacher</column>
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            <column name="nMax">1</column>
            <column name="fWeight">0.2</column>
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        <table name="creaturesources">
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            <column name="strName">King Elias</column>
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            <column name="nMin">1</column>
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            <column name="fWeight">1</column>
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            <column name="strName">Feral Dog Pack (BR, South Central)</column>
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            <column name="nCreatureID">26</column>
            <column name="nMin">1</column>
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            <column name="fWeight">0.33</column>
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            <column name="strName">Feral Dog Pack (BM, South Central)</column>
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            <column name="strDesc">&quot;3 Dog Moon&quot; T-Shirt Review

This shirt has changed my life. I don't know what it is, but I feel like power courses through my veins when I wear it. With not one, not two, but THREE dogs AND a moon, I feel like I am nature's power incarnate. I could even take on a dogman!

If they were real, that is. For now, I practice dominating my pug, Bradley, for when that day inevitably comes.</column>
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        <!-- Table encounters -->
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            <column name="strName">Wake up in cryo facility.</column>
            <column name="strDesc">You wake up disoriented, slumped over the base of an empty cryosleep pod, still damp from cryo fluid. The thick dust from the floor clings to your skin, leaving a clean spot on the ground, where a large &quot;05&quot; is painted.

Across the room, there is an open door to the hallway, and a broken window leading outside.

Just as you gather your wits, an unearthly scream erupts from down the hall beyond the doorway. Something is coming. Fast.</column>
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        <table name="encounters">
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            <column name="strName">Hack the door to stay shut.</column>
            <column name="strDesc">Using a common maintenance override code, you switch the door controls into maintenance mode, forcing the door closed and locked. The creature howls madly, slams into the door, and rams it a few times, before its muffled sounds recede again.</column>
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        <table name="encounters">
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            <column name="strName">Use knowledge of plants.</column>
            <column name="strDesc">A plant catches your eye as you scan the room for supplies. Ricinus communis, the castor oil plant, is growing in from the window. You remember that this plant can be highly toxic, and most animals will avoid it if possible.

Breaking off some branches, you quickly stomp on the leaves and seeds, rubbing the fragments on your feet and hands. You scatter the rest in the doorway just in time. 

The predatory dog-like creature comes to a halt as it reaches the doorway, sniffing the plants, and shaking its head in disgust. You thrust your hands toward it, and it steps back further, obviously uninterested in your toxic scent.

With one more huff, it pads down the hall, looking for more palatable prey.</column>
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            <column name="strName">Merga Wraith Appears</column>
            <column name="strDesc">There is a sudden roar, and a rush of dry air, as blinding, blue-white light bathes the area. 

Formless darkness begins to appear from within, and soon, it emerges: an impenetrably black silhouette, endlessly casting off fragments of itself. Orange burns from its center, pierced by the scattering fragments of black.

It's already moving by the time you can resolve its shape, and its crude, chalk-white face is fixed on you.</column>
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            <column name="id">6</column>
            <column name="strName">The dogman is dead, now what?</column>
            <column name="strDesc">With the rush of adrenaline fading, you turn your attention back to this strange room.

You should probably finish up here, in case there are more of those things.</column>
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        <table name="encounters">
            <column name="id">7</column>
            <column name="strName">Emergency-dump another stasis tank.</column>
            <column name="strDesc">From the control panel, you could call up the emergency stasis evacuation code. Doing this will override the normal thawing procedure, and dump an entire tank's contents onto the floor instantly.

The rush of sub-freezing fluid might scare off the monster. And maybe the monster will go for the sleeper instead of you.</column>
            <column name="strImg">EncCryoFacility.png</column>
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        </table>
        <table name="encounters">
            <column name="id">8</column>
            <column name="strName">Find someplace to hide.</column>
            <column name="strDesc">You quickly scan the room for a hiding place, and duck behind the cryo tank nearest the window. Hopefully the light from outdoors will make it harder to see you in the nearby shadow. And with most of the room smelling of cryoprotectants, you stand a pretty good chance of having your scent masked. 

You hold your breath as something enters the room. Its heavy breathing becomes more nasal as it begins sniffing the air. The sniffing grows closer, but continues further into the room. It lets out an annoyed bark, huffs, and starts sniffing back into the hall.

A few minutes later, you're pretty sure it's out of earshot again.</column>
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        </table>
        <table name="encounters">
            <column name="id">9</column>
            <column name="strName">Try the door.</column>
            <column name="strDesc">The house takes on a different character through the eyes of the sack. The burlap is abrasive and uncomfortable, but somehow makes the house feel more peaceful.

You open the door, and find the hall mercifully quiet, with nothing but unmoving corpses. You start to wonder if you'll be able to handle going back outside, with all the rasping noises of breathing life.</column>
            <column name="strImg">EncHiddenLake.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">10</column>
            <column name="strName">Search for emergency equipment.</column>
            <column name="strDesc">You recall that standard practice is to have a crash kit nearby in facilities like this, and check for emergency cabinets around the room.

Sure enough, there's a cabinet just by the door, and it still has a medical kit in it!</column>
            <column name="strImg">EncCryoFacility.png</column>
            <column name="nTreasureID">5</column>
            <column name="nRemoveTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">11</column>
            <column name="strName">Rig the door to stay shut.</column>
            <column name="strDesc">Using a common maintenance override code, you switch the door controls into maintenance mode, forcing the door closed and locked. The creature howls madly, slams into the door, and rams it a few times, before its muffled sounds recede again.</column>
            <column name="strImg">EncCryoFacility.png</column>
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        <table name="encounters">
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            <column name="strName">Jump out the window.</column>
            <column name="strDesc">You decide to make a break for it, and dive through the broken window. Glass rakes your skin, and you stumble on an overgrown hedge. You recover, and start sprinting away from the building. No looking back. Just running to put distance between you and whatever that thing was.

After a while, though, you start to notice the chill in the air, the discomfort of running barefoot, and the frustration at being unable to remember much of anything: who you are, why you were in cryo sleep, where you are. You're going to need some answers.</column>
            <column name="strImg">EncCryoEscape.png</column>
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        <table name="encounters">
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            <column name="strName">Ambush?</column>
            <column name="strDesc">One or more creatures approach, but none have seen you yet.

Will you sneak closer to them?

Or keep your distance?</column>
            <column name="strImg">EncAmbush.png</column>
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        <table name="encounters">
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            <column name="strName">Rig the door to stay shut.</column>
            <column name="strDesc">Using a common maintenance override code, you switch the door controls into maintenance mode, forcing the door closed and locked. The creature howls madly, slams into the door, and rams it a few times, before its muffled sounds recede again.</column>
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            <column name="strName">Search for clues.</column>
            <column name="strDesc">The dust on the ground makes it easy for your trained eye to pick out one set of tracks in particular.

They seem to belong to a humanoid dragging something, probably a mantle or cloak. It was here fairly recently, probably in the past 24 hours. It entered through the doorway, walked to your stasis tank, went to the control console, and then left.

You'd bet good money that it wasn't the dogman you just faced.</column>
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            <column name="id">16</column>
            <column name="strName">Inside Cryo Facility, Dogman Gone</column>
            <column name="strDesc">You're standing in a cryostasis room. Though it looks like you might've been the only survivor.</column>
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            <column name="id">17</column>
            <column name="strName">Get Footage</column>
            <column name="strDesc">You decide that was so awesome that you fish through the console for the security footage of it, and take it.</column>
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            <column name="id">18</column>
            <column name="strName">Notice an item.</column>
            <column name="strDesc">Something catches your eye as you scan the room. Obscured in the shadows behind tank #2 is something small and metallic lying on the floor.

Upon closer inspection, it appears to be a multitool pocket knife. Probably left behind by maintenance personnel ages ago, and nobody saw it since.

Whoever left it here, you're pretty sure they don't need it as much as you, so you decide to take it.</column>
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        <table name="encounters">
            <column name="id">19</column>
            <column name="strName">Climb out the window.</column>
            <column name="strDesc">You decide to go outside, and see if you can figure out where you are.

Avoiding the broken glass, you step onto the sill and outside, rustling some plants that have grown wild in the area. It's cool outside, and damp. Probably morning.

The distant report of a gun catches your attention. You cock your head, listening, but it's over as quickly as it started.

Obviously you're not alone out here. Though that doesn't necessarily comfort you.</column>
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            <column name="id">20</column>
            <column name="strName">Dump the reality show star.</column>
            <column name="strDesc">Punching in the code for the celebrity, you rush back to your own tube, and re-seal it.

Tank #1 starts to hum, and the seal breaks with a roaring rush of fluid. The room squeals and flexes with the chilling cold of the liquid nitrogen covering the floor.

Within moments, the nitrogen has boiled off at room temperature, leaving a frozen mansicle on the floor.

Initially, the dogman backs off, unsure of the commotion that just occurred. However, hunger quickly replaces concern, as the smell of thawing flesh catches his attention. He starts dragging the body off, probably to his lair.

And his career was just warming up...</column>
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            <column name="strName">Dive through the window.</column>
            <column name="strDesc">You sprint to the window and dive through, avoiding broken glass and even clearing an overgrown hedge on the other side. Rolling to break the fall, you start sprinting away from the building. No looking back. Just running to put distance between you and whatever that thing was. You're not even sure it had a chance to see you, you moved so fast.

After a while, though, you start to notice the chill in the air, the discomfort of running barefoot, and the frustration at being unable to remember much of anything: who you are, why you were in cryo sleep, where you are. You're going to need some answers.</column>
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            <column name="id">22</column>
            <column name="strName">Prepare to kick its ass!</column>
            <column name="strDesc">You drop to a defensive stance as it bursts into the room. The beast stands on its hind legs like a man, but has the appearance of a ragged, predatory dog.

The combination of your stance and build must really look imposing, because the dogman actually looks a bit confused when it sees you, and hesitates.

You both lunge at each other, colliding with great force. The dogman realizes its error too late, as you slam it against the door jamb. Repeatedly.

Its corpse crumpled at your feet, you let loose with an unbridled roar that echoes down the facility's halls.</column>
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            <column name="id">23</column>
            <column name="strName">The Glow in the East</column>
            <column name="strDesc">As night falls, you notice there is a bright glow coming from the east, easily visible through the treetops. It's no guarantee, but it could be a sign of civilization. Maybe even a lead on where you are, or who.

And if nothing else, it's as good a landmark to strike towards as any.

(Press &quot;Minimap&quot; or the &quot;M&quot; key to see its location on the map.)</column>
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            <column name="id">24</column>
            <column name="strName">Search the console for records.</column>
            <column name="strDesc">You check the console for any patient info, and come across three records:

Tank #1: Anton Blubber
Committed 2012-11-11
Emergency contact: Angela Blubber, 45 Campbell St., Detroit, MI, 48210
Billing info: Angela Blubber, 45 Campbell St., Detroit, MI, 48210

Tank #5: Philip Kindred
Committed 2019-09-15
**NO DATA**
Billing info: Account #20141117 Detroit Savings Bank

Tank #6: Lloyd Blankcheck
Committed 2008-10-18
Emergency contact: Meyer &amp; Meyer LLP, 304 South Broadway, Detroit, MI, 48226
Billing info: Meyer &amp; Meyer LLP, 304 South Broadway, Detroit, MI, 48226</column>
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        <table name="encounters">
            <column name="id">25</column>
            <column name="strName">Engage up close.</column>
            <column name="strDesc">You try to get as close as possible without revealing yourself...</column>
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            <column name="id">26</column>
            <column name="strName">DMC Gates</column>
            <column name="strDesc">Navigating the twisty maze of shacks and tarp shelters, Detroit's massive walls stand as a constant backdrop to the east.

Easily half a dozen stories high, and probably almost as thick, the city walls are an impressive sight to behold. Armed towers, bristling with surveillance arrays, stand at regular intervals, keeping watch over the Sprawl, and likely the city within.

Before you, giant vidscreens on the three gatehouses flash instructions about pass requirements and threat levels, as flocks of people stream into and out of the gates.

You take your place in line on the right, with the others entering the city.</column>
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            <column name="id">27</column>
            <column name="strName">First Visit to the House at Seven Gables Road</column>
            <column name="strDesc">As you make your way down old Seven Gables Road, you feel a growing sense of unease. There's an unnatural silence here, except for the whispering of air moving through branches bare of all but a few dead leaves. Your footsteps are impossibly loud on the waterlogged bed of reeds and leaves, announcing your presence.

Ahead, you can see the silhouette of the house: dark, lonely, and in disrepair. The old split-level looks like it may have been a home for a family once, judging by the rusty swingset.</column>
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            <column name="id">28</column>
            <column name="strName">Return to Hatter #1</column>
            <column name="strDesc">As the elevator cage slows to a stop, you see Hatter through the iron lattice, writing something on a sheet of plastic. He holds it up to an attending runner, who then hurries to catch the elevator before it's recalled.

&quot;Data runners,&quot; he says, wiping the plastic clean as you approach. &quot;Network's pretty spotty out here, even this close to the DMC. Besides, &quot; he puts the blank plastic back into a drawer, &quot;media diversity makes for more security.&quot;

He rests his forearms on the desk. &quot;So, you have a delivery for me?&quot;</column>
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            <column name="id">29</column>
            <column name="strName">Meeting Hatter</column>
            <column name="strDesc">Back outside, you cross the muddy square, and stop to survey the area. Where do you go now? Would anyone in the Sprawl know about the cryo facility?

You're startled when you notice a man has been watching you. He's wearing a long brown coat and matching hat and is leaning on a walking stick. From this distance, you can almost see the glint of his eyes below the trilby's brim, though it's probably just your imagination.

He takes his time approaching you, and as he nears, you notice there's heavy maquillage on his face. It reminds you of one of those old portraits you'd see in a history textbook.

&quot;Folks call me Hatter,&quot; he says matter-of-factly. &quot;I think we may be able to help each other. Come with me.&quot;</column>
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            <column name="id">30</column>
            <column name="strName">Entering Detroit Mega City</column>
            <column name="strDesc">At the front of the line, the guard motions you closer. A moment of pregnant silence precedes a satisfying chirp, and the monitor flashes.

&quot;Visitor Pass N6MAA10816 Authorized.&quot;

The guard ushers you forward, and you begin down a long-ish stretch of empty corridor lined with harsh xenon lighting.

Beyond the opening at the other end, you see throngs of activity and the flicker of busy signage eclipsed by passing people.</column>
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            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">31</column>
            <column name="strName">Give Hatter the urn.</column>
            <column name="strDesc">&quot;It hardly seems worth the fuss,&quot; Hatter says as you hand him the urn. &quot;I'd almost forgo my end of the payment to know the story behind it.&quot;

He places the urn in a safe, then locks it. &quot;But it's not worth the hit to my reputation.&quot;

He reaches into a desk drawer, and produces a black wristband. &quot;As agreed, your visitor's pass.&quot;

As you ride the elevator car down through the building's innards once again, you wonder what to expect beyond DMC's massive gates.</column>
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        </table>
        <table name="encounters">
            <column name="id">32</column>
            <column name="strName">Fail to deliver.</column>
            <column name="strDesc">Hatter's demeanor cools. &quot;That's disappointing.&quot;

He begins attending to other tasks. &quot;I'll make this clear, for my sake, as well as yours.&quot; The elevator begins humming up the shaft again.

&quot;You needn't return here again without completing your contract.&quot; The clatter of the elevator's cage seems to punctuate his point. &quot;That is all. Good day.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">33</column>
            <column name="strName">Denied Entry</column>
            <column name="strDesc">When you reach the front of the line, a sinking feeling overcomes you. Heavily armed guards in full combat armor are checking attendees with some sort of scanning device. You're pretty sure that whatever these other folks have to get in, you're missing it.

When it's your turn, the guard stops you, and turns to a monitor installed in the wall. A message reads &quot;Device not detected. Entrance denied.&quot;

With the efficiency and compassion of an assembly line worker, he directs you away from the line, back outside. Unfortunately, getting entrance to the city may be trickier than just showing up.</column>
            <column name="strImg">EncMegacityGates.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">34</column>
            <column name="strName">Return to Hatter Again</column>
            <column name="strDesc">&quot;Has our situation improved?&quot; Hatter's voice sounds tinny through the intercom. Obviously unimpressing him with your last visit, you're forced to state your case from the dampness outdoors this time.

The guard stares impatiently at you, his thumb on the &quot;Talk&quot; button.</column>
            <column name="strImg">EncHatter.png</column>
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        </table>
        <table name="encounters">
            <column name="id">35</column>
            <column name="strName">DMC Questioning</column>
            <column name="strDesc">Inside, under pale lighting, you're made to wait in restraints for hours. Drab cubicles divide most of the floor, and stern-looking operatives variously interview detainees, check computers, and disappear into other cubicles.

Your eyes mine every detail of the room, looking for anything interesting to settle on. White foam ceiling tiles, beige filing cabinets, black inbox/outbox trays, pine desktops...it's so sterile that it actually incites frustration.

Helpfully, informational posters and propaganda seem to be hung on display to add a splash of color. &quot;DMC Perimeter Services: We Care!&quot; and &quot;Contraband: It hurts all of us.&quot;

The &quot;Missing Persons&quot; touchscreen was good for about an hour, but you've memorized all the faces by now.</column>
            <column name="strImg">EncMegacityGates.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">36</column>
            <column name="strName">Exiled from DMC</column>
            <column name="strDesc">You're escorted from the interview area, and brought into an on-site clinic, where you're strapped to a table, and anesthetized.

When you wake, you're on a bench in a painted cinder block room, leaning against a corner. Both your head and right shoulder ache. A piercing bleep fills the room as an intercom comes to life.

&quot;You have been charged as follows:
-Fraud and misuse of visas
-Conspiracy to defraud the city of Detroit
-Consorting with a known felon
-Failure to disclose personal information&quot;</column>
            <column name="strImg">EncMegacityGates.png</column>
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            <column name="aConditions">438</column>
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        <table name="encounters">
            <column name="id">37</column>
            <column name="strName">Using the Forged Pass</column>
            <column name="strDesc">At the front of the line, the guard motions you closer. A moment of pregnant silence precedes a satisfying chirp, and the monitor flashes.

&quot;Visitor Pass N6MAC41717 Flagged: Detain for Questioning.&quot;

Your gut suddenly feels like a vacuum. The guard places a heavy-gloved hand on your shoulder. &quot;Alright, buddy, let's go.&quot;

You're led to a gray door at the base of the south buttress, alongside a thin slit of mirrored windows.</column>
            <column name="strImg">EncMegacityGates.png</column>
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        </table>
        <table name="encounters">
            <column name="id">38</column>
            <column name="strName">DMC Questioning</column>
            <column name="strDesc">By the time your case handler arrives, you've counted the ceiling tiles, grouped them into shades of beige, and created an elaborate conspiracy linking all the missing persons.

Your handler leads you to his cubicle, and you're subjected to a battery of tests, including face scan, retinal scan, DNA sampling, fingerprinting, and a blood sample.

The interview is something of a comedy, with questions like &quot;What is your full name, address, and date of birth?&quot;

And when asked where you obtained the forged pass, your answer is received less than enthusiastically.</column>
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        </table>
        <table name="encounters">
            <column name="id">39</column>
            <column name="strName">Roof collapse</column>
            <column name="strDesc">Roof collapse!

The unstable ruins start falling as a result of your rummaging, and a portion of the roof collapses. You are cut and bruised by the falling debris.</column>
            <column name="strImg">ItmScavengeApt01.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">40</column>
            <column name="strName">Scavenge results</column>
            <column name="strDesc"></column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">41</column>
            <column name="strName">Stop scavenging.</column>
            <column name="strDesc">You decide to not try scavenging for now.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">42</column>
            <column name="strName">Scavenging a hex</column>
            <column name="strDesc">Looking around you, there appear to be a few areas worth checking out.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">43</column>
            <column name="strName">Fell down ravine</column>
            <column name="strDesc">You fell down a ravine!

While trying to navigate a precarious ravine, you slip and tumble to the bottom. In the fall, you get banged up and bruised, but thankfully nothing more serious.</column>
            <column name="strImg">ItmScavengeForest01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">67,68</column>
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        </table>
        <table name="encounters">
            <column name="id">44</column>
            <column name="strName">Booby trap</column>
            <column name="strDesc">Booby trap!

You spring a hidden trap while trying to enter, and it opens a gash in your skin. You're lucky it didn't do worse.</column>
            <column name="strImg">ItmTrap.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">45</column>
            <column name="strName">Scavenge a crumbling apartment building.</column>
            <column name="strDesc">You decide to check out a crumbling apartment building. It's a mess inside: broken bricks lay in piles, bits of glass strewn everywhere like glittering dust, water stains and dead leaves litter the outer edges of the building, and rock dust still covers areas sheltered from the elements.

Scavengers before you have obviously picked most of the easy scores clean, but a little elbow grease and some risk-taking might reward the intrepid treasure-seeker.</column>
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            <column name="nTreasureID">3</column>
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            <column name="fLootChance">0.25</column>
            <column name="fAccidentChance">0.25</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104,39,1724</column>
            <column name="vLoot">42</column>
        </table>
        <table name="encounters">
            <column name="id">46</column>
            <column name="strName">Scavenge discreetly.</column>
            <column name="strDesc">Use caution to avoid attracting attention while scavenging.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2599,4657</column>
            <column name="nType">1</column>
            <column name="fLootChance">-0.2</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">-0.5</column>
            <column name="vAccidents"></column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">47</column>
            <column name="strName">Scavenge brutishly.</column>
            <column name="strDesc">Use some muscle to move debris around and look for better loot.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2730,1969</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">0.1</column>
            <column name="fCreatureChance">0.1</column>
            <column name="vAccidents">39,1724</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">48</column>
            <column name="strName">Scavenge with night vision.</column>
            <column name="strDesc">Use night vision to see in dark areas.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2598,3311</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">-0.2</column>
            <column name="fCreatureChance">-0.1</column>
            <column name="vAccidents"></column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">49</column>
            <column name="strName">Scavenge with a crowbar.</column>
            <column name="strDesc">Use a crowbar to pry barriers loose during scavenging.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2634,3983</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">0.1</column>
            <column name="fCreatureChance">0.1</column>
            <column name="vAccidents">39,1724</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">50</column>
            <column name="strName">Scavenge an abandoned apartment building.</column>
            <column name="strDesc">This concrete apartment building looks to be in better shape than most. Sure, the windows are all but gone and a giant fissure runs along one wall, but this place looks as if it could still provide suitable shelter for someone.

Perhaps that's what makes you feel so nervous about approaching it.</column>
            <column name="strImg">ItmScavengeApt02.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,41.0x1=64x1x1x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4344,2188</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">0.07</column>
            <column name="fCreatureChance">0.5</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">51</column>
        </table>
        <table name="encounters">
            <column name="id">51</column>
            <column name="strName">Scavenge an abandoned house.</column>
            <column name="strDesc">The suburbs were hit hard in the collapse. With masses of people fleeing urban centers in search of supplies, and supernatural threats encroaching from the wilds, the suburbs became the front lines in a war for survival.

Still, houses like these are so numerous that some have been entirely missed by scavengers. And they tend to be less likely to fall over than the bigger buildings in urban centers.</column>
            <column name="strImg">ItmScavengeHouse01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,41.0x1=64x1x1x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4084,1100</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">0.07</column>
            <column name="fCreatureChance">0.5</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">40</column>
        </table>
        <table name="encounters">
            <column name="id">52</column>
            <column name="strName">Scavenge an abandoned mobile home.</column>
            <column name="strDesc">Like other suburban homes, mobile homes were on the front lines in a war between fleeing urban populations and supernatural hordes from the wilds. However, their smaller size often means there's less to be found in each.</column>
            <column name="strImg">ItmScavengeHouse02.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-5111,3691</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.1</column>
            <column name="fAccidentChance">0.07</column>
            <column name="fCreatureChance">0.5</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">41</column>
        </table>
        <table name="encounters">
            <column name="id">53</column>
            <column name="strName">Scavenge an abandoned office tower.</column>
            <column name="strDesc">Due to their nature, office towers weren't primary looting targets during the food riots. More obvious targets got the most attention.

Later on, astute scavengers realized many offices had bottled water, and often kitchens. What's more, the supply closets often contained valuable survival tools. The supplies aren't expected to be great, but it's worth a shot.</column>
            <column name="strImg">ItmScavengeOffice01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,41.0x1=64x1x1x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4218,1628</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.1</column>
            <column name="fAccidentChance">0.07</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">43</column>
        </table>
        <table name="encounters">
            <column name="id">54</column>
            <column name="strName">Scavenge a destroyed office building.</column>
            <column name="strDesc">This office building is in ruins, and it's unlikely much survived its collapse. The creaking walls and ceiling are no boost to your confidence, either. Still, that may mean no one was brave enough (or perhaps desperate enough) to go in there.</column>
            <column name="strImg">ItmScavengeOffice02.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-5136,4263</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">0.25</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104,39</column>
            <column name="vLoot">44</column>
        </table>
        <table name="encounters">
            <column name="id">55</column>
            <column name="strName">Scavenge a stretch of forest.</column>
            <column name="strDesc">This stretch of forest seems to almost flourish in the absence of human life. There's a good chance one could find food and raw materials in here if they knew what to look for.

Just watch out for creatures that make this forest their home...and hunting ground.</column>
            <column name="strImg">ItmScavengeForest01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.12x1=59x1x0x0x0,2.0x1=71x1x1x0x0,91.8x1=109x1x0x0x0,49x1=930x1x0x1x0,90.10x1=42x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4890,7117</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.5</column>
            <column name="fAccidentChance">0.15</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">106,105,43</column>
            <column name="vLoot">45</column>
        </table>
        <table name="encounters">
            <column name="id">56</column>
            <column name="strName">Scavenge a forest shack.</column>
            <column name="strDesc">Being far removed from urban centers, this secluded shack may have more promise. However, it could also be the home of a survivalist or militia member, so beware of booby traps.</column>
            <column name="strImg">ItmScavengeForest02.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-5091,5349</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.75</column>
            <column name="fAccidentChance">0.1</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">46</column>
        </table>
        <table name="encounters">
            <column name="id">57</column>
            <column name="strName">Scavenge an open field.</column>
            <column name="strDesc">Open fields are scavengers' worst options, as anything of value here was likely already spotted and taken. Plus, there's hardly anywhere to hide. 

But hey, beggars can't be choosers.</column>
            <column name="strImg">ItmScavengeGrass01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,91.12x1=59x1x0x0x0,90.10x1=42x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4757,7975</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.15</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0.5</column>
            <column name="vAccidents"></column>
            <column name="vLoot">48</column>
        </table>
        <table name="encounters">
            <column name="id">58</column>
            <column name="strName">Scavenge a storage shed.</column>
            <column name="strDesc">Storage sheds are mixed bags. Ostensibly there should be some goods inside. But then again, anyone here before you would've known that and cleaned it out. Still, it's worth a shot.</column>
            <column name="strImg">ItmScavengeGarage01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,91.8x1=47x1x0x0x0,52x1=49x1x1x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-5089,4833</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.1</column>
            <column name="fAccidentChance">0.05</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">50</column>
        </table>
        <table name="encounters">
            <column name="id">59</column>
            <column name="strName">Scavenge using botany knowledge.</column>
            <column name="strDesc">Use knowledge of plants to find better plant-based loot.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2655,7940</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.25</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">52</column>
        </table>
        <table name="encounters">
            <column name="id">60</column>
            <column name="strName">Pick the locks on the shed.</column>
            <column name="strDesc">Luckily, you were prepared for just such an occasion.

Now, let's see what's in here...</column>
            <column name="strImg">ItmScavengeGarage01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">419</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,91.2x1=46x1x0x0x0,91.8x1=47x1x0x0x0,91.11x1=62x1x0x0x0,49x1=930x1x1x1x0,90.10x1=42x1x0x0x0,78x1=48x1x0x1x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4988,5923</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.75</column>
            <column name="fAccidentChance">0.07</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">44</column>
            <column name="vLoot">50</column>
        </table>
        <table name="encounters">
            <column name="id">61</column>
            <column name="strName">Scavenge Gyges Cryo Facility.</column>
            <column name="strDesc">Despite its high-tech appearance, this facility seems to be tucked away in the wilderness, out of sight.

This bodes well for the chances of finding something of value, or even shelter, provided nothing else has set up shop here with those same ideas.</column>
            <column name="strImg">ItmScavengeCryoBldg.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=42x1x0x0x0,=40x1x0x0x0,91.4x1=1536x1x0x0x0,91.1x1=1535x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4745,8566</column>
            <column name="nType">1</column>
            <column name="fLootChance">1</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0.1</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">574</column>
        </table>
        <table name="encounters">
            <column name="id">62</column>
            <column name="strName">Keep an eye out for traps.</column>
            <column name="strDesc">Use your knowledge of trapping to look for signs of a trap, and bypass it.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2593,5353</column>
            <column name="nType">1</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">-0.3</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">63</column>
            <column name="strName">Force your way past the lock.</column>
            <column name="strDesc">Luckily, you were prepared for just such an occasion.

Now, let's see what's in here...</column>
            <column name="strImg">ItmScavengeGarage01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=40x1x0x0x0,90.10x1=42x1x0x0x0,91.11x1=62x1x0x0x0,91.2x1=46x1x0x0x0,78x1=48x1x0x1x0,49x1=930x1x1x1x0,91.8x1=47x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4979,6461</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.75</column>
            <column name="fAccidentChance">0.17</column>
            <column name="fCreatureChance">0.35</column>
            <column name="vAccidents">44</column>
            <column name="vLoot">50</column>
        </table>
        <table name="encounters">
            <column name="id">64</column>
            <column name="strName">Scavenge with lockpicking.</column>
            <column name="strDesc">Use lockpicking on any locks you encounter while scavenging.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">419</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2731,1247</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.4</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">65</column>
            <column name="strName">DMC Junk Market</column>
            <column name="strDesc">The Junk Market

As you navigate the winding alleys of DMC's Sprawl, you encounter a huge structure fashioned of shipping containers. Throngs of people enter and exit the structure through a doorway on one side. 

Inside, you can see a thriving bazaar where people trade scavenged items in the light of a thousand lanterns and bug zappers. The air is thick with sweat, smoke, and the smell of barbecue and spices.

This is the Sprawl's notorious Junk Market.

Pick up items to purchase them, or drop items to sell them.</column>
            <column name="strImg">EncBazaar.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">57x194=Junk Market</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-3948,-2376</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">66</column>
            <column name="strName">Search for clues.</column>
            <column name="strDesc">The dust on the ground makes it easy for your trained eye to pick out one set of tracks in particular.

They seem to belong to a humanoid dragging something, probably a mantle or cloak. It was here fairly recently, probably in the past 24 hours. It entered through the doorway, walked to your stasis tank, went to the control console, and then left.</column>
            <column name="strImg">EncCryoFacility.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">368</column>
            <column name="aPreConditions">-486</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=16x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">2</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">2428,107</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">67</column>
            <column name="strName">First ruins</column>
            <column name="strDesc">As you approach the town, there is no sign of activity. Buildings stand in ruin. Vehicles are overturned and blackened with fire. Explosion marks radiate outward from walls and pavement.

In the distance, strange-looking creatures circle in the sky, like monstrous, leathery vultures.

The world has drastically changed from what you knew. Some sort of cataclysm has befallen Earth, returning mankind to the dark ages.

And along with it, your hopes of finding a warm meal and some answers. You decide to look around, and scavenge what you can from the ruins.</column>
            <column name="strImg">EncRuins.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-6260,-882</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">68</column>
            <column name="strName">Dive Through the Window II</column>
            <column name="strDesc">The distant report of a gun disrupts your thoughts. You cock your head, listening, but it's over as quickly as it started.

Obviously, you're not alone out here. Though that doesn't necessarily comfort you.

Taking a look around you, you decide to start searching for some answers, not to mention supplies.</column>
            <column name="strImg">EncCryoEscape.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2115x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">4567,-2827</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">69</column>
            <column name="strName">About Scavenging II</column>
            <column name="strDesc">To scavenge a hex, you must first choose a location to search. Some hexes have only one, but others may have more.

Then, you will be shown the relative success chance and safety levels of the scavenging process. You are also shown tools and skills you can use to adjust the results.

Green/full bars are good, red/empty bars are bad.

Loot: Chance of finding loot or a campsite.
Safety: Chance of avoiding an accident.
Sneak: Chance of scavenging without attracting attention.

Choose your options carefully!</column>
            <column name="strImg">EncTutScav02.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=42x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-7867,3806</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">70</column>
            <column name="strName">Approaching Detroit Mega City</column>
            <column name="strDesc">As you step into a clearing, you finally see the source of that eastern glow: it's a city, larger than any you've ever seen.

Skyscrapers, and their bigger brothers, arcologies, stand shoulder-to-shoulder, casting their glittering lights into the sky. Hovering lights flit around the supertowers like fireflies. A massive wall encircles their base, with armed buttresses like glowing points on a crown. 

And radiating out from that wall, a shanty town of crumbling buildings, shacks, and tarp lean-tos.</column>
            <column name="strImg">EncGlow2.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2250x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-3926,-961</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">71</column>
            <column name="strName">Scavenge using a squirrel snare.</column>
            <column name="strDesc">Use a squirrel snare to catch squirrels.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-2654,7239</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.2</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">73</column>
        </table>
        <table name="encounters">
            <column name="id">72</column>
            <column name="strName">Hatter's Office</column>
            <column name="strDesc">Hatter's office is in the husk of one of those flophouse hotels you'd see crammed between high-rises in a busy city. It even has the old marquee, hanging precariously from the cornerstones. Several floors up, armed guards watch over the street from missing sections of the building.

Hatter acknowledges the men at the door, and leads you through a surprisingly clean lobby to an old-fashioned elevator.

&quot;I have a client,&quot; he starts, pausing for the cage to rattle shut, &quot;who collects heirlooms.&quot; He speaks louder, over the motor, &quot;He compensates well. Well-enough, in fact, that I'd be willing to part with a DMC visitor's pass in exchange.&quot;

The elevator clunks to a halt, and the door rattles open, revealing a dark room lit by video screens and old lamps.</column>
            <column name="strImg">EncHatter.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=73x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">2177,2761</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">73</column>
            <column name="strName">Hatter's Office</column>
            <column name="strDesc">Stepping off the elevator, it feels like you've walked into a control center built into an antique store. Baubles and relics crowd the walls and tabletops, while video screens and computer consoles cast a bluish tint on a handful of armed guards.

Hatter crosses the room to sit at a low, broad desk, facing the elevator. &quot;There's a lake,&quot; he pulls a worn road atlas from a desk drawer, &quot;about a day's walk northwest of here.&quot;

&quot;Inside a building there is a silver urn.&quot; He pages through the atlas to a map of Michigan. &quot;My guess is that you know a thing or two about getting around out there, and maybe this could be your ticket into the DMC.&quot;

He pauses to look up at you. &quot;Interested?&quot;</column>
            <column name="strImg">EncHatter.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">1.0x1=74x1x0x0x0,91.5x1=75x1x0x0x0,=77x1x0x0x0,91.14x1=79x1x0x0x0,91.11x1=80x1x0x0x0,90.6x1=78x1x0x0x0,90.7x1=76x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">79</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">3021,2766</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">74</column>
            <column name="strName">Give Hatter the security footage.</column>
            <column name="strDesc">Hatter slots the memory stick into one of his video monitors. As the footage plays out on Hatter's wall unit, you notice more than one bodyguard shift self-consciously, and another utters a low whistle. Hatter's lips curl into genuine satisfaction, and he leans back in his creaky, wooden chair.

&quot;Maybe Christmas comes early this year. Tell you what, forget about the urn. The pass is yours.&quot;

He pulls a black wristband from a desk drawer, and extends it to you over the desk. 

&quot;And hey,&quot; he says before letting go of it, &quot;maybe you come around again when you're looking for some work. I think a few of these hotshots could learn a thing or two.&quot;</column>
            <column name="strImg">EncHatter.png</column>
            <column name="nTreasureID">584</column>
            <column name="nRemoveTreasureID">68</column>
            <column name="aConditions">91,581,786,790,786,786,786,801</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">4303,1430</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">75</column>
            <column name="strName">Ask about the odd tracks on the ground.</column>
            <column name="strDesc">Though the floor here has a lot of distracting marks, there is one set of tracks that stands out from the regular foot traffic.

A humanoid dragging something, probably a mantle or cloak, has recently obscured much of the older markings on the old floor here.

&quot;A lot of your clients dress like the Grim Reaper?&quot; you ask.

Hatter stops immediately, tilting his head just enough to peer at you from under his brim.</column>
            <column name="strImg">EncHatter.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=81x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">4299,3347</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">76</column>
            <column name="strName">Accept the urn job.</column>
            <column name="strDesc">&quot;Glad to hear it,&quot; he says.

He spreads the map of Michigan out on the desk, and motions for you to come closer.

&quot;The urn is in a shack near Hidden Lake, out on old Seven Gables Road.&quot; He points out the location to you on the map.

&quot;You bring me that urn, and the visitor's pass is yours.&quot;</column>
            <column name="strImg">EncHatter.png</column>
            <column name="nTreasureID">583</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">95</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">34x126=Hidden Lake</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
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            <column name="id">77</column>
            <column name="strName">Hatter awaits a response.</column>
            <column name="strDesc">&quot;So, what'll it be?&quot; Hatter says, picking up a jerry-rigged pocket computer, and thumbing through some list as he waits.</column>
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            <column name="id">78</column>
            <column name="strName">Decline the urn job.</column>
            <column name="strDesc">&quot;Very well.&quot; He turns to one of the guards, &quot;Please see our client out.&quot;

As the guard slides the elevator cage shut, Hatter calls after you. &quot;If you should change your mind, you know where to find me.&quot;

A moment later, you are standing back outside, in the muddy alleys of the Sprawl.</column>
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            <column name="id">79</column>
            <column name="strName">Negotiate a trade for a security upgrade instead.</column>
            <column name="strDesc">Not thrilled about the sounds of that urn job, you try to come up with another proposal. Noticing that Hatter's security system has some older-style, high-wattage monitors, an idea occurs to you.

You mention that you've seen a few iSlabs with LCD screens out in the wastes, and maybe you could rig a few up to replace the power hogs he has now. The image would be clearer, and it'd pull less from his generators.

Hatter sits back for a few seconds, and contemplates. He starts nodding, &quot;I think that'll work.&quot; He leans forward again. &quot;You have yourself a deal. Install 3 of those iSlabs for me, and you have yourself a visitor's pass.&quot;</column>
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            <column name="id">80</column>
            <column name="strName">Something's fishy here...</column>
            <column name="strDesc">Something doesn't add up. You're no seasoned mercenary, but you're sure any fixer worth his salt is going to be careful with whom he contracts for work. And a visitor's pass can't be cheap, so there's no way this is just a cakewalk test.

Plus, Hatter approached *you*. Nobody walks into a town out of nowhere and gets that kind of welcome. Something doesn't wash here, and it's making you edgy.

&quot;I don't like this,&quot; you say, stopping short of sounding threatening. &quot;Sounds like someone's trying to set me up.&quot;

That gets Hatter's attention. You hear the creak of leather as a guard tenses.</column>
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            <column name="id">81</column>
            <column name="strName">Hatter Levels with You</column>
            <column name="strDesc">&quot;Hm,&quot; he says, leaning back in his creaky chair. &quot;Turns out maybe you *are* worth the extra attention you seem to have garnered.&quot;

He looks down at a blank spot on his desk, considering something a moment, and starts talking at it. &quot;Your 'Reaper', as you call him, had a particular interest in you.&quot;

He leans forward, and starts interacting with his security console. &quot;Interested enough to open this urn contract with express instructions that it only be assigned to you. Said I'd find you trying to enter the DMC. Said he'd front the cost of the visitor's pass if I got you to do it.&quot;

He finishes a keystroke, then gestures to the wall monitors.</column>
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            <column name="id">82</column>
            <column name="strName">First Glimpse of the Reaper</column>
            <column name="strDesc">One of the monitors switches to a view of this room, with a cycling timecode in the lower corner. After a few seconds of fast-forwarding, it switches to real-time playback.

There, standing where you are now, a black mass about the size of a man talks with Hatter. The detail seems to be glitchy, as if there were some dark-colored static distorting the signal, but only around the figure.

&quot;What's with the censoring?&quot; you ask.

&quot;Dunno,&quot; he says. &quot;Looked normal in-person. Must be some sort of EM interference.&quot;

The discussion is short, punctuated by the figure handing Hatter a small object, then leaving.</column>
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            <column name="id">83</column>
            <column name="strName">New Ally</column>
            <column name="strDesc">&quot;As a rule, I don't disclose client info like this.&quot; He stops the video. &quot;But you seem like a decent type. More to the point, resourceful. And while money talks, I'll take a competent operative over cash any day.&quot;

He reaches into a drawer, and pulls out a small, black wristband. &quot;The pass is yours. I'll keep my ear to the ground for any info on this reaper fellow, and let you know.&quot;

&quot;And hey,&quot; he says before letting go of it, &quot;maybe you come around again when you're looking for some work.&quot;</column>
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            <column name="strName">Approaching the House</column>
            <column name="strDesc">As you approach the house, you realize the place has been barricaded from the inside. Someone has hastily nailed boards across the windows on both floors, and stacked, heavy objects are visible through the broken doors.

Someone was afraid of something either inside or outside that house. Not knowing which was the case only makes you more uneasy.</column>
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            <column name="id">85</column>
            <column name="strName">Enter the house at Seven Gables.</column>
            <column name="strDesc">You climb the few steps to the front door, and realize it's been forced open just enough to let a person through.

Taking a deep breath, you gather your courage and press through.

Instantly upon entering, a sense of dread overcomes you. You definitely feel a malevolent presence, and worse, you feel it knows you're here.

You're on a landing between floors, and stairs go to the main floor on your left, and to the basement on your right. </column>
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            <column name="id">86</column>
            <column name="strName">Upstairs at Seven Gables</column>
            <column name="strDesc">Climbing over debris up the stairs, you reach a T intersection, with the living room opening up to your right. There is a musty smell up here, with a faint, sickening sweetness.

Across the living room, you see a hutch surrounded by broken dishes. And atop it, a silver urn.

You cross the moldy room to the hutch, retrieve the urn, and look closely at it. It's then that you suddenly feel vulnerable, like your back is exposed. You feel several tremors, like someone is crossing the floor rapidly behind you, startling you into turning around.

To see four upright corpses. Down the hall, past the stairway, four corpses hang in nooses from the ceiling, each in a state of decay.

And the one closest to you hasn't been here long.</column>
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            <column name="id">87</column>
            <column name="strName">Hatter Redemption</column>
            <column name="strDesc">&quot;That's more like it,&quot; the crackling intercom says in its tinny timbre.

The guard opens the door, and you're again riding the metal cage up through the old building.</column>
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            <column name="id">88</column>
            <column name="strName">Downstairs at Seven Gables</column>
            <column name="strDesc">As you begin descending the steps, you hear noises in the basement, like things are being thrown around. They culminate in a chest-rattling &quot;boom!&quot; from the room on the right as you reach the bottom. You freeze, listening to the creaking of the house from the tremor. A dented dryer still wobbles at the far side of the cellar, but the only noises now are a faint, rhythmic creaking from the upstairs hallway.

Checking through the dryer husk and the few waterlogged boxes, there doesn't appear to be anything of value. You turn back towards the stairs, but stop cold when you see a silhouette beyond the stairway, facing you.</column>
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            <column name="id">89</column>
            <column name="strName">Leave the house.</column>
            <column name="strDesc">You reach the barricaded front door, and start squeezing your way back outside. You're caught, though, and as you struggle, you hear clamoring on the stairs behind you.

Too narrow to turn and see what it is, you push more frantically to get through. Icy fingers scrabble at your back, burning you with cold, as you finally unwedge yourself and stumble down the steps, onto wet, peaty ground.

The house lies quiet behind you, no sign of anything beyond the door. The chills on your back ache, they're so intense.</column>
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            <column name="id">90</column>
            <column name="strName">Linger upstairs.</column>
            <column name="strDesc">You stare at the corpses for a few moments, watching carefully for movement. None move, though, not even twisting on the ropes. Whatever made that tremor near you wasn't them.

Then, a damp breath strikes your face, like something standing directly in front of you just exhaled.

You recoil instinctively and bang against the hutch behind you, suddenly aware of an invisible presence facing you.</column>
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            <column name="strName">Downstairs at Seven Gables Again</column>
            <column name="strDesc">Downstairs, you keep a vigilant eye out for whatever haunts this place, but don't see anything. However, you get a strong feeling that it is still here.

Worse, you feel *very* unwelcome. As you look around the basement, you hear items start to shift and bump. The scraping of cardboard on concrete causes you to turn, too late to duck a flying box.

Something else strikes you in the back of your head. Whatever is down here is not messing around.</column>
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            <column name="strName">Fail Hatter again.</column>
            <column name="strDesc">After failing Hatter a second time, it seems he's wasting no more time than necessary on you.

Idle static plays a few moments more over the intercom, then the harsh click of disconnection. The guard then moves to block the door, and looks out over the street as if you're not there.</column>
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            <column name="id">93</column>
            <column name="strName">Install the new security screens.</column>
            <column name="strDesc">Installing the iSlabs turns out to be pretty easy. You end up having to bypass the battery circuit and adapt the video signal cables, but Hatter is more than happy to let you use spare parts from old equipment he's collected.

When finished, you climb down from the paisley footstool you borrowed, and the two of you survey your work.

&quot;You're a handy one,&quot; he admits, a bit of surprise in his voice. &quot;I believe that means I owe you something.&quot; He heads back to his desk, opening a drawer.

&quot;Your visitor's pass,&quot; he says, extending a black wristband.

As you make your way back to the elevator, you hear the grunt of a guard lifting one of the old 21-inch monitors.</column>
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            <column name="id">94</column>
            <column name="strName">End of Demo</column>
            <column name="strDesc">You've reached the edge of the NEO Scavenger demo!

What happens next? What adventure awaits in the wastelands beyond? What other places are there to explore? To find out, consider supporting NEO Scavenger by purchasing it at Blue Bottle Games (www.bluebottlegames.com)!

Want to explore the demo some more instead? Choose the &quot;Return to demo&quot; response below to be returned to the demo. You can continue playing it as long as you want!</column>
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            <column name="strName">Return to demo.</column>
            <column name="strDesc">You have decided to keep playing the demo.

Don't forget, lots of cool stuff await in the paid version!
-Save your game, keep your progress!
-Experience more encounters!
-Gain access to Detroit Mega City!
-Discover more items, weapons, and recipes!
-Enjoy an in-game soundtrack!

Visit Blue Bottle Games at bluebottlegames.com to learn more!</column>
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            <column name="id">96</column>
            <column name="strName">Visit Blue Bottle Games.</column>
            <column name="strDesc">Congratulations, you have taken the first step towards supporting NEO Scavenger! Looking forward to seeing you inside!

(Note: pop-up blockers might prevent a new browser window from opening. If so, type:

bluebottlegames.com

in your browser to go there manually.)</column>
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            <column name="id">97</column>
            <column name="strName">Reconsidering the Urn Job</column>
            <column name="strDesc">On the muddy street outside Hatter's office, a metallic buzz sounds as the door locks click open. You step into the iron cage of the elevator.

The humming car carries you to Hatter's floor, and you find him removing a file from his desk.

&quot;Reconsidered the urn job?&quot; he says, looking up at you from the folder's contents.</column>
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        <table name="encounters">
            <column name="id">98</column>
            <column name="strName">Leave the house.</column>
            <column name="strDesc">You decide not to enter the house after all.</column>
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            <column name="id">99</column>
            <column name="strName">Sneaking Into Detroit Mega City</column>
            <column name="strDesc">You're not really sure why you're getting back in this line, after all that's happened. It's not like your sentence is up, and you're pretty sure their computer doesn't have faulty memory. Still, maybe there's a chance you'll slip through.

At the front of the line, you're made to stop and submit to a scan. The monitor flashes.

&quot;Exile N6MAA64843 Denied&quot;

&quot;You kidding me?&quot; the guard asks, incredulous. He pulls you to the side. &quot;Don't you...?&quot;

Then, he pushes you away from the gate. &quot;You're just making it worse, you know!&quot;

His frustration spills over to the next guy, who casts a scowl your way.

So much for that idea.</column>
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            <column name="strName">Busted knuckles</column>
            <column name="strDesc">Busted knuckles.

While forcing open a promising-looking container, your hand slips, leaving you with a sore hand. 

It's nothing serious, but it has hampered your scavenging efforts for now.</column>
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        <table name="encounters">
            <column name="id">101</column>
            <column name="strName">Stop scavenging</column>
            <column name="strDesc">You decide not to try scavenging for now.</column>
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        <table name="encounters">
            <column name="id">102</column>
            <column name="strName">Stuck in an opening</column>
            <column name="strDesc">Stuck in an opening.

While trying to access a blocked room, you get stuck crawling through an opening in the debris.

You manage to wriggle free again, but you lost quite a bit of time in the ordeal.</column>
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        <table name="encounters">
            <column name="id">103</column>
            <column name="strName">Rotted floorboard</column>
            <column name="strDesc">Rotted floorboard.

Your foot slips through a rotting floorboard, causing you to trip.

The scrapes and bruises will sting for a while, but thankfully it wasn't more serious.</column>
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        <table name="encounters">
            <column name="id">104</column>
            <column name="strName">Cut on some broken glass</column>
            <column name="strDesc">Cut on some broken glass.

It was a stupid mistake, but while trying to reach a blocked room from the outside, you cut yourself on the broken glass from the window.

It'll sting for a while, but it isn't anything serious.</column>
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            <column name="strName">Slipped on a rock</column>
            <column name="strDesc">Slipped on a rock.

While navigating some broken, mossy terrain, you slip and land on the wet stone.

While a painful setback, you're thankful it wasn't worse.</column>
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        <table name="encounters">
            <column name="id">106</column>
            <column name="strName">Slipped down a slope</column>
            <column name="strDesc">Slipped down a slope.

While ascending a steep slope, you lose your footing, slipping most of the way to the bottom.

It bruised you a bit, but thankfully the worst of it is lost progress.</column>
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        <table name="encounters">
            <column name="id">107</column>
            <column name="strName">Prepare to fight it!</column>
            <column name="strDesc">You instinctively drop to a defensive stance as it bursts into the room.

The beast stands on its hind legs like a man, but has the appearance of a ragged, predatory dog. It looks right at you, and shrieks with a sound that freezes your blood.

Despite your fear, you put up a pretty good fight. You move like you've done this before, and avoid most of his lunges. You even manage to deliver a blow that sends the beast reeling in a haze.

Taking advantage of his distraction, you knock him to the ground, and deliver a fatal blow with your knee.

Though wounded, at least you're alive.</column>
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            <column name="strName">Prepare to fight it!</column>
            <column name="strDesc">You steel your nerves, and decide to take this thing down, whatever it is. As you assume a defensive stance, it bursts into the room.

The beast stands on its hind legs like a man, but has the appearance of a ragged, predatory dog. It looks right at you, shrieks, and lunges.

It connects with a force that jars you both, and the dogman actually has to step back to keep its balance.

Taking advantage of his distraction, you knock him to the ground, and grab his throat. His claws tear into your flesh as you crush his windpipe with every ounce of strength you have.

Moments later, he stops moving. You realize it cost you some nasty wounds, but at least you're alive.</column>
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            <column name="strName">Scavenge brutishly.</column>
            <column name="strDesc">Use some muscle to move rocks and plants around and look for better loot.</column>
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            <column name="id">110</column>
            <column name="strName">Search downstairs more thoroughly.</column>
            <column name="strDesc">You peer into the basement. Without warning, your body is thrown down the hall, colliding against the concrete. You collapse in a heap, ears ringing from the impact, and immediately feel something constrict about your neck.

Your hands reach toward your neck, but you are violently thrown against the ceiling, and the last thing you hear is a wet snap as your body jolts on a noose mid-fall...</column>
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            <column name="id">111</column>
            <column name="strName">Look around with night vision</column>
            <column name="strDesc">Deciding to bring technology to bear on this problem, you switch your night vision on.

As the image through the goggles resolves, you realize there are dozens of corpses around you, standing upright. Their necks swollen and faces drawn, they turn in unison to face you, a sea of cavernous eyes.

Their expressions slowly transform to fear, mouths gaping, and bright lights come from within. Your field of view turns white with glare as fat, cold hands grip your throat.

You try to wrench free, clawing at both the goggles and your neck. The grip tightens, lifting you and smashing your head against the rafters. The goggles go dark, malfunctioning, and you fall suddenly before a sharp snap ends it all...</column>
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            <column name="strName">Go back upstairs.</column>
            <column name="strDesc">You decide to check upstairs again, to see if you missed anything.

Skulking up the front stairs, you see the familiar, musty living room from which you saw the urn. Reaching the top, you turn left into the hall with the hanging corpses.

Except that they're gone.

A moment of paralysis seizes you as your head tries to make sense of the empty hallway, and then it returns: the feeling that you are exposed.</column>
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            <column name="strDesc">Scrambling to move, you bounce off the unseen force, half-running, half-crawling to the stairs, like some crazed three-legged animal.</column>
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            <column name="strDesc">Propelled by a wave of fear, you push off the hutch and bounce off the unseen force, spinning and stumbling towards the stairs.</column>
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            <column name="strName">Freeze in place.</column>
            <column name="strDesc">Paralyzed with fear, you stare ahead in disbelief, unable to see the thing you feel directly in front of you.

Then, your feet are violently pulled from beneath you, sending you to the floor, your cheekbone banging painfully on broken dishes and rotting pile carpet. You claw in desperation as you're dragged at alarming speed down the hall, into the darkness...</column>
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            <column name="strDesc">In a panic, you glance off the unseen force in front of you and barrel down the hall. Limbs from the corpses seem to cling to you as you pass, sending painful chills down your back.

As you approach the end of the darkened hallway, there is a doorway on the right.

You have no idea how close that thing is to you. You wouldn't even see it if you turned around anyway.</column>
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            <column name="strName">Watch for signs of movement.</column>
            <column name="strDesc">Without warning, your body is thrown down the hall, colliding with the cheap brass sconce at the end. You collapse in a heap, and immediately feel something constrict around your neck.

Your hands reach toward your neck, but you are violently thrown against the ceiling, and the last thing you hear is a wet snap as your body jolts on a noose mid-fall...</column>
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            <column name="strName">Turn left.</column>
            <column name="strDesc">Dead end.

You burst into the room, and stumble on piles of twisted rags and cardboard. Unfortunately, the only other exit is a window with a sheet of sturdy plywood over it, studded with countless nails.

Your feet are ripped from beneath you, burying your face in fetid blankets. A heavy weight slams against your back, pinning you to the floor as something works its way around your neck.

It tightens with alarming force, yanking you up from the floor, and suspending you, swinging. Your eyes feel as if they'll burst from the constriction, and then nothing...</column>
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            <column name="strName">Turn right.</column>
            <column name="strDesc">You barrel into the room, and the door claps firmly shut behind you.

The feeling of malevolence strikes you first, like you're in plain sight of a predator.

A corpse is slumped over on a dilapidated bed, facing the door you just came through. There is a shadow of fine soil around it, where flesh has fallen off and rotted on the old sheets, and a burlap sack over its head.

Beyond it, on the opposite wall, is a window shrouded in cheap faded curtains and criss-crossed by planks of wood.

Nothing moves, however, and the stillness is almost more unnerving than the alternative.</column>
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            <column name="strName">Try the window.</column>
            <column name="strDesc">You break for the window, and grasp one of the boards.

Trying to yank the board free, the door flies open with a hollow roar. Fear burns your back as you dislodge the plank.

You throw the plank aside, and dive through the window. A moment of rushing air and sparkling glass passes, and then you land- hard- on rotting wood and reeds. 

Your sinuses and mouth tingle, and your vision shrinks to a tunnel-like spot from the pain...</column>
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            <column name="strName">Examine the corpse.</column>
            <column name="strDesc">Steeling your nerves, you tentatively reach for the burlap sack over the corpse's head. Though it looks tightly wound around his neck, it comes off with relative ease.

The head beneath is a hideous sight to behold, with uneven rot where the sack touched the flesh.

The sack itself is rough, dry, and has eye holes cut into it. Thick twine is threaded through the opening like a drawstring.</column>
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            <column name="strName">Try the door.</column>
            <column name="strDesc">You reach for the doorknob, and it is ice-cold. Gritting your teeth against the pain, you turn and pull.

Before the door is completely open, something invisible seizes your throat, and pulls you into the hallway like a ragdoll.

The force winds around your neck, making your eyes go bleary with pressure, and you're flung against the ceiling. Your fall is broken by a sharp yank tightening your neck, and your vision explodes with a pattern before going dark...</column>
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            <column name="strName">Revisiting the House at Seven Gables Road, Wearing Hood</column>
            <column name="strDesc">As you make your way down old Seven Gables Road, the house seems less forbidding. It almost seems welcoming, as if it offers an oasis of quiet among the wretched, screeching noises of the living.</column>
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Your back chills at the thought of something staring at you.

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It tightens with alarming force, yanking you up from the floor, and suspending you, swinging. Your eyes feel as if they'll burst from the constriction, and then nothing...</column>
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Figures seem to be milling around a low extension on the right, and the occasional ATV arrives or departs without fanfare. You don't think you've been spotted yet, this far out. Though with all the activity, it's hard to tell.</column>
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A semi-trailer attached to one of the loading bays acts as a makeshift gate and pedway into the warehouse. Ragged-looking figures line up alongside the trailer, watched over by armed mercenaries. It looks more like a club than anything else, except for that tarp area. 

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A semi-trailer attached to one of the loading bays acts as a makeshift gate and pedway into the warehouse. Ragged-looking figures line up alongside the trailer, watched over by armed mercenaries. It looks more like a club than anything else, except for that tarp area.

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            <column name="strDesc">&quot;Whatcha got?&quot; Looking behind her, you see iSlabs, shoes, and sundry items. It looks like there are definitely some items they'll accept more than others, at least today.</column>
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            <column name="strName">Approach the line.</column>
            <column name="strDesc">While in line, you feel a flutter of anxiety each time the line advances. With each step, you try to catch a glance of what's through the doorway in the trailer, but you still can't tell. Most of the people in line are ragtag-looking, wearing mismatched clothes, and stinking of sweat. Some confused, others bored. The guards are better-groomed, by comparison. Though you suspect they'd just as soon murder you for your clothes if they weren't being paid.

Up a few wooden plank steps, you step inside the semi-trailer, and hollow sounds of a crowd echo down the narrow corridor from the warehouse. To your right is a chipboard and mesh booth where an attendant is collecting fees and weapons and stamping people before they walk down the trailer into the warehouse.

&quot;Stock or Spectator,&quot; the attendant drones, looking disinterestedly past you.</column>
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            <column name="strName">&quot;Stock.&quot;</column>
            <column name="strDesc">&quot;Hand,&quot; she demands, reaching for a stamp as you present your hand. She applies a symbol and number, then nods to another grizzly merc, who checks you for weapons. You receive a chit for your confiscated items, and are ushered down the trailer. You hear the man behind you answer &quot;Spectator&quot; to the attendant, before passing into a wall of sound inside the warehouse proper.</column>
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            <column name="id">143</column>
            <column name="strName">Inside Zom Zom's</column>
            <column name="strDesc">Inside, it's one part superclub, one part gladiator pit. A wall of sound assaults your ears as you cross the threshold: part human cacophony, part generator exhaust, mostly frenetic industrial music. And the smell of food and smoke. You can't hear it over the noise, but you can feel your stomach rumble at the smell of sweet barbecue.

The cavernous warehouse is dominated by a dirt-floored arena, with high mesh walls. Spectators ring the pit on three sides, the fourth reserved for a large garage door leading outside into the tarp-fenced courtyard. Beyond the door, you catch the flash of welding arcs, where it appears scrapyard robots are being prepped.

And opposite the garage door, the thing you really care about right now: a wide booth with grills spewing sweet and spicy smoke into the rafters above. People clamor to get at it, and walk away with their prize smeared over hands and lips alike: barbecue.</column>
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            <column name="strName">Run away!</column>
            <column name="strDesc">You turn, and within two footfalls something collides with you, knocking you into the dirt. It has you. You can feel its grip on your arms, its weight on your back.</column>
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            <column name="id">145</column>
            <column name="strName">The Grill</column>
            <column name="strDesc">You wade through dirty patrons, intent on manhandling some ribs, or beans and rice, or whatever it is they've got cooking over there. Who knows how long you've been in cryo? How long it's been since you've had a hot meal?

Pressing your way through this final wall of hungry patrons, you get an elbow on the counter, and desperately try to make eye contact with one of the servers. A few eternal minutes later, one of the apron-clad food-slingers glances at you, and you nod like an excited dog. He reaches into a smoker box, withdraws a loaded skewer, and places it in your hand. Sweet, succulent barbecue.

Savoring it at first, you start to grow paranoid that it'll be snatched from your hands, and you bear down on it with renewed fervor, huddling with it against your lips as you absently walk away from the grill.</column>
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            <column name="id">146</column>
            <column name="strName">Lotto #1</column>
            <column name="strDesc">Just then, an announcer pipes up. With that same oscillating voice every strip club DJ seems to have, he starts hyping the crowd.

&quot;Can you count, suckas!&quot; he shouts. Patrons start yelling back. &quot;I said, can you count, suckas!&quot; On cue, a testosterone-fueled wave of shouts comes from the floor.

&quot;Raise those numbers!&quot; he calls with expectation, and everybody raises their fists in unison. The music changes, lights switch to UV, and numbers appear on all the stamped hands. Your heart starts to race, as you realize what's happening.</column>
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            <column name="strName">Player is Stock</column>
            <column name="strDesc">Looking around, everyone has a stamp, but most of them don't look like yours. Everyone has numbers, but it's clear now what the symbols are. Most patrons have silhouettes of vultures next to their numbers. You look down at your hand.

Yours is a lamb.

The announcer calls a number. A low number. You feel a bit nauseous, but also relieved. You raise your hand, nearby patrons looking suddenly, then quickly losing interest in it.</column>
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            <column name="strName">Player is Spectator</column>
            <column name="strDesc">Looking around, everyone has a stamp, most like yours. They all have numbers, but it's clear now what the symbols are. Patrons like you have silhouettes of vultures next to their numbers. Those unlucky few who don't, have lambs.

The announcer calls a number. A low number.

Feeling somewhat relieved, you raise your hand above your head. Patrons around you look up to it for a moment, then continue scanning the crowd.</column>
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            <column name="id">149</column>
            <column name="strName">Fight #1</column>
            <column name="strDesc">A scream of protest erupts from the far side of the arena. Everyone nearby looks across, where a commotion is starting. A man is hoisted into the air, like a crowd surfer at a concert, and propelled to the arena gate. Patrons claw the remainder of his barbecue from his flailing hands, fighting over it like dogs. Guards wrangle the struggling man, and toss him onto the dirt floor in the arena as the gate is sealed behind him.

The &quot;winner&quot; is a filthy, weak, and confused-looking human. As he clamors to his feet, a clacking and squeaking sound crescendos from the opposite side of the arena. Cheers start erupting throughout the warehouse, as the source of the noise rolls into the arena through the garage door.

The bot is little more than a heavy, treaded ring of barbed spikes. A haphazardly hung LED ticker sits atop its mass, flickering the words &quot;Morning Star&quot;, confirming your suspicions as to its nature.</column>
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            <column name="id">150</column>
            <column name="strName">What now?</column>
            <column name="strDesc">Drunk with bloodlust, the crowd is now screaming, as the robot backs away once more from the stumbling, bleeding man. The bot rams him into the wall one more time, and backs away, this time with a human stuck on its spikes. The crowd cries out in ecstasy, which eventually simmers down to a rabble as the arena service personnel remove the entrails.

Your mouth agape, you suddenly feel a wave of nausea. You begin looking around, panicked.</column>
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            <column name="strName">Rub off the stamp.</column>
            <column name="strDesc">You look down at your hands, then glance at the crowd. Holding your hands low, you start rubbing the stamp, trying to remove the identifier.

&quot;Word is, you've got a good medical plan.&quot; The voice startles you, even amidst the shouting crowd, and you turn to find a young man with an old face. He looks to be of Asian descent, with hair like a mop, big aviator glasses, and an improbably white fur coat.

&quot;Tsk tsk. You don't think they've thought of that?&quot; He's visibly amused. &quot;Dude, lambs die in the pit. Vultures watch. Whaddya think happens to guys wit' NO number?&quot; His hand starts circling his stomach in mock hunger. &quot;Mmmm. Barbecue!&quot; He laughs giddily. This guy may be insane.

Then it occurs to you, and that nausea comes back.</column>
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            <column name="id">152</column>
            <column name="strName">Try to leave.</column>
            <column name="strDesc">Spotting the door you came in, you start pushing your way through the crowd. Maybe you can hand in your chit, get your stuff, and go. Hell, maybe you should just forget the stuff and leave before anyone notices you.

&quot;Hold it, dude.&quot; The voice startles you, even amidst the shouting crowd, and you turn to find a young man with an old face. He looks to be of Asian descent, with hair like a mop, big aviator glasses, and an improbably white fur coat.

&quot;You really think you're just gonna walk back out the way you came in?&quot; He's visibly amused. You don't notice any weapons, but then again, in that outfit...</column>
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            <column name="id">153</column>
            <column name="strName">The Stoat</column>
            <column name="strDesc">Out in the robot prep yard, mechanics are tending to their creations. Your companion stops alongside a tall robot, reminiscent of a farm combine. You shudder to think what it does to a human with those blades, but then, something inside moves. Crawling out the feederhouse behind the blades is a mechanic, who looks around, and satisfied, waves another out. The second looks more like one of the patrons than a mechanic: starved and scared.

The pair skulk along the fenceline, and disappear out of sight.

Fur coat guy turns back to you, with a proud, yet devious grin on his face. &quot;The Stoat is pleased to make your acquaintance. Now, about that medical plan...&quot; He suggestively taps his wrist.</column>
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            <column name="id">154</column>
            <column name="strName">Give him the bracelet.</column>
            <column name="strDesc">You snap the printed bracelet from your wrist, and hand it to him. He slides it through his fingers, reading the lettering on the strap.

&quot;Niiice, dude,&quot; he bobs his head, &quot;I may have to do an expedition there. And, and! Nice naaaame, ha ha.&quot; He pulls a box out from under a flightcase near the combine bot.

&quot;Here.&quot; He opens the box. &quot;Unclaimed lost and found, let's say.&quot;</column>
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            <column name="strName">Just give him the info.</column>
            <column name="strDesc">Unsure whether you want to give up the strap, you self-consciously fidget with it a moment, then read it over once more. Instead, you decide to share the facility address, but keep your name to yourself.

&quot;Smart,&quot; he says, tapping the side of his head with his index finger. &quot;You're a smart dude. Tell you what.&quot; He pulls a box out from under a flight case near the combine bot.

&quot;Here.&quot; He opens the box. &quot;Unclaimed lost and found, let's say. As for me, I may have to check into your fancy clinic soon. I think I'm coming down with a little something.&quot; He fake coughs and clears his throat, grinning.</column>
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            <column name="strName">Leaving Through the Back Door</column>
            <column name="strDesc">He looks over your shoulder. &quot;Oh, also, you'll probably want these back.&quot;

You turn, and see a familiar face from the front gate. She drops your checked items in a lockbox. 

You cast a glance back at The Stoat, and he shrugs. &quot;What? I can't do this alone.&quot;

&quot;Your safest bet is to go along the fence, where they went.&quot; He thumbs over his shoulder, indicating the route the mechanic and patron followed. &quot;Unless you're still hungry?&quot; He laughs, mocking a vomiting motion.

&quot;See you around, dude!&quot; he calls over his shoulder, walking back to the warehouse.</column>
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            <column name="strName">Rub off the stamp.</column>
            <column name="strDesc">You look down at your hands, then glance at the crowd. Holding your hands low, you start rubbing the stamp, trying to remove the identifier.

&quot;Cheater!&quot; The words freeze you in place. A tingle of heat pricks your temples as you chastise yourself for getting into this mess.

&quot;Cheater! Cheater!&quot; the cries repeat, and then a chorus of echoes follows. A commotion starts around you, and a hand grabs your arm. You wrench it free, and more hands seize you in response. You're hoisted into the air by the swirling mob, and carried towards the gate.

&quot;Hooooo! What have we here?&quot; the announcer shouts, PA system buzzing with feedback. Your body careens ever closer to the gate, the crowd gleefully shouting and hooting from below.

Steeling your nerves, you prepare to fight whatever they throw at you.</column>
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            <column name="strDesc">Spotting the way you came in, you decide to split. Maybe you can hand in your chit, get your stuff, and go. Hell, maybe you should just forget the stuff and leave before anyone notices you.

Hazarding a glance back at the arena, they're still dragging remains from the floor. Maybe you'll reach the door before they're done. You push back through the crowd, glancing off shoulders and elbows as you go.

Every body you clear, though, seems to be replaced by two more dirty, hungry corpses. All move like a river's current from the door toward the grill, directly opposing your progress. Your hands start to grow clammy as you panic, feeling your time slip away.</column>
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            <column name="strDesc">But your course suddenly veers, and you're carried towards the wall closest to the gate. As the wall nears, you notice sheets of plastic covering the opening to a chute, smeared with gore.

Head-first, you're tossed into the chute. Warm, slimy gore lubricates your passage, and you're dumped into darkness. The floor here feels squishy, and the air is thick with rancid humidity.

Suddenly, a section of wall slides away, and you're blinded by orange light, and a blast of hot air. Something strikes your head, knocking you to the ground, and the smell of woodsmoke is the last thing you notice...</column>
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            <column name="strDesc">The music drops out, and the announcer's hateful voice resounds.

&quot;Can you count, suckas!&quot; The ritual is starting again. &quot;I said, can you count, suckas!&quot; The chorus of madness ensues.

&quot;Raise those numbers!&quot; You raise your fist in defeat. The music changes, lights switch to UV, numbers appear. The doorway casts a taunting light across the heads in front of you.

You hear him call your number almost before it happens, imagining the sounds of each digit in your head. Your body is swept up, and, too tired to struggle for their entertainment, you let yourself be carried back across the sea of people.</column>
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            <column name="strName">Try bargaining with dogman footage.</column>
            <column name="strDesc">Suddenly, it occurs to you, snapping you out of your self-defeated daze. The dogman footage!

Clutching it in your hand, you wait for the right moment to catch the guard's attention.

When one grabs ahold of you, you shout, &quot;Hey. Hey! Give this to your man upstairs!&quot;

He bats your hand away, almost knocking the footage to the floor. You try once more. &quot;Just give him the data! He'll thank you later.&quot;</column>
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            <column name="strName">Try Bargaining with dogman footage cont'd.</column>
            <column name="strDesc">The doorway stands empty a moment longer, and then you see a curved, segmented leg strike the ground from one side. Another follows, then two more. A metallic monster almost three times your height pulls itself around the corner, and cheers of excitement boom throughout the warehouse.

Your stomach sinks as you take in the sight of the machine. A large, crushing arm swings menacingly from a platform, able to reach in any direction. It's supported by six radially symmetric legs. And under the chassis, a blade on an axle, much like the main rotor of a helicopter, except upside-down.</column>
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            <column name="strName">Try bargaining with dogman footage cont'd.</column>
            <column name="strDesc">You turn to face it, looking it over desperately for angles of approach, when the music suddenly stops. Everyone starts looking around in confusion as lights dim.

&quot;Awwwww, I gotta treat for y'all right here,&quot; the announcer croons. Hope wells up inside you again. &quot;Feast your eyes on THIS!&quot;

An image appears on the wall over the garage door, and as it comes into focus, you exhale in relief.

Larger than life, your battle with the dogman plays out for all to see. Patrons start belting out comments, and audibly wince as you pummel the beast. You hear a &quot;GodDAMN, son!&quot; from nearby.</column>
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            <column name="strName">Meet the machine cont'd.</column>
            <column name="strDesc">The doorway stands empty a moment longer, and then you see a curved, segmented leg strike the ground from one side. Another follows, then two more. A metallic monster almost three times your height pulls itself around the corner, and cheers of excitement boom throughout the warehouse.

Your stomach sinks as you take in the sight of the machine. A large, crushing arm swings menacingly from a platform, able to reach in any direction. It's supported by six radially symmetric legs. And under the chassis, a blade on an axle, much like the main rotor of a helicopter, except upside-down.</column>
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            <column name="id">165</column>
            <column name="strName">Look for a weakness.</column>
            <column name="strDesc">You watch closely as the robot approaches. It's a clever design, those radial legs. Can switch direction fast, and no need to turn around. The armature, too. Its range of motion is near complete save for the area under the chassis, which has a rotor blade that could probably make short work of you.

You let it get a bit closer, then bolt around to the other side of it, backpedaling to the other side of the arena. The robot's walk seems to track you directly, and the arm swings to face you a moment later.</column>
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            <column name="strName">Fight the bot!</column>
            <column name="strDesc">The robot's design looks pretty comprehensive. The claw can reach just about everything except directly below the chassis, and that blade would finish anything fool enough to hide there.

Though you bet you could get that arm to overextend itself. You'd have to get out of the way fast, but there would be a moment where the arm is exposed and in reach.

The robot is close now, so that plan will have to do. You crouch in preparation of the attack, ready to jump to the side. The arm launches forward, and you quickly roll to the side. The arm sweeps right, belting you hard, and sending you sprawling across the dirt.</column>
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            <column name="id">167</column>
            <column name="strName">Try to trap the bot.</column>
            <column name="strDesc">You quickly scan the arena for potential snares. It's slim pickings here, however. The arena is mostly flat, with smooth walls. About the only thing you have to work with are the occasional pillar, and the robot itself. You decide to try and leverage one of those pillars.

As the robot scuttles toward you, you veer to the side, and put the pillar between you and it. Unsurprisingly, the robot arcs its path accordingly. Must be able to pathfind around obstacles. Should've figured.

Closer now, you've got a better idea of the scale of the bot, and a new plan forms in your head. You stick to the pillar, aiming to keep it between you both. Predictably, the robot continues to arc into a clear path. However, as it closes, it has to sidestep further to clear the pillar. As it approaches melee range, it spends more time sidestepping than approaching.</column>
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            <column name="strName">Try to outrun the bot.</column>
            <column name="strDesc">You decide to try and wear this thing down. It's gotta have a power supply, you wager, and you can probably keep it moving long enough to run it dry.

As it closes to melee range, you roll to the side, running past it to the other end of the arena. Turning to face it, you're surprised at how close it is already. You get ready to spring again, dodging to the side when the robot reaches you.

Watching this time as you pass, you start to see the flaw in your plan: the robot's ability to change direction without turning almost invalidates your dodge. It's closing the gap much faster than you expected. You double your efforts, sprinting to the far side, hoping your speed buys you time to dodge the next pass.</column>
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            <column name="id">169</column>
            <column name="strName">Duck and cover!</column>
            <column name="strDesc">The arena doesn't offer much in the way of cover, by design. However, looking over the robot, it looks like the arm can't reach below the chassis. Judging by the rotor blade underneath, the designer anticipated this weakness.

Still, the spot directly under this bot may be the safest in the arena, if you can manage to stay there, and below the height of that rotor. A wave of giddiness sweeps over you at the sheer absurdity of this plan.

As the unit scuttles toward you, you drop to a sprinter's stance. Its arm swivels your way, claws open, wide enough to encircle a man's torso. Just before it reaches striking range, you kick off, darting between the two closest legs, and rolling to a stop directly below the rotor axle. A roar of approval rushes through the crowd.</column>
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            <column name="id">170</column>
            <column name="strName">Go for the legs!</column>
            <column name="strDesc">The robot's design looks pretty comprehensive. The claw can reach just about everything except directly below the chassis, and that blade would finish anything fool enough to hide there.

However, it looks like the legs need to lift to accommodate the blade's passage. In fact, you bet it works a lot like those old biplane machine guns, timed to fire between rotor passages. Maybe you can get one of those legs to trip up the timing mechanism...

Time's up, the thing is almost upon you now. There might be another plan, but time for sussing it out isn't a luxury you have. As the unit scuttles toward you, you bolt forward, screaming like a lunatic. Shouts of approval roar up from the crowd, a mixture of amusement and approval. At the last moment, you jump for one of the legs, aiming low both to clear the blade and maximize your leverage.</column>
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            <column name="id">171</column>
            <column name="strName">Duck and cover cont'd.</column>
            <column name="strDesc">Then there's a sound, like a clutch disengaging, and the rotor drops a few inches. The robot legs start lifting and dropping in rapid succession, in unison with the rapidly accelerating blade. You feel the rushing air from the blade, inches above your prone body.

The robot starts to move, arm pointed the opposite direction, ready to pick up anything left behind.

Flat against your back, you deftly sweep your arms and legs to propel yourself in tandem with the robot. A moment of surprise seizes the audience, followed by a redoubling of cheers. The dance continues around the arena, blade unable to lower, and robot unable to shake its human shadow.

It's a stalemate. And while the robot might have the juice to outlast you, the audience definitely doesn't.</column>
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            <column name="id">172</column>
            <column name="strName">Go for the legs cont'd.</column>
            <column name="strDesc">Then there's a sound, like a clutch disengaging, and the rotor vaults into spinning death with frightening speed and power. There's a blur of up-down twitches as the blade passes the preceding legs, following by a bone-jarring &quot;clank!&quot;

Your body is flung across the arena, part of a spider leg skittering alongside you, and the blade rips through two additional legs before shattering in a storm of shards. The robot lists, crashing on its side, its remaining legs scrabbling and the rotor axle whining at high speed.

Somewhere in the audience, you hear screams of agony. Probably someone with rotor shrapnel in their gut.</column>
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            <column name="id">173</column>
            <column name="strName">Try to trap the bot cont'd.</column>
            <column name="strDesc">Finally, you start luring it clockwise around the pillar. The crab legs start colliding with the wall as it tries to jam itself into the space between the wall and the pillar. Its chassis lifts precariously as it grinds against the wall, slowing to a halt, legs scratching and flailing. Your heart skips a beat at the thought of defeating the hulking metal beast.

But then its flailing manages to dislodge it, and the bot starts righting itself again.

Remembering the undercarriage rotor, you make a daring slide below the chassis, under the hypotenuse of the blade's plane against the wall. You flatten yourself as much as possible, shielding your face.

As you hoped, the blade engages, violently whipping around, sparking off the pillar and lodging into the wall. The robot writhes in place, legs ineffectual, as you slide out from underneath.</column>
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            <column name="strName">Look for a weakness cont'd.</column>
            <column name="strDesc">You stand up, dart to the opposite wall, and duck again. For good measure, you feign running one direction as you duck, then deke backward once below the lip. The robot closes to where you were, sweeping away from you, along the wall.

Something doesn't add up. The bot's rigged to look like it's autonomous, but you're pretty sure it's being remote-controlled, and from someone on this side of the warehouse.

The rotor blade spins up. It's got to be a human controller. He'll probably skirt this wall with the blade on, hoping to catch you in his blindspot with the area effect weapon. The robot would've seen you by now.</column>
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            <column name="id">175</column>
            <column name="strName">Look for a weakness cont'd.</column>
            <column name="strDesc">You decide to call this guy out. You walk calmly out to the center of the arena, turn to face the crowd he's likely in, and cross your arms, as if waiting. If he comes after you, it'll reveal to most that there indeed was a blindspot along that wall.

The pilot, wherever he is, must've realized his error. The robot continues its sweep of the wall, crashing into the corner by the garage door, and scrabbles ineffectually there.

Clever. Looks like an AI glitch now. Long enough to make his escape before he's found out, anyway. It must hurt, leaving all that kit behind, but who knows what this place does to cheaters?</column>
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            <column name="strName">Try to outrun the bot cont'd.</column>
            <column name="strDesc">You change tactics, using the pillars to your advantage. Biting back pain, you begin hobbling from pillar to pillar, keeping the robot in a steady, square chase pattern. It hurts like hell, but at each corner, you get a brief respite as you wait for the bot to clumsily navigate around the pillar.

It's a boring pursuit, and the audience voices as much. Shouts of &quot;Boo!&quot; and &quot;Next!&quot; rise from the crowd, and a horn blows. You've managed to buy your life with boredom, for once. That, and a nasty gash on your leg.</column>
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            <column name="strName">Fight the bot cont'd.</column>
            <column name="strDesc">Ready this time, you prepare to counterattack. The arm launches forward again. This time, you quickly sidestep and grapple the lower segment, just above the claw. It sweeps to the side again, retracting with jarring speed. Your body flails out and slams into the unit's chassis. Clenching your jaw, you fight back the pain, and maintain your grip.

The arm lashes forward and back, like it were stuck in some kind of loop. You desperately cling to it, trying not to slide underneath where the joint would crack you like a walnut. Each time the armature flies forward, you hear servos strain under the load. The arm was likely meant for brief, crushing grabs and quick strikes, not for extended lifting.</column>
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            <column name="strName">Fight the bot cont'd.</column>
            <column name="strDesc">Another fling forward, and you hear something crack, then grinding metal. The arm falls limp, draped over the chassis, and pinching you between metal parts. You lose your grip, falling under the legs, and hear the rotor clutch disengage.

Shouting through the pain, you launch from under the robot, and pull yourself up onto the chassis. The blade stops again, and the robot just stands in place, arm servos grinding against something inside the joint.

Just as happy to see robot thrashed as human, the crowd is shouting and rattling the mesh atop the pit's walls. You were exactly what they paid to see today.</column>
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            <column name="strName">Panic!</column>
            <column name="strDesc">Unsure what to do, you watch as the robot approaches. Those radial legs look pretty dangerous, and so does the armature. You can't hide underneath either. Starting to panic, you run the other way.

It takes little time for the robot to close the gap, however. You turn to face it, waiting to see what its next move is. Faster than you can react, the arm launches forward, punching you into the wall. You slump down, holding your aching gut, and you hear the crowd's volume rise.</column>
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            <column name="strName">Leave Zom Zom's</column>
            <column name="strDesc">Audibly disappointed, the crowd's roar settles back into a babbling noise, and the pit's guards open the gate. You decide to make your exit before they have a chance to call another lucky &quot;winner.&quot; 

Bouncing your way back towards the door, you step into brightly lit trailer, and present your chit to the guard.</column>
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            <column name="id">181</column>
            <column name="strName">Collect Your Things and Go</column>
            <column name="strDesc">He locates the bin with your chit's number, retrieves your things, and amazingly, they're all still there. Though a sign on the wall warns:

&quot;UNCLAIMED ITEMS BECOME THE PROPERTY OF ZOM ZOM'S
-MANAGEMENT&quot;

Better make sure you empty that locker while you have the chance.</column>
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            <column name="id">182</column>
            <column name="strName">Good Enough</column>
            <column name="strDesc">While no doubt less gory than they're used to, the audience lets out a cheer of approval. Something got destroyed, and that's all that matters.

The pit gates open, and as a clean-up crew enters the field, you decide to make for the door, before you get lucky and win another lotto.

Forcing your way back towards the door, you step into brightly lit trailer, and present your chit to the guard.</column>
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            <column name="strName">Disappointed Crowd</column>
            <column name="strDesc">Audibly disappointed, the MC does his best to distract the booing crowd as the robot is deactivated and cleared from the field.

The pit guards open the gates, and for a moment, you worry you'll be pressed into another fight. However, nothing happens for a few moments, so you decide to make for the door while you can.

Pressing through the crowd, you fish out your chit, and present it to the guard at the weapons check.</column>
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            <column name="strName">A Happy Crowd is a Safe Crowd</column>
            <column name="strDesc">The audience lets out a roar of approval. Somebody got gored AND a robot thrashed. Good day at the pit!

The pit gates open, and as a clean-up crew enters the field, you decide to make for the door, before you get lucky and win another lotto.

Forcing your way back toward the door, you step into brightly lit trailer, and present your chit to the guard.</column>
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            <column name="strDesc">Audibly disappointed, the MC does his best to distract the booing crowd as the robot is deactivated and cleared from the field.

The pit guards open the gates, and for a moment, you worry you'll be pressed into another fight. However, nothing happens for a few moments, so you decide to make for the door while you can.

Pressing through the crowd, you fish out your chit, and present it to the guard at the weapons check.</column>
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            <column name="strName">Dogman Footage Good Enough</column>
            <column name="strDesc">Gore is gore. And while televised gore isn't as exciting as live gore, this is a fight few get to see, even in this pit. The crowd's cheers of approval continue well after the footage ends.

The pit gates open, and as a clean-up crew enters the field, you decide to make for the door, before you get lucky and win another lotto.

Forcing your way back toward the door, you step into brightly lit trailer, and present your chit to the guard.</column>
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            <column name="strName">Leave Zom Zom's.</column>
            <column name="strDesc">You decide this place is a worse idea the longer you're here.

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            <column name="id">188</column>
            <column name="strName">Continue into forest cont'd.</column>
            <column name="strDesc">Plodding onward, all seems still again. You begin to wonder if what you saw was your mind playing tricks on you. Or maybe you passed into and then out of a creature's territory?

Your thoughts are interrupted when you notice something a ways off to your side. It's humanoid in shape and wearing clothes, but it also has a face as white as plaster, with raccoon-like blackness where its eyes should be.

It's staring right at you, and it makes your neck chill.</column>
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            <column name="id">189</column>
            <column name="strName">Wendigo No Trigger Zom Zom's</column>
            <column name="strDesc">You realize, now, why there is such fervor for this barbecue. Each bite seems to simultaneously satisfy your hunger, and fill you with anxiety about how little is left.

You finish your skewer guardedly.</column>
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            <column name="strName">Call out to it.</column>
            <column name="strDesc">Trying not to tip the scales toward hostilities, you call out to it.

In return, it raises a hand, palm towards you. Several more appear simultaneously in a wide circle around you, seemingly from nowhere.

&quot;Stranger,&quot; says the first, &quot;you have entered protected lands. What are your intentions?&quot;</column>
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            <column name="strName">Offer item.</column>
            <column name="strDesc">You offer your item, which she stashes in a metal locker.

&quot;Hand,&quot; she demands, reaching for a stamp as you present your hand. She applies a symbol and number, then nods to another grizzly merc, who checks you for weapons. He tosses your confiscated items into a numbered bin, and ushers you down the trailer.</column>
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            <column name="strName">Return to ATN (No Wendigo)</column>
            <column name="strDesc">Returning to the forest surrounding the ATN, it doesn't take long for the Nooke warriors to intercept you.

However, this time, you are taken to an area nearby, where a small group of travelers has assembled. This group is then led through the ATN perimeter forest towards the village. 

Your guides lead you, probably intentionally, near enough to see a pitfall being excavated, and then warn you not to stray.

The group stays close, not wanting to wander into a snare, and close to an hour later, you begin hearing the sounds of the village.</column>
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            <column name="id">193</column>
            <column name="strName">Fight #1 cont'd.</column>
            <column name="strDesc">Without pausing, the bot starts closing in on the human who, to his credit, has given up rattling the gate and is now facing the more immediate danger. He starts circling left, leading the bot to one side of the pit, then dashes right as fast as he can, bypassing the bot.

The move buys him a few seconds, as the bot spins in place on its treads, but he ends up in the same situation on the reverse side of the arena. This continues for a few laps, with the human visibly wearing down.

Perhaps realizing his error, he switches tactics, and leads the robot towards a support column, and allows it to get close before ducking around behind it. The bot starts turning in place, but the tread gets hooked on the pillar, and for a moment, it appears to be stuck. You can sense the tingle of hope in the man, as he watches the bot rock to and fro for several seconds.</column>
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            <column name="strName">Let's Get Out of Here</column>
            <column name="strDesc">&quot;Dude, let's get out of here,&quot; he says, &quot;I don't want you puking on my coat.&quot; He turns away, and starts weaving towards the garage door. Dizzy with sickness, you stumble after him, placing a hand on his shoulder for stability.

&quot;No no nononono.&quot; He quickly turns and removes your hand. &quot;Here,&quot; he hands something to a patron, says something to him, then places your hand on the patron's shoulder instead. The three of you make your way toward the garage door. This exchange just keeps getting more bizarre.

Arriving at the massive doorway, the patron removes your hand, collects his fee, and heads back into the crowd. You stare after him in confusion a moment, the nausea slowly abating, and you pivot back to fur coat guy weakly.</column>
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            <column name="strName">Relax, I don't work here.</column>
            <column name="strDesc">&quot;Relax, I don't work here. In fact, I'm gonna try to make sure you don't, either. C'mon.&quot; He turns and heads toward the garage door. Since that's away from the arena's human-sized gate, you decide to follow. You get the sense he's a patron, too, or at least not with the management, as neither guard nor patron seems to pay him much attention.

&quot;A little bird told me,&quot; he shouts over the crowd and music, &quot;you might know a thing or two about cryogenics.&quot; He talks over his shoulder as he walks, as if tossing words your way. &quot;I know a guy who's looking for some heavy-duty cooling units. He maaay be willing to trade for some info on where to score a few.&quot;

You arrive at the massive garage door, and the cool air seems tinged with ozone. &quot;His name's The Stoat. C'mon, dude, I'll introduce you.&quot;</column>
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            <column name="strName">See what happens next.</column>
            <column name="strDesc">Sticking around a bit longer, you wait for the pit to be cleared.

The music drops out, and the announcer's hateful voice resounds.

&quot;Can you count, suckas!&quot; The ritual is starting again. &quot;I said, can you count, suckas!&quot; The chorus of madness ensues.

&quot;Raise those numbers!&quot; You raise your fist once more. The music changes, lights switch to UV, numbers appear.

You hear him call another number. A very low number. You feel some anxiety when it occurs to you they may run out of &quot;stock&quot; to call on. If they do, who's next?

Not wanting to find out, you decide this is a good time to make for the door, while everyone else is preoccupied with the fight.

Pressing your way back towards the door, you step into brightly lit trailer, and present your chit to the guard.</column>
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            <column name="strName">See what happens next.</column>
            <column name="strDesc">Unsure what to do, you wait in the crowd, looking around the room anxiously.</column>
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            <column name="strName">See what happens next.</column>
            <column name="strDesc">Unsure what to do next, you look around the room anxiously, waiting for something to happen.

&quot;Word is, you've got a good medical plan.&quot; The voice startles you, even amidst the shouting crowd, and you turn to find a young man with an old face. He looks to be of Asian descent, with hair like a mop, big aviator glasses, and an improbably white fur coat.</column>
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            <column name="strName">Approach the mine.</column>
            <column name="strDesc">Climbing a barren hill, you notice a trail heading off into a narrow ravine. Moisture-loving slime clings to the walls. Plastic detritus eddies and swirls.

Off to one side, you notice a pile of bones. The large, cracked skull reminds you of a moose- at least that's what you think it is.

Ragged, battered bones. Bleached. A pair of men's trousers snagged on a bush nearby. Died eating tainted meat? 

Wouldn't be the first to fight the maggots for a piece of rotting animal flesh, you'd wager.</column>
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            <column name="strName">Approach the mine cont'd.</column>
            <column name="strDesc">The ravine walls pinch in like the lips of an angry, disapproving spouse. Ducking under an overhanging rock, you realize how vulnerable you are. Trapped in the narrow gut of the ravine and unable to climb the slippery, slime-covered walls, you are easy prey.

Maybe that's how they got the moose?

Then you notice the sign. Hard not to. Hand-painted letters on weathered board, head height and hammered onto a rustic door:

&quot;Isotope Mine. Beware of the Tiger!&quot;</column>
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            <column name="strDesc">You shout ahead, asking if anyone's home.

You receive no response. There are definite sounds of activity inside, but nobody appears to have noticed that you're there. Gingerly, you push open the door.</column>
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            <column name="strDesc">You sneak up to the door, and reach forward to push the door open.

This door hasn't seen oil for a long time, as the hinges groan louder than your belly. Hopefully those inside mistook it for the wind. Cursing the ailing hinges, you push the door back closed, and creep forward.</column>
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            <column name="strDesc">You call out that you're armed and mean business.

Nobody replies. No bullets come hammering through the door, either. They're probably all hiding under the table. You yell again, louder this time. Best to make it clear to any scum lurking inside that you aren't in the mood for taking prisoners. 

Hefting your weapon, you savagely kick the door in. Wood fractures and splinters. Sure taught that door a lesson.</column>
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            <column name="strDesc">The lobby is rectangular. Empty. Rough-hewn rock walls ooze discolored water that drips down into stagnant pools on the floor. The lighting is poor, but you can easily make out another door at the far end, as a bright light peeks out from under. There appear to be a lot of dark stains on the ground and decaying organic matter plastered to the walls. 

And it smells bad. </column>
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            <column name="strDesc">Moving across the lobby, you notice a hidden alcove. You freeze upon the realization that a large animal lurks within.

Its eyes look strangely dead, though. The overlong fangs protruding from its mouth remind you of a prehistoric documentary you once saw as a child. Woolly mammoths roamed the planet in all their 3D, holographic glory. Roamed far and wide. Kept roaming until a saber-toothed tiger pack clawed up their backs and brought them crashing to the ground.</column>
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            <column name="strDesc">Springing forward in a burst of adrenaline, you sprint for the door. Mid-stride, you're forced to swerve as a large animal unexpectedly lunges towards you from a concealed alcove.

Desperately trying to sidestep its slashing fangs, you briefly wonder if you've fallen down the rabbit hole. That's a damn saber-toothed tiger!

Feet skidding on the wet floor, you trip and slam into the angular wall. Momentarily stunned, you fling yourself backwards as the tiger, mouth agape, lashes at your throat.

Regaining your footing, still dazed, you violently half run, half stumble for the door. Behind that door is the light. Safety. Must reach the door!</column>
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            <column name="strDesc">Carefully, silent footfall by silent footfall, you tiptoe along the shadowy far wall. You strain to sense movement in whatever space lies beyond. Squinting, you try and discern the light that  emits from under the bottom of the door, providing the only source of illumination in the forbidding dimness of the mine lobby.

Which is why you fail to spot the lurking predator nearby, in a concealed alcove. As your peripheral vision fills with bulk and fangs, you immediately duck and roll forward.

Spine jarring on a protruding rock, you come up into a crouch as the predator slams into the wall, scurrying its feet in a frenzy of movement, readying itself to leap once more.

Unsure whether it's the roar of the animal or the pounding in your head, you throw yourself forward in a desperate dive for the door.</column>
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            <column name="strDesc">Assuming a combat crouch, you move forward, eyes peeled. If anything lives down here, it's in for a rude awakening.

You notice the tiger the moment it comes racing out of the concealed alcove. Confidently, weapon raised, you aim for that special spot between the eyes.

Whoof! All the air gets knocked out of you as you are slammed to the floor, the tiger on top of you, slashing at your throat.

Snap rolling sideways, you wonder if you're fighting a beast or a vampire. The size of its fangs! Elbowing it in the side of the head, you gain enough time to jump to your feet, with what feels like a broken limb. Man, that tiger has a tough hide! You decide that it might be best to live to fight another day, and run helter-skelter for the door.</column>
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Which is why you find yourself running hell for leather towards the far door, as a large animal comes leaping out of a concealed alcove, fangs agape. It's a- no, couldn't be. Head down, eyes bulging, you concentrate on putting in an Olympic performance as a large tiger bounds towards. You notice the fangs. Enormous fangs. Size of steak knives.

The door looms large before you. Noise. Lots of Noise. Right behind you. Stretching forward, you reach for the door knob...</column>
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Panting, gasping, you concentrate on staying still and calming your racing heartbeat.</column>
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You look down at your wound, and it's pretty bad. Dizzy, you momentarily lose your balance and crash to the floor.</column>
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            <column name="strDesc">Bodily slammed face-down into the ground, you struggle for breath. The full weight of the tiger bears down on your back.

Panicking, you thrash wildly but can't dislodge it. Worse, your face is forcibly mashed into the ground and you can no longer see.

No need. You feel the fangs penetrate into the back of your neck. Feel them tear your larynx, rip your trachea asunder.

There is no subtlety involved. No finesse. You are being savaged. Powerfully. Viciously. Hot arterial blood spurts onto your chin. You clench your jaw in a futile attempt to fend off the inevitable. With a brutal snap, your spine severs. The lights spark, fizzle. Die.</column>
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            <column name="strDesc">Looking around, you are surprised to find yourself in a large, clinically white, well-lit room. Dials, shelves, and instrumentation are arrayed in neat rows along the walls. Dishevelled signs of human habitation everywhere else.

Before you is a short, owlish man dressed in a dirty laboratory coat, peering through coke-bottle glasses. Radiation dosimeters cover his chest, all tinted deep red.

Bending, he offers you an oil-stained hand. Struggling to your feet, you gather your thoughts.

&quot;Bob,&quot; says the radiated mole, introducing himself. &quot;Damn tiger ain't been working proper fer days. Bad fer business.&quot; Bob seems more concerned with the tiger than your well-being.</column>
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            <column name="strName">Radiation Bob cont'd.</column>
            <column name="strDesc">&quot;Ol' Gertrude's mine. Saber-toothed tiger. Made 'er myself.&quot; Bob waves his hands, encompassing most of the well-equipped room. &quot;Surprising whatcha can rig with the right kit and plenny of time on yer hands. Saw a fancy version once. In a museum. Made myself a copy. Metal version.

&quot;Trouble is, certain folk jus' don't get it. Get that I provide a desirable service to the locals. Don't like what I do.&quot; Bob picks up a modified soup can and tosses it over to you. &quot;See that? RTG power cell. Couple a thermocouples hooked up to a pew two-three-eight isotope. Hot bricks, I call 'em. Enough power there ta keep the lights on 'til winter.&quot;</column>
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            <column name="id">217</column>
            <column name="strName">Radiation Bob cont'd.</column>
            <column name="strDesc">Dubiously, you inspect the can. You can see wires inside. A standard power connection on the base. It feels warm to the touch. Pu 238? As in plutonium?

&quot;That's right. Some customers don't like the side effects. I tell 'em that I live here. Ain't done me no harm. Made me an ani-mah-tronic tiger to deal wit' the angry ones. The Avon Lady don't knock on my door no more! Know what I mean?&quot; Bob bursts into a fit of wheezing, asthmatic laughter.

&quot;So tell me, fella, why are YOU here? Huh? Want wonna my hot bricks?&quot; His voice darkens, &quot;or you out ta take what's mine? Huh?&quot; He rests a hand on a nearby rifle. &quot;Had plenty of those type lately. Looters. Bandits. 'Â˜Course, none of 'Â˜em made it past Gertrude out there.&quot;</column>
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            <column name="strName">Radiation Bob cont'd.</column>
            <column name="strDesc">&quot;Or maybe yer one of those good Samaritan types, then? Can't see no halo, though.&quot;

Bob peers at you suspiciously. &quot;Sure ya ain't wonna those guva-munt people?&quot; Bob becomes nervous, eyes bulging. &quot;That thor-e-um reactor downstairs? Never touched it. Never will. All that radiation therapy stuff? Still there.&quot; His tone becomes more agitated. &quot;YOU covered this place up and abandoned it! So I might have borrowed some isotopes? What of it?&quot;

Eyes about to pop, Radiation Bob wields the rifle, pointing it menacingly. &quot;Huh, buddy, whatchu gonna do about it? Ain't got no time for no guva-munt!&quot;</column>
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            <column name="strDesc">Hurriedly, you reassure Bob that you aren't a customer, looter, nor government agent. In fact, you inform him, in your most sincere, placating voice, that you're here to help.

&quot;That so?&quot; Like a punctured balloon, Radiation Bob visibly deflates. &quot;You'll have to excuse my country manners then. E'er since I collected up those isotopes from downstairs, haven't been myself.&quot; He taps the dosimeters pinned to his chest. &quot;That big ol' reactor's leaking, I reckon. Had to weld the door shut to protect my manhood.&quot;

&quot;Say, ya wouldn't happen to know anything about computers, would ya? I think Gertrude's brains are scrambled. Outside a my exper-teese.&quot;</column>
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            <column name="strName">Look over Gertrude's code.</column>
            <column name="strDesc">Up close, the tiger looks more like a junkyard dog than an infamous predator.

&quot;Power cell in the butt,&quot; explains Bob, pointing. &quot;Prox' sensor in the snout. She scans the lobby until the sensors pick up a mobile object, then she hunts them down like the sorry-assed varmints they are.&quot;

You put as much distance between you and the power cell as possible, just in case. Looking at the head...the fangs. Can't take your eyes off them. Razor-sharp metal. Covered in dried blood and human viscera.

Tapping the head of the beast, Radiation Bob explains, &quot;All the computerized trickery is in here. Software ain't my thing. You'll see that once you're in there.&quot; He hands you a laptop and a set of connections, and leaves you to get on with it.</column>
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            <column name="strDesc">Radiation Bob introduces you to Gertrude. It looks even scarier up close. All sharp metal angles and crazy welds. Fangs that look like they'd slice through diamond.

Bob squints at you suspiciously. &quot;Sure you know 'bout 'puters? That little tool you got don't look like no terminal to me.&quot;

Reassuring Bob that you indeed do know your way around sophisticated high-end technology, you bend to the task, trusty pliers in hand. A skeptical Bob wanders off, asking you to inform him when the job's done.</column>
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            <column name="strName">Treat Bob's rad poisoning instead.</column>
            <column name="strDesc">Bob is unhappy that you can't fix his malfunctioning tiger. When you ask him about the bevy of maxed-out rad meters pinned to his chest, he gives a fatalistic shrug of his shoulders. &quot;What can I do? I live in a room full of plutonium. With a bit of luck I'll become resistant.&quot;

Sadly, you tell him, this isn't likely, but you happen to have a top-of-the-line nano medkit with you. Ignoring his protests, his abysmal personal hygiene, and your strong desire not to use a precious nano charge, you treat Bob.</column>
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            <column name="strDesc">&quot;That's a real shame. Kinda hoping you could help. But you're decent alright, so tell you what I'll do. You hand over that fancy talisman hanging 'round your neck, I'll give you my shooter. Used ta feed myself off local game, but they're all gone, so ya may as well have it. Even let you have my scope.&quot;</column>
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            <column name="strName">Look over Gertrude's code cont'd.</column>
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Back aching, eyes sore, you secure the cranial cover and go next door to tell Bob that his beast is now fully functional.

&quot;No kiddin'?&quot; He looks genuinely hopeful. &quot;Know all about how ta build it, wire it, and clean the crap off it, but can't find my way around a program if I tried. Thanks, fella, that's a big help.&quot;</column>
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            <column name="strName">Look over Gertrude's code cont'd.</column>
            <column name="strDesc">Bob reaches into a nearby cupboard and pulls out a strange object which he passes to you. &quot;A fella like you might find a use for this one day.&quot;

Staring at it, you doubt it. Your days of playing with dolls are long gone. The dolls of your childhood were all action figures, not strange-looking mechanical contraptions like this one.

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            <column name="strName">Offer to do what you can cont'd.</column>
            <column name="strDesc">Ten minutes later you begin to feel warm. Twenty minutes in and you're so hot that sweat is starting to roll down your cheeks and drip, drip, dripping onto the inner workings of the tiger. Investigating, you determine that the heat is emanating from the rear of the beast. Opening a hatch cover, one of Bob's â€˜hot bricks' peeks cheekily out at you.

With a start, you remember. A jury-rigged soup can, power cell full of plutonium isotopes. Bad. Disastrously bad.

Disgusted, you give the beast a hefty kick and leave, searching for Bob to tell him that he'll have to fix it himself. Still angry, you wonder if you have Bob to thank for cancer now.</column>
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            <column name="strDesc">&quot;Can't say I feel any different. Can't feel my hair growing back. Sure that gizmo is working?&quot; 

You assure Bob that he is now a healthier man and will live to see next Christmas.

&quot;No kidding? Gizmo is that good, huh? Well that's mighty fine of you to help. Tell you what, here's a little something in return.&quot; Bob hands across an average-sized doll. A mechanical, not particularly attractive, doll. &quot;Don't be put off by its ugly mug; could come in handy one day.&quot;

Underwhelmed by Bob's generosity, you get the distinct feeling that you've been had. Of course, so might he.

&quot;Come again,&quot; gushes an effusive Bob, shaking your hands. &quot;Always welcome. Who knows, I might need another shot from the gizmo one day. Let me walk you out. Don't want ol' Gertie thinking you're a damn guva-munt agent, do we?&quot;</column>
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            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-14785,189</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">228</column>
            <column name="strName">Ask Bob why he wants your talisman.</column>
            <column name="strDesc">&quot;Saw a buncha these up where I got the idear fer Gertrude. Old jewelry and such on display. Folk artifacts, I 'spect. Some good metal in these bits. Use 'em in my hot bricks.&quot;

Bob points at your talisman. &quot;Prolly copper in that symbol. You'd get a decent price for it, sure, but nobody'd give ya a rifle for it. 'cept me,&quot; he grins.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.20x1=231x1x0x0x0,88.0x1=229x1x0x0x0,90.6x1=230x1x0x0x0,=228x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">131</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-11262,-1957</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">229</column>
            <column name="strName">Exchange the talisman for the rifle.</column>
            <column name="strDesc">&quot;Hey, that's real generous of you. Here, may as well take this extra box of ammo too. Could be helpful out there. Promise you'll save a bullet for any guva-munt agents you cross. Aim for their peckers!&quot; Bob doubles up in another spasm of asthmatic laughter. Recovering, he turns suddenly serious.

&quot;You need ta head ta the DMC, fella. Safer. Go straight there. The black marsh to the south'll kill ya dead, and the north ain't much better. Head straight for the gates. I've heard bad things happen to those that take the scenic route.&quot;

Bob shakes your hand and wishes you well. &quot;I'll deactivate Gertrude so you can leave. Be seein' you.&quot;</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">132</column>
            <column name="nRemoveTreasureID">133</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12118,-3322</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">230</column>
            <column name="strName">Tell Bob you can't help.</column>
            <column name="strDesc">&quot;Boy, try ta be nice to a fella, and whaddya get? Kicked in the goolies, is what! Best you left now before I lose my sense of humor. Don't bother coming back, either. You ain't welcome.&quot;

Bob hefts the rifle and makes it clear that he is willing to use it.

Reluctantly taking your leave, you gingerly open the door to the mine lobby. It appears to be empty. No sign of Gertrude.

&quot;Don't worry,&quot; says Bob, behind you, &quot;I've deactivated 'er.&quot;</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=233x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-10608,-794</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">231</column>
            <column name="strName">Ask where the artifacts are.</column>
            <column name="strDesc">&quot;Soooo, treasure seeker, eh?&quot; His eyes narrow a bit. &quot;Cuts into my trade, it does. Not sure I wanna do that.&quot;

&quot;Course,&quot; he muses, &quot;a bird in hand, as they say. Saves me a trip, too.&quot; He straightens his posture again. &quot;Tell ya what. The talisman fer the rifle, or fer the location. Won't do both, though.&quot;</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.25x1=229x1x0x0x0,90.26x1=232x1x0x0x0,90.6x1=230x1x0x0x0,=231x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">130</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-10028,-1953</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">232</column>
            <column name="strName">Exchange the talisman for the location.</column>
            <column name="strDesc">&quot;Alright. Deal's a deal. Yer lookin' fer the Allegan Fairgrounds. A bit northwest of here. Can't miss it. Acres and acres. Even got a ferris wheel.&quot; Then he mocks a frightened look, &quot;Just watch fer clowns!&quot; Bob doubles up in another spasm of asthmatic laughter. Recovering, he turns suddenly serious.

&quot;Serious now, don't dally there for long. Get watcha need and get out. Best bet is ta head ta the DMC, fella. Safer. And when ya do, go straight there. The black marsh to the south'll kill ya dead, and the north ain't much better. Head straight for the gates. I've heard bad things happen to those that take the scenic route.&quot;

Bob shakes your hand and wishes you well. &quot;I'll deactivate Gertrude so you can leave. Be seein' you.&quot;</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">590</column>
            <column name="nRemoveTreasureID">133</column>
            <column name="aConditions">389</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">17x124=Allegan Fairgrounds</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-8887,-1979</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">233</column>
            <column name="strName">Leaving the Mine Lobby</column>
            <column name="strDesc">Half walking, half running, you head for the exit. Suddenly, Bob slams the door shut. A muffled voice shouts, &quot;Feedin' time!&quot;

Terrified, you glance at the alcove, expecting the tiger to leap out at you at any moment. Time to run. Fast. Very fast.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=235x0.5x0x0x0,=234x0.5x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-9659,-832</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">234</column>
            <column name="strName">Leaving the Mine Lobby</column>
            <column name="strDesc">But no tiger appears.
			
You make it to the door, shoulder it open without breaking stride, and keep running along the ravine trail until you've lost sight of the Isotope Mine.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">590</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-8885,-506</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">235</column>
            <column name="strName">Leaving the Mine Lobby</column>
            <column name="strDesc">But not fast enough.

With a wobbly, mechanical pounce, the saber-toothed terror is upon you. Knocked sideways, you feel sharp metal fangs rake across your back, but you retain your feet and manage to stagger out the entrance door. You can hear the tiger ricocheting off the walls back in the mine lobby.

Despite the pain, you run the length of the ravine, putting the Isotope Mine out of sight and out of mind. You finally come to a halt at the head of the trail and attempt to do something about the gaping wounds in your back. It's not the loss of blood or the flapping flesh that worries you; it's infection.

Those fangs looked about as sterile as a bucket full of flyblown moose gizzards.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">590</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">69</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-8891,-1223</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">236</column>
            <column name="strName">Combat</column>
            <column name="strDesc">This is a combat encounter.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=236x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">4811,-1383</column>
            <column name="nType">2</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">237</column>
            <column name="strName">Reenter the cryo chamber.</column>
            <column name="strDesc">Back in the cryo chamber, you still feel echoes of the panic that gripped you when you awoke here. It leaves you feeling unsettled.

However, that time has passed. Maybe it's time to look around again?</column>
            <column name="strImg">EncCryoFacility.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">574</column>
            <column name="aConditions">568</column>
            <column name="aPreConditions">212,412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.13x1=238x1x0x0x0,90.5x1=243x1x0x0x0,91.1x1=239x1x0x0x0,91.4x1=242x1x0x0x0,91.5x1=241x1x0x0x0,90.13x1=244x1x0x0x0,90.1x1=240x1x0x0x0,91.5x1=1319x1x0x0x0,=237x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">155</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">9070,-5345</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">238</column>
            <column name="strName">Explore down the hall.</column>
            <column name="strDesc">Outside the cryo chamber, there's a debris-filled corridor that looks disused. You climb over piles of refuse and rubble, and come across a blocked doorway. A plaque on the wall reads:

&quot;Exam Rm 17&quot;

Forcing the barricade aside, you peer into what looks like a clinic exam room. 

While there appears to be little worth looting, this room looks like it'd make a great hole-up site.

(Exam Room 17 has been added to this hex's campsites.)</column>
            <column name="strImg">EncCryo2Dark.png</column>
            <column name="nTreasureID">157</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">213</column>
            <column name="aPreConditions">-213</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=244x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">158</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">10337,-6551</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">239</column>
            <column name="strName">Search for emergency equipment.</column>
            <column name="strDesc">You recall that standard practice is to have a crash kit nearby in facilities like this, and check for emergency cabinets around the room.

Sure enough, there's one just by the door, and it still has a medical kit in it!</column>
            <column name="strImg">EncCryoFacility.png</column>
            <column name="nTreasureID">5</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">23</column>
            <column name="aPreConditions">-23</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=237x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">155</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">6982,-5227</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">240</column>
            <column name="strName">Leave the cryo facility.</column>
            <column name="strDesc">You climb back outside the cryo facility.</column>
            <column name="strImg">EncCryoEscape.png</column>
            <column name="nTreasureID">574</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">9112,-4049</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">241</column>
            <column name="strName">Search for clues.</column>
            <column name="strDesc">The dust on the ground makes it easy for your trained eye to pick out one set of tracks in particular.

They seem to belong to a humanoid dragging something, probably a mantle or cloak. It was here fairly recently, probably in the past 24 hours. It entered through the doorway, walked to your stasis tank, went to the control console, and then left.

You'd bet good money that it wasn't the dogman you just faced.</column>
            <column name="strImg">EncCryoFacility.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">486</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=237x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">155</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">7892,-3891</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">242</column>
            <column name="strName">Notice an item.</column>
            <column name="strDesc">Something catches your eye as you scan the room. Obscured in the shadows behind tank #2 is something small and metallic lying on the floor.

Upon closer inspection, it appears to be a multitool pocket knife. Probably left behind by maintenance personnel ages ago, and nobody saw it since.

Whoever left it here, you're pretty sure they don't need it as much as you, so you decide to take it.</column>
            <column name="strImg">EncCryoFacility.png</column>
            <column name="nTreasureID">67</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">16</column>
            <column name="aPreConditions">-16</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=237x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">155</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">7697,-6638</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">1</column>
            <column name="vLoot">3</column>
        </table>
        <table name="encounters">
            <column name="id">243</column>
            <column name="strName">Search the console for records.</column>
            <column name="strDesc">You check the console for any patient info, and come across three records:

Tank #1: Anton Blubber
Committed 2012-11-11
Emergency contact: Angela Blubber, 45 Campbell St., Detroit, MI, 48210
Billing info: Angela Blubber, 45 Campbell St., Detroit, MI, 48210

Tank #5: Philip Kindred
**NO DATA**
**NO DATA**
Billing info: Account #20141117 Detroit Savings Bank

Tank #6: Lloyd Blankcheck
Committed 2008-10-18
Emergency contact: Meyer &amp; Meyer LLP, 304 South Broadway, Detroit, MI, 48226
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            <column name="strName">Exam Room 17</column>
            <column name="strDesc">The exam room isn't much to look at. But it's secure, and sheltered from the elements.

It looks like the lights might work, if you could figure out the short in the wiring.

Also, the HVAC seems to be pumping air. Probably still powered by whatever runs the tubes in the other room. Someone handy with machinery might be able to rig it to heat incoming air a bit.

With a little work, this room would make a decent place to hole up in.</column>
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            <column name="strName">Examine the vent.</column>
            <column name="strDesc">Yup. It's a vent.

Sure would be nice if one of those mechanics or maintenance guys were around.</column>
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            <column name="strName">Examine the electrical panel.</column>
            <column name="strDesc">The circuit's pretty fried. It'd take someone with some electrician skills to even guess if it could be repaired.</column>
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            <column name="strName">Examine the HVAC system.</column>
            <column name="strDesc">Hm, this thing's still operational.

The air's cool now, but it looks like you could reroute some of the airflow across some power conduits to warm it up a bit.

You'd need something to divert the air, like a tarp. Plus some small parts to fasten it, and something to crimp the fasteners.

Yep, this looks doable.</column>
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            <column name="strName">Examine the electrical panel.</column>
            <column name="strDesc">Looks like the lighting is still in good shape, but the wiring's blown.

If you could tap the adjoining power conduit, that might get them running again.

You'd need some bits of wiring, small parts, and a tool to do it, though.</column>
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            <column name="strName">Return to Cryo Facility</column>
            <column name="strDesc">Approaching Gyges Cryo Facility strikes you with a pang of anxiety.

The creature you encountered there, will there be others? The dark windows offer no answers.

You gather your courage, and climb back through the window.</column>
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            <column name="strName">Hiding amidst cars.</column>
            <column name="strDesc">Walking down a ruptured pavement, treading carefully over jagged piles of rubble, you hear a woman screaming. Investigating, you happen upon a plaza, a conga line of rusted cars that appear to have concertinaed into one another at high speed.

Heavily armed slavers have herded a group of downcast people into a corner. Negotiations are underway with potential buyers. A terrified young woman, still screaming, is directly in front of you. There are enough rusty vehicle carcasses that you might, just might, be able to reach her unseen.</column>
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            <column name="strName">No one should be abandoned to such a fate. Damn the risk, help her!</column>
            <column name="strDesc">What with all the noise, and the cover of the cars, reaching her is a breeze. The moment you put your hand on her shoulder, though, it all goes pear-shaped.

Tearing herself away from your touch, she trips over her shackles, and falls face first into the rubbish. Writhing and jerking before you on the ground, you barely manage to leave before being discovered.

Pretty sure you dropped something on the way out, but there's no way you can go back now.</column>
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            <column name="strName">Her life is over. From here on in, it's all downhill. Sneak closer, and attempt to pass her some food.  It's the least you can do.</column>
            <column name="strDesc">Crouched low, you move forward, and throw a rock her way to get her attention. Bouncing noisily through the mess of canned rubbish, it hits her firmly on the ankle. She glances behind her, and catches your eye.

Her actions are immediately noticed by one of the slavers, who beats her viciously with his stick. Disheartened, you stay long enough to watch the woman double up in pain before leaving. Haunted by the image of those blue eyes.</column>
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            <column name="strName">It's bad, but what can you do? Walk away, and do your best to forget about the girl.</column>
            <column name="strDesc">Just as you're considering the best option for exit, you're spotted!

Shots are fired. Without a backward glance, you run helter-skelter away from the plaza. Hard to tell if you've been hit or not.</column>
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            <column name="strName">It's bad, but what can you do? Walk away, and do your best to forget about the girl.</column>
            <column name="strDesc">Just as you're considering the best option for exit, you're spotted!

Shots are fired. Without a backward glance, you run helter-skelter away from the plaza. Hard to tell if you've been hit or not.</column>
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            <column name="strName">If she weren't such a screamer, you'd be willing to help. Sure you would. But you can't help a screamer. Keep moving.</column>
            <column name="strDesc">You can still hear her shrill voice yelling as you turn the corner. Man alive, some people are like that. Painful, that's what it is, painful. You've accepted your life as it is, why can't she?</column>
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            <column name="strName">Slaver train.</column>
            <column name="strDesc">Slavers. Herding a mixed group of enclavers down the middle of a wide boulevard. All of the meat is roped together, with slavers beating those who are dragging their feet.

Suddenly, the frayed rope snaps. A crooked-nosed woman at the end sprints for safety in the nearby ruins. Slavers start hollering, bullets whacking the pavement around the woman.

She makes it to the nearest building. The one you're hiding in.</column>
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            <column name="strName">Break cover. Yell out to her to head your way.</column>
            <column name="strDesc">She sees you, changes course, and heads directly towards you. Her arms and legs pumping. But she goes down face first right in front of you, slapped down hard by a bullet in her back.

Choking blood up from her mouth and nostrils, her eyes glazed. You rush over and grab her, but she's dead weight. The body shudders as another bullet rips through her torso.

Dropping her, you sprint back to cover and escape. There's blood all over your chest. Is that yours or hers?</column>
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            <column name="strName">Break cover. Yell out to her to head your way.</column>
            <column name="strDesc">She sees you, changes course, and heads directly towards you. Her arms and legs pumping. But she goes down face first right in front of you, slapped down hard by a bullet in her back.

Choking blood up from her mouth and nostrils, her eyes glazed. You rush over and grab her, but she's dead weight. The body shudders as another bullet rips through her torso.

Dropping her, you sprint back to cover and escape. There's blood all over your chest. Is that yours or hers?</column>
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            <column name="strName">Wave from cover. Hope that she sees you as she runs past.</column>
            <column name="strDesc">It is, admittedly, a fairly subdued wave. The kind royalty might give to the masses as they pass by in their queenly carriage.

The woman, unsurprisingly, misses it. Runs helter-skelter into a nearby doorway, pursued by a handful of fast-gaining slavers.

You've done your best. Time to go.</column>
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            <column name="strName">Sit tight and keep quiet. Don't want to attract any attention.</column>
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Boy, can she run! If they ever have a Wastelands Olympics, your money is on her!</column>
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            <column name="strName">Roll a rock in front of her. She might trip and provide enough distraction for you to get out of there.</column>
            <column name="strDesc">Nobody notices the rock. Not the slavers, not the woman. She trips and sprawls headlong into the dirt.

It's a bad tumble. Bad enough for the slavers to reach her before she can regain her feet. They proceed to knock her senseless. A lesson to their other captives.

By the time they stop pummelling the crooked-nosed woman, you've left the area. You didn't know her. Not your business.</column>
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            <column name="strName">An opportunity.</column>
            <column name="strDesc">There are three of them. Viciously beating a man and woman with sticks. Cowering their captives into a state of mute submission. Slavers don't mind messing up the goods if it means they do as they're told.

Job done, the captives are roped and readied for the long trek. Two of the slavers duck out of sight, claiming they need a nature stop. You peer down at the remaining slaver from a hole in a wall, two stories above.

It would be no trouble at all to drop that lump of concrete onto his head. Might give the man and woman a chance to escape.</column>
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            <column name="strName">Heave ho! Squash him like a bug.</column>
            <column name="strDesc">Oomph! Took some doing, that. Was heavier than it looks.

Right on target, though. Slaver took it square on the top of his skull. Crumpled quietly to the ground with a whoosh of expelled air.

The man and woman don't waste time, either. Off and running before you can call to them. Oh well, you've done your good deed for the day. Standing, you wince in pain. Hope it's only temporary.</column>
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            <column name="strName">Heave ho! Squash him like a bug.</column>
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Right on target, though. Slaver took it square on the top of his skull. Crumpled quietly to the ground with a whoosh of expelled air.

The man and woman don't waste time, either. Off and running before you can call to them. Oh well, you've done your good deed for the day. Standing, you wince in pain. Hope it's only temporary.</column>
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            <column name="strName">Give it a push, but don't overdo it. Don't want to overexert yourself.</column>
            <column name="strDesc">Hey, you tried. That big ol' piece of concrete was just too heavy.

The two missing slavers return, and your window of opportunity closes. Shame that you're such a wimp.</column>
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            <column name="strName">Man, that concrete looks heavy. Pushing that might give you a hernia. Just sit tight.</column>
            <column name="strDesc">You worry the strain might hurt you. And so you should be. Have you seen the size of that lump of concrete? Probably weighs more than your own body weight. People should realize that you're not Superman.

You sit still, and wait for the slavers to return. Once they've rounded up and left, you make your way out of the building.</column>
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            <column name="strName">Don't want to attract unnecessary attention. Best let it be.</column>
            <column name="strDesc">How many times do you have to repeat to yourself that all being a hero does is get you a front row seat at the next funeral? Yours. So there is some bad stuff happening? Suck it up and keep moving.</column>
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            <column name="strDesc">The sound of moaning comes from an open doorway. Cautiously, you peer inside. The multi-story building is visibly crumbling. A dirty, long-haired man is lying in a corner, his leg trapped under a metal beam. His companion, clad in torn leathers, straining at the beam, looks up as you enter.

&quot;Help out us here, buddy. It's too heavy to lift on my own.&quot; It's not hard to see that moving the beam would risk a further collapse.</column>
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            <column name="strName">If you grab hold of the end, there's a chance that the wall won't fall on you. Help them out.</column>
            <column name="strDesc">With an eye on the crumbling wall, you bend to the task of lifting the beam. Slowly, with brick dust cascading down upon you, the beam shifts. Damn, it's heavy! Grunting, you put your all into the effort.

The trapped man pulls free, and crawls clear. The second man suddenly lets go of the beam to assist, leaving you supporting its entire weight alone. Spasms running up and down your back, you drop it with a resounding crash. Miraculously, the wall stays upright. You turn to check the men, but they have already left.

Your conscience is pleased, but that barely makes up for the energy you've expended on those ingrates.</column>
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            <column name="strName">Give the trapped man a drink. He looks thirsty. Beyond that? No thanks.</column>
            <column name="strDesc">Picking your way carefully through the rubble, you hand over a recently scavenged drink bottle. The trapped man gulps it down. His companion mutters a few words of thanks before pulling out a pistol, and shooting him between the eyes.

Stunned, you stand back, mouth agape.

&quot;Wasn't going to be any good to us back at the enclave with that busted leg. Lazy and stupid even before this happened.&quot; He stands upright. &quot;Could have given me the drink, you know?&quot;

He holsters the weapon, and brushes past you, disappearing out the exit.</column>
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            <column name="strName">Not worth the risk. Walk away.</column>
            <column name="strDesc">It's a tough call, but out here you do what you have to in order to stay alive. Stupid idiots shouldn't have been scavenging in a building like that. Blind fool could see that it's on its last legs.</column>
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            <column name="strName">Here's an opportunity. Offer to help, then whack the man over the head while he is bending over the beam. Loot both men, then leave.</column>
            <column name="strDesc">The first man goes down hard, his skull making an audible crunching sound as it ricochets off the cold, hard beam. You dodge a rock that the trapped man throws at you.

Next thing you know, he's yelling and hollering abuse. Loudly. Tell-everybody-in-the-neighborhood loud. Which makes it time to go. Fast. You can already hear the distant sound of running feet.

Sliding into the nearby shadows, you concentrate on leaving the area, which helps takes your mind off your frustration. Almost.</column>
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            <column name="strName">Pinned.</column>
            <column name="strDesc">Crumbling, collapsing buildings. Dangerous places. Don't people ever learn? You recall the long-haired man trapped under the beam. The one who wanted help.

Like this one. On his own, pinned from the waist down by a pile of rubble. Doesn't look like he's going to make it. Moaning. Pleading for help. Nothing but a slow, painful death before him.

The trouble is that there is enough of the shaky, trembling wall remaining that you risk ending up the same way if you try and assist. Still, what if it was you clawing at the immovable weight grinding your groin into the ground?</column>
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            <column name="strName">Give the man some comfort. Carefully. S-l-i-d-e over there. No sudden movements.</column>
            <column name="strDesc">The least you can do is sit down and talk to the man. Maybe he would like the last rites? Perhaps a friendly voice would be enough?

All of which are now academic, because the damn wall just caved. Can't even see him through the rubble and dust. Buried alive. You think you might have taken a hit, too. That brick hit you pretty hard. Hope it's okay.</column>
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Eventually, you find your line and length, and he stops making any noise. Still breathing, though. More of a gurgling sound. You wince as one of your rocks shatters his teeth. No more gurgling. Hard to tell if he's still alive.

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As you run off, you have the consolation of having saved three humans from a nasty death. The fact that they'd happily kill you if they caught you doesn't detract from your achievement. I bet the good Samaritan didn't have to deal with this kind of shit.</column>
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Rummaging around in your gear, you search for some antibiotics. You ask where the Church's enclave is so you can get her safely home. Unfortunately, in her fevered condition, she isn't making any sense.

With a tremendous sneeze all over you, she stumbles off before you can render any more assistance. Hope you didn't catch anything.</column>
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            <column name="strName">Typhoid Mary is nothing but a germ factory. Turn and run.</column>
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Not surprising. Wherever large groups of people gather, the third horseman isn't far behind.

You intended on leaving the two sick Froggers behind, but one of them has grabbed you by the ankle, pleading for help.</column>
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Both of them appear to be with fever, and possessed of pulse rates that are so fast that they could set lap records. About all you can figure is that they are both highly contagious, and that their needs are beyond your available resources.

Stepping away from them, you regret having got so close. Whatever disease they have, you really don't want to catch it.</column>
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Both of them appear to be with fever, and possessed of pulse rates that are so fast that they could set lap records. About all you can figure is that they are both highly contagious, and that their needs are beyond your available resources.

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            <column name="strName">Promise you'll pass their plight onto the next Church members you see.</column>
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Reluctantly, you explain further, enunciating loudly and slowly, that you'll organize friends to come and get them. You would have, too, if they didn't just vomit all over you. Jeez!

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            <column name="strName">&quot;Damn Sickos!&quot; Step back, fast. Shake the germs off your legs. Keep moving.</column>
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You'll have to wash your feet in the next dirty pool of water you find. Better to have wet toes than a tribe of lethal germs crawling up your leg.</column>
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            <column name="strName">&quot;Man, who left them here?&quot; Froggers. Kick them to death.</column>
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Being careful to avoid the blood spatter, you systematically kick them both in the head until you hear an audible snapping sound.

One of them coughs up a lungful of blood and mucus before they expire. Hope it wasn't contagious.</column>
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            <column name="strName">&quot;Man, who left them here?&quot; Froggers. Kick them to death.</column>
            <column name="strDesc">You don't like Froggers. And sick Froggers are nothing but a blight on the landscape. An aberration.

Being careful to avoid the blood spatter, you systematically kick them both in the head until you hear an audible snapping sound.

One of them coughs up a lungful of blood and mucus before they expire. Hope it wasn't contagious.</column>
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            <column name="strName">Frog at the gate.</column>
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Even the crazed, fevered man before you, holding onto the door in order to remain upright, insists that if you don't purify yourself for the Great Blue Frog, you'll be skinned alive. Which is a heck of a thing considering he's burning up with whatever ails all the Froggers you've been meeting of late.

Trouble is, you need to get through that door.</column>
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Sadly, no. Yelling &quot;Blasphemy!&quot; the man grabs you by the hair and starts slapping you around. Knocking him aside with ease, you regain your feet and duck through the door, leaving him thrashing around behind you.

The Great Blue Frog, you decide, needs to chill his congregation out.</column>
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Sadly, no. Yelling &quot;Blasphemy!&quot; the man grabs you by the hair and starts slapping you around. Knocking him aside with ease, you regain your feet and duck through the door, leaving him thrashing around behind you.

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            <column name="strName">Ask him politely if he'd be kind enough to step aside.</column>
            <column name="strDesc">Well, you tried. First-class manners have no impact on him at all. Uncouth bastard.

Grabbing him by his dirty T-shirt, wet with drool, you hoist him out of the way before passing through the door. Hopefully he's kept his germs to himself.</column>
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            <column name="strName">Ask him politely if he'd be kind enough to step aside.</column>
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Grabbing him by his dirty T-shirt, wet with drool, you hoist him out of the way before passing through the door. Hopefully he's kept his germs to himself.</column>
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            <column name="strName">Kick the door out of the way and stand back as he collapses to the floor.</column>
            <column name="strDesc">Down he goes. Thunk! Doesn't look like he'll be getting up in a hurry, if at all.

Stepping over his oddly contorted body, you leave him in your dust. How the heck was this weakling ever going to skin you alive? Maybe he had a food processor in his pocket.</column>
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            <column name="strName">&quot;Damn Froggers! Spreading disease all over creation.&quot; He's weak. Kill him.</column>
            <column name="strDesc">Indiscriminate killing isn't good for the soul. But this is a Frogger. And a sick one, at that. Also, he's in your way. Wasn't that a threat that he made, skin you alive? There is a clear and present danger. Your conscience is clear.

Doesn't take long. Must've been on his last legs. Shame about all the blood on your hands. Going to take a while to clean off.</column>
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            <column name="strName">&quot;Damn Froggers! Spreading disease all over creation.&quot; He's weak. Kill him.</column>
            <column name="strDesc">Indiscriminate killing isn't good for the soul. But this is a Frogger. And a sick one, at that. Also, he's in your way. Wasn't that a threat that he made, skin you alive? There is a clear and present danger. Your conscience is clear.

Doesn't take long. Must've been on his last legs. Shame about all the blood on your hands. Going to take a while to clean off.</column>
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            <column name="strName">Neutral 4.1</column>
            <column name="strDesc">Kids.

You're glad you don't have any. They'd have only ended up like the malnourished urchin before you.

&quot;Please, mister, can I have some food?&quot; Must've seen you pulling Blinkies from the ruined truck.

The poorer enclaves use their kids as beggars. It's risky, 'cause lots of times, they don't make it home. Folks probably figure that they can't feed them anyway, so may as well send them out scavenging. Weed out the weak.

But what about this particular kid? Bound to be a group of them watching from nearby. Feed her, and you'll have to feed the rest.</column>
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            <column name="strName">Do what you can. Feed the lot. Use all the food you've just found. If there's going to be a future, we'll need the kids.</column>
            <column name="strDesc">Six of them! All weedy, dirty, and half-starving. They hungrily devour the cache you found only minutes before. Must be a badly managed enclave to have this many surplus kids. Got to match births with deaths; otherwise you end up with kids you can't feed.

A real shame. Probably good kids. They'll want to watch which strangers they talk to, though. Some eat kids for breakfast. Literally.</column>
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            <column name="strName">Give this kid something and bring your weapon to the ready. You aren't feeding the others.</column>
            <column name="strDesc">There's a limit to your generosity. Only so much one man can do in the face of devastation.

The girl chomps down the food, while the rest of them watch. To make your point, you strike the least friendly pose possible.

None of them take the hint, though. In the end, you've got to throw rocks to get rid of them.

Did you do good? Who knows? At least you get to keep most of the food cache you've just found.</column>
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            <column name="strName">Pack of urban rats. They aren't sponging any food off you.</column>
            <column name="strDesc">Pushing the girl away, you snarl at the rest of them, as they crest the nearby fence. Food's precious. If their own enclave can't feed them, then it's not your responsibility. Besides, you want to hang on to all that food you just found.</column>
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            <column name="strName">Grab the kid. Threaten her with violence, unless she tells you where their enclave is.</column>
            <column name="strDesc">An enclave with kids like this is bound to be weak and poorly protected. Ripe for the plucking.

You grab the girl. Unwashed and stinking, she slips from your hands. Like trying to grab hold of a grease ball. She runs off as the rest of the urchins hurl rocks at you to discourage pursuit.</column>
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            <column name="strName">Grab the kid. Threaten her with violence, unless she tells you where their enclave is.</column>
            <column name="strDesc">An enclave with kids like this is bound to be weak and poorly protected. Ripe for the plucking.

You grab the girl. Unwashed and stinking, she slips from your hands. Like trying to grab hold of a grease ball. She runs off as the rest of the urchins hurl rocks at you to discourage pursuit.</column>
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            <column name="strName">Neutral 4.2</column>
            <column name="strDesc">A minute is all it took.

You'd stopped in the shelter of an old cinema foyer. Enough structure remaining for you to get out of the wind. Old posters fraying at the edges of movies long forgotten. While inspecting one, it frustrated you that you couldn't recall the faces. They seemed famous even before your big sleep.

Just then, you turned around to see a feral kid trying to steal your food. Man trap got him. A blur of arms, legs, and rope, and there he is, dangling from the ceiling, upside down.

Pure luck you hadn't tripped it yourself. Slavers won't be far away. What to do with the kid?</column>
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            <column name="strName">Cut him down, and let him keep the food. We need to take care of the kids.</column>
            <column name="strDesc">He's done you a favor; could've been you in that trap. So what if he stole from you? All he's doing is trying to survive.

You cut the little fellow down and watch as he bends down, scoops up your humble offerings and sprints out the nearest exit.</column>
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            <column name="strName">Cut him down, but give him a belting. Teach him that stealing is wrong.</column>
            <column name="strDesc">What kind of world is it where kids think they can steal willy nilly from anyone? You're one of the good guys. Kid needs to learn right from wrong.

Of course you went easy on him. Knocked him around just enough to get the message across. Asked him if he was okay before he took off.

Man, lucky break that he tripped the man trap, and not you.</column>
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            <column name="strName">Leave him. Gather up your gear and get out of there before the slavers arrive.</column>
            <column name="strDesc">Hey, live by the sword, die by the sword. That's how the world works now, kid. You've struck out. Not my problem. Have fun in hell.</column>
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            <column name="strName">Leave him. Give him a proper thrashing before you leave. Kid should have known not to mess with you.</column>
            <column name="strDesc">Every man and his dog is picking on you. Now it's a runty kid. Time to take a stand.

You punch the kid hard in the gut as he hangs upside down, leaving him gasping for air and swinging violently from side to side. Restraining yourself from doing more, you get your gear, and leave him. Little demon managed to reach over and bite you before you left. Had to punch him again.

Didn't the kid get the message first time around?</column>
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            <column name="strName">Neutral 4.3</column>
            <column name="strDesc">Department store. One of the long-forgotten big chain stores. Been worked over many times, but you manage to find a stash of unopened soup cans hidden under a collapsed counter.

Three kids were already there before you, trying to shift the counter on their own. Too weak, though. That's what brought you over: the commotion.

The kids are nothing but skin and bones. Looking up at you now with anguished eyes. Worried that you'll take it all for yourself. It was their find.

Fact is, only three cans to be had from the lot. Flipping them over, you notice that two are damaged, their contents likely contaminated.

Bet the kids don't know that, though.</column>
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            <column name="strName">Hand over all three cans. Warn them about the contaminants.</column>
            <column name="strDesc">You point out the contaminated cans to the disappointed kids. Tell them to be careful not to eat soup from those cans. Explain to them that they'll have to share the remaining can among themselves. They scuttle off, grateful for your generosity.

You carefully search the area for any more food, but fail to find any. Is that the sound of your stomach rumbling?</column>
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            <column name="strName">Two for you, one for me. Keep the good can, give them the others. Maybe they can empty the cans and find a use for them?</column>
            <column name="strDesc">Hope they have enough sense not to eat from those cans. Probably die from food poisoning. With a bit of luck there'll be a responsible adult nearby when they open the cans.

Sure there will.</column>
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            <column name="strName">Keep the lot. You'll need the two dodgy cans for noise traps. The kids can whistle dixie.</column>
            <column name="strDesc">You're not a mobile one-man soup kitchen. These cans belong to you.

These kids, on the other hand, don't. They could be from anywhere. Even rubble scum offspring. Bug off.</column>
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            <column name="strName">Neutral 5.1</column>
            <column name="strDesc">You spot a small group huddled in a dark corner. Smart folk have found protection in numbers, behind walls. This family looks to be outcast, their enclave likely overflowing. Made all the families draw straws.

Or maybe the father crossed the wrong person? The man's got that hangdog look about him, knows he's in trouble.

At any rate, a family on their own in the wastelands doesn't last long. He's pleading for a weapon. Anything. Wants a chance.

You found a meat cleaver not long ago. Maybe that would help?</column>
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            <column name="strName">Yeah, why not? Give him the meat cleaver. That's your good deed for the year.</column>
            <column name="strDesc">You hand over a weapon. It's the least you can do. You show them how to use it as they aren't oozing confidence. Tell 'em the way you came in, as it's going to be the safest way out.

Good luck, guys.</column>
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            <column name="strName">Trade them the cleaver for some food.</column>
            <column name="strDesc">It's taking food from their mouths, but it's the best you can manage. If they can't defend themselves, they won't live long enough to starve.

You try and avoid taking in the pitiful state of the family. After all, you've done something. That's gotta count.</column>
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            <column name="strName">They aren't going to make it whichever way fate casts the dice. Leave them to it.</column>
            <column name="strDesc">One person leaves the safety of the enclave, and it's not going to end well. Bring a whole family, and we're talking first class seats on the fast train to hell.

Best thing you can do with a mess like this is to not get involved. Walk away.</column>
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            <column name="strName">They're goners. Bet they've got some food, though. Threaten the man. Hand over your food!</column>
            <column name="strDesc">Yeah, you weren't expecting that, were you buddy? The sooner you learn about the law of the jungle, the quicker you're going to wise up.

You tell the family to pipe down. Too much noise attracts attention here. And hurry up with that food!</column>
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            <column name="strDesc">The house looked inviting. Intact, paint just starting to peel. Sure, there were burn marks here and there, but no more than expected. There was even a crowbar hidden behind the front door.
			
Should've known someone else would have the same idea. In the bedroom, you find another family of exiles. Politics this time. Competing factions. They had no other option but to leave the safety of their enclave and find a new home.

Which is here, by the looks of it. All their food and gear is stockpiled in the corner. A man's lying on the mattress, badly wounded. A woman and some kids are gathered anxiously around him.

Good on 'em for surviving whatever caused his wounds, but with his dead weight, they're ripe for plucking by the first predator that happens along.</column>
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            <column name="id">332</column>
            <column name="strName">Damn, what a mess. There are a lot of rags on hand. Patch up hubby as best you can.</column>
            <column name="strDesc">You do what you can to stem the bleeding. He's in bad shape, and you doubt if he's going to make it.

You hand over the crowbar you just found to his wife. Tell her to use it if anyone else comes into the house. Show her how to change the bandages and tell her to give him plenty of liquids.

Who knows, maybe he'll pull through?</column>
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            <column name="strName">Give the wife the crowbar you've just picked up. She'll know what to do.</column>
            <column name="strDesc">You heft the crowbar, and silently pass it over.

The woman looks you straight in the eye. It's unspoken, but you can tell she knows. It's not just for self-defense.

Hoisting your gear, you take one last look at the scene before departing. Some people get dealt all the bad cards. In another life, there'd be charity organizations that would drop everything to help out.

Not here.</column>
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            <column name="strName">Offer to guide them back to their enclave. Have to leave Dad behind, though.</column>
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What more can you do? You leave the crowbar you just found on the table in the living room. The wife is slight, but determined. Might be able to fend off the predators for a short while with the 'bar. It's something.</column>
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            <column name="strName">Grab some of their gear. Who's going to stop you?</column>
            <column name="strDesc">The woman offers no resistance. Too drained, and likely has bigger things on her mind.

The two kids, on the other hand, both try to claw and scratch you as you rifle through their pile of equipment. Takes one and a half arms just to protect your face. Vicious little vermin.

In the end, you only manage to score a tarp, deciding to leave with that and the crowbar before your luck turns.</column>
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            <column name="strName">Grab some of their gear. Who's going to stop you?</column>
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The two kids, on the other hand, both try to claw and scratch you as you rifle through their pile of equipment. Takes one and a half arms just to protect your face. Vicious little vermin.

In the end, you only manage to score a tarp, deciding to leave with that and the crowbar before your luck turns.</column>
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            <column name="strName">Neutral 5.3</column>
            <column name="strDesc">You could be looking at ancient Voortrekkers.

A family, hauling a makeshift cart, is slowly making their way down the patchwork road. Wife and kids acting as human mules, while husband acts as human target out front, rifle at the ready.

Then, the cart rolls into a deep pothole, shedding a wheel. You can't hear it, but you can feel their sudden despair. Changing a loaded wagon's wheel is a tough job any day, a job for the whole family.

But there's no way they can do that and pull guard duty simultaneously. You can see the husband's unwilling to turn his back on the surrounding buildings for even a second, rifle at the ready. Visibly twitchy.

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            <column name="strName">They need your help. Give it, and damn the consequences!</column>
            <column name="strDesc">You break cover slowly, hands in the air, and slowly move to the cart. The man, after an initial hesitation, lowers his rifle and acknowledges your offer of assistance.

The cart takes some lifting, but you manage to hold it long enough for the woman to refit the wheel back on the hub. With the pin back in place, the family wastes no time, and is soon moving down the road, waving at you as they go.

By the time you retrieve your gear, you've got your breath back, but only just. That really knocked you around.</column>
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            <column name="strName">Run out and lift the cart. Give them ten seconds to fix the wheel, then get out of there, fast.</column>
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Running onto the road, you hope the wife is smart enough to figure out what's happening and get the wheel ready. You aren't staying past the count of ten.

Bam! The husband, misunderstanding your good intentions, fires. The bullet forcibly twists you around.

Barely keeping your feet, you stagger back into cover. There's blood spurting from the wound. Damn! Now *you've* got a crisis.</column>
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            <column name="strName">Watch and wait. The train wreck is coming. Bound to be something worth grabbing once the dust settles.</column>
            <column name="strDesc">Five minutes is all it takes.

A gang of rubble scum arrive, and swarm the husband. He manages to take a couple out with the rifle, but the rest overwhelm him. The wife and kids, well, that's not pretty, either.

After a while, the scum leave with the cart in tow, having repaired the wheel. It's clear that anything worth stealing's gone with them.

All that's left, out there on the cracked tarmac, are four torn and abused bodies. What a mess.</column>
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            <column name="strName">Why wait? Run out, grab one of the kids, and threaten to snap their neck unless they give you food.</column>
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Neither do you, unfortunately.

Quick on the draw, the father nails you with a bullet. Swerving, ducking, and dodging, you weave back into cover. Damn.</column>
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&quot;Water,&quot; she gasps. &quot;Please, some water.&quot;

It's hard to miss her shaved head and tattooed scalp. Few enclaves around here want the elderly. They think the elderly consume resources and produce nothing. A burden.

And once they're marked, nobody's allowed to help them. No food, no medicine. Nothing.

Which is a problem, in your situation. Help her, and there could be ramifications. Bad ones. The walls have eyes around here.</column>
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Unexpectedly, something sharp suddenly whacks into your side. What was that? Who's there? You've been spotted! Getting to your feet, you wisely decide to make a run for it.</column>
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Unexpectedly, something sharp suddenly whacks into your side. What was that? Who's there? You've been spotted! Getting to your feet, you wisely decide to make a run for it.</column>
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            <column name="strName">A bottle of water won't hurt, right?</column>
            <column name="strDesc">She knows you can't help, and signals her appreciation for the water. Only half of it manages to make it down her throat, the rest spilled by shaking, geriatric hands. As her eyes close for the last time, you take your leave.

Lucky you did. The rock that just sailed past you looked sharp and heavy. The next one, not so lucky. At least it doesn't do much harm.

Time to go, though, before one does.</column>
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Lucky you did. The rock that just sailed past you looked sharp and heavy. The next one, not so lucky. At least it doesn't do much harm.

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            <column name="strName">The only safe haven around are the enclaves. Somebody sees you helping, and you're blacklisted. Keep moving.</column>
            <column name="strDesc">Damned if you're going to hand over your recently gained water and food.

You turn your back on the old woman. She doesn't even bother to call out to you. Just lies there, panting. Dying. You've seen worse.</column>
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            <column name="strName">Granny is a goner. With a bit of luck, they're watching. Might keep you off the enclave blacklists if you finish her off.</column>
            <column name="strDesc">The rock crunches into her skull before bouncing off. Hm, tougher than she looks. No matter. She won't be getting up again.

You place your foot on her scrawny throat, and press down hard. Best to be sure. Hope somebody was watching.

Gathering up the food and water you recently found, you leave. She won't be needing them.</column>
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            <column name="strDesc">The wavering voice calls out from a nearby alleyway. An old man, lying against a pile of fetid rubbish. Dying. Another tattooed scalp. You know the story.

He's alone, slowly fading away amongst the stink of putrid food and crawling maggots. He knows the score, has no illusions about his future. Asks that you finish him off. Doesn't want to linger on in pain. Rats have chewed through one foot already, ragged flesh and exposed bones a testament to their ferocity.

&quot;Kill me,&quot; he pleads, &quot;just do it.&quot;</column>
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            <column name="strName">Man, that's sad. Comfort the old guy.</column>
            <column name="strDesc">He isn't interested in your kind words. He's fixated on you killing him.

You explain that you aren't that type of guy, and ask if he'd like some food or drink? &quot;No, no,&quot; he stammers, &quot;just kill me!&quot;

Why does he want to die, he's still got one good foot? You mumble words of encouragement, but he is way beyond &quot;where there's life, there's hope&quot;. He's rat food and he knows it.

&quot;What are you waiting for?&quot; he insists again, &quot;just kill me!&quot;

Confused and unsettled, you back away, not willing, nor able, to carry out his wishes.</column>
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            <column name="strDesc">There are worse ways to die than being eaten alive by rats. Another day or so, and it'll all be over.

Admittedly, it's a grim situation for the old man, but who elected you judge, jury, and executioner? He'll just have to hang in there until the rats chew through something vital.</column>
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Using filthy, torn rags from the rubbish pile, you cover up the ragged stump. The old man slumps back onto the ground, muttering nonsense about you killing him here and now. Surely he's delirious.

You tell him you'll check up on him tomorrow morning, see how things are, bring some food and water. Both of you know that you'll be doing no such thing.

Leaving, you feel the warm buzz that comes from helping someone. You're the original good Samaritan. A hell of a guy.</column>
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            <column name="strName">Kill the old codger. That's what he wants.</column>
            <column name="strDesc">Grinding down on your teeth, you kick him hard in the back of the head. Aiming for the spot where his spine connects with the base of his skull.

Done. Do you feel any better? Did you do the right thing? Doesn't feel like it. In fact, you feel ashamed that you couldn't do more to help the old man. How can you justify killing another human being in cold blood? &quot;But he asked for it!&quot; you argue to yourself.

Angrily, you shrug your shoulders. &quot;Who the hell knows?&quot;</column>
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            <column name="strDesc">In another age, the hunched, cowled old woman before you could've been called a witch. They used to burn them at the stake. These days, they slap a tattoo on their forehead, and expel them from their enclave. Excess to requirements.

The old woman, limping through the door with the aid of a branch, hasn't yet given up. She whispers through cracked lips that she's found a cache of food and ammunition. She needs your help, though. Promises you the bullets if you leave her the food.

A winning proposition, only trouble being the group of armed enclavers on the street outside. They aren't aware of your presence, but you know the rules. They catch you helping the tattooed elderly, and you're dogmeat.</column>
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            <column name="strName">It's a deal! Ignore the enclavers and follow the old lady to the cache.</column>
            <column name="strDesc">You follow her out the rear door. The trouble is, she can't keep quiet to save herself.

Stumbling from one obstruction to the next, it isn't long before the enclavers come around to investigate the racket. They find you with a supporting arm helping the tattooed old lady. Angrily, they close in. Grandma sure as hell can't run. There's nothing for it but to leave her to them.

Breaking free from the mob, you manage to make it around the corner and out of sight, but your arm hurts. One of the enclavers managed to get in a lucky blow. Felled grandma and side swiped you.

Cursing silently to yourself, you sneak off. You should have known not to help her.</column>
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            <column name="strName">It's a deal! Ignore the enclavers and follow the old lady to the cache.</column>
            <column name="strDesc">You follow her out the rear door. The trouble is, she can't keep quiet to save herself.

Stumbling from one obstruction to the next, it isn't long before the enclavers come around to investigate the racket. They find you with a supporting arm helping the tattooed old lady. Angrily, they close in. Grandma sure as hell can't run. There's nothing for it but to leave her to them.

Breaking free from the mob, you manage to make it around the corner and out of sight, but your arm hurts. One of the enclavers managed to get in a lucky blow. Felled grandma and side swiped you.

Cursing silently to yourself, you sneak off. You should have known not to help her.</column>
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            <column name="strName">You give her a noncommittal response. &quot;Take me to the cache, and we can share what we find.&quot; As if.</column>
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Then, out of nowhere, she yells. A piercing, wild, feral yell that instantly gets the attention of the group of enclavers. You can see them pointing up at you through the ravaged window.

That's torn it. The old witch is smarter than she looks. Knows that you can't be seen helping her, so she's using the enclavers to chase you away. Or worse.

By the time you sprint out the back door, they are already zinging bullets around you. One of them tugs at you, hopefully just tagging your clothing.</column>
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            <column name="strName">You give her a noncommittal response. &quot;Take me to the cache, and we can share what we find.&quot; As if.</column>
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That's torn it. The old witch is smarter than she looks. Knows that you can't be seen helping her, so she's using the enclavers to chase you away. Or worse.

By the time you sprint out the back door, they are already zinging bullets around you. One of them tugs at you, hopefully just tagging your clothing.</column>
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            <column name="strName">No. You don't trust the old hag. She's hustling you.</column>
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            <column name="strName">Grab her by her scrawny throat, and force the location of the cache from her cracked lips.</column>
            <column name="strDesc">She crumbles fast. Croaks out the cache location without any more unpleasantness.

Pushing her forcibly back into the debris in the corner, you duck out the door before she can attract anyone's attention. It isn't difficult to find the cache, as it's directly under an old statue. Greek? Roman? Probably fake. Had the heck knocked out of it, whatever it is. Only one limb remaining.

Plus a box. The old hag wasn't lying. Well done, her. Prying the box open you say a silent prayer that the aging ammunition is still usable.</column>
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            <column name="strName">Neutral 7.1 cont'd</column>
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The baby arrives, with its umbilical cord wrapped around its neck, not breathing. These men are too squeamish to watch, and the woman's preoccupied.

Normally you'd untangle the baby and fire it up, but this is a feral kid. Possibly destined for a life of rape and pillage. It'd be easy as pie to delay just long enough for oxygen deprivation to kick in. A brain-damaged kid isn't going to make it in this world.

You could walk away without anyone knowing.</column>
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            <column name="strName">It's a baby. A human. Who are you to judge its future life trajectory? Do the right thing.</column>
            <column name="strDesc">Quickly, you untangle the cord and massage the baby's heart into life.

The woman, exhausted, takes the child and grants you a quiet smile. The guards slap you on the back as you leave.</column>
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            <column name="strName">Life's hard. Why make it any harder? Let nature take its course.</column>
            <column name="strDesc">The baby takes a while to start breathing. You almost left it too long. Whatever brain cells are in there have been well and truly fried.

You avoid the woman's grateful eyes as you leave. Outside, the men are relieved, and thank you for your help as you walk away. It's a tough world. You call it as you see it.</column>
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            <column name="strName">Caught with your pants down.</column>
            <column name="strDesc">A trio of rubble scum surprise you while you're attending to your bowels. Hard to keep watch while you are bent over and straining. No way out.

Standing, pulling up your pants, and rolling your shoulders, you resolve to go down fighting.

&quot;Hey! It's the midwife!&quot; yells one of them, pointing at you. The limo. The pregnant woman. Same bunch of rubble scum. You wonder if it'll make any difference. Wonder how the baby is.

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            <column name="strName">Ask about the baby and the mother. You do care. Guilt does that to you.</column>
            <column name="strDesc">You feel bad about what happened at the birth. It was a close call, and you had no right to even think of cutting it closer. Feeling guilty, you ask if the woman and her child are both healthy.

The trio must have sensed your embarrassment, because they move aside and let you pass, ignoring your question. You ask again, but all you receive are hostile stares. Taking the hint, grateful for the reprieve, you leave.</column>
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            <column name="strName">Trade one favor for another. You delivered the kid, they can let you go in return.</column>
            <column name="strDesc">If you have to negotiate from a position of disadvantage, always do so from the front foot. Sage advice that you read from the torn pages of an a tattered magazine recently.

The trio must have read the same crappy periodical, because they don't appear to appreciate your demands. Downright hostile, in fact. Telling them that their kid is only there because of you doesn't help.

The three of them close in, and belt the bejesus out of you. Work you over thoroughly, leaving you grovelling in the dirt. Didn't kill you, didn't take any of your gear, just wanted to make a point.</column>
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            <column name="strName">Amazing if that kid is still alive. Bet it's struggling. Tell them you're a special kid doctor. You can help.</column>
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&quot;Hey, buddy, where's your stethoscope?&quot; calls one of them.

They aren't buying your story. The kid's probably doing okay, and they don't have any need for your services. Or your lies, for that matter.

Five minutes later, they leave. You lost count of how many times they kicked you. Why didn't they kill you? Steal your gear? Midwife duty must have counted for something.</column>
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            <column name="strName">Tell them that their kid is a mutant. Possessed of a brain the size of a peanut. Get them angry, distracted.</column>
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Was that a smart move? Probably not. Sure, they're angry as a nest of suicidal hornets, but instead of blinding them with anger, they're just angry and focused. And there's nowhere to run.

Damn, insulting their kid is shaping up to be a really dumb move. What if it was my kid? How would I react? Not well.

Neither did they. Knocked you down. Took all your gear. Left you with nothing, not even clothes or shoes. Buck naked in the wastelands. How much longer are you going to last?</column>
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            <column name="strName">Babies for dessert.</column>
            <column name="strDesc">It's the woman. The one from the limo. She's washing it in a bowl of water. Rubble scum are guarding the entrance points.

You're up high, looking down, and a big bunch of rough-types is moving in from the south. On a collision course. By the looks of 'em, the baby may be their dessert.

You could shout out a warning to the rubble scum. Save the baby. But the cannibals won't appreciate your intervention. Might try and hunt you down. Easy to get cornered in this building.</column>
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            <column name="strName">Risk it. Save the mum and bub. Yell out a warning!</column>
            <column name="strDesc">That worked. The mother briefly catches your eye before bundling up her baby and quickly leaving with the others. She might have smiled at you. Then again, she might not have.

Right now, however, you're busy with other matters. The cannibals are running to seal off the exits to the building you're in. You're cornered.

Almost. There's the roof. Damn scary leap, but you might just make it across to the next building with a decent run up.

You backpedal a half dozen paces, and spring into the air over the gap. The cannibals don't see it happen. Just as well, as you land badly. Scraped a fair bit of skin off.

But you're safe. It's worth it.</column>
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            <column name="strName">Throw a rock. Hope they take the hint and see the cannibals in time.</column>
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Your rocks weren't noticed by anyone. You blame subsequent events on the poor hearing of the rubble scum. If they'd been a bit more alert, they'd still be alive.

You watch as the cannibals lead the mother and baby away. Barbecue tonight.</column>
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            <column name="strName">Stay low. Stay quiet. Watch it all shake out below.</column>
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Not today, though. Cannibals fluffed their approach, spooked the rubble scum. Where did they run to? Into your building. You hear them pounding up the stairs below. The distressed crying of the woman and her baby. Cannibals in hot pursuit.

Unable to stay, you head for the roof. No option but to try jumping to the next building across. Pushing off with all your legs' strength, you make it, but only just. Had to haul yourself up and over the lip. Very nearly roadkill.

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Not today, though. Cannibals fluffed their approach, spooked the rubble scum. Where did they run to? Into your building. You hear them pounding up the stairs below. The distressed crying of the woman and her baby. Cannibals in hot pursuit.

Unable to stay, you head for the roof. No option but to try jumping to the next building across. Pushing off with all your legs' strength, you make it, but only just. Had to haul yourself up and over the lip. Very nearly roadkill.

Once clear, you have to do a gear check to see what you dropped.</column>
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            <column name="strName">Wave at the cannibals. Get their attention. Point down to where the baby is. They'll be more interested in it than the likes of you.</column>
            <column name="strDesc">Heck of a thing, but they wave back at you.

Just before splitting into two groups: one charging into the rubble scum, and the other into your building. Some days just don't go to plan.

Making your way rapidly to the roof, you take a deep breath, and jump the gap to the adjoining building. Descending the next building, you find, purely by accident, a bottle of water. How about that?</column>
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            <column name="strName">Wounded man.</column>
            <column name="strDesc">Gunshots! Behind that building. Cautiously peering around the corner, you see someone curled up in agony amongst swirling plastic and empty cans. Blood is coagulating on the rubbish around him, probably from the wound in his side. 

His face is covered in strange, painted geometric shapes. No equipment, though. Probably taken in the attack. Nothing left but his clothes.

This one's going to bleed to death if you don't do something.</column>
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            <column name="strName">You can't let a man die. Even a stranger. Stem the bleeding. Tear up his T-shirt for bandages.</column>
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Borrowing it, you light a fire, and heap plastic detritus onto it. That's a smell that's bound to attract attention. Hope it's the right kind. Good luck, fella.</column>
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Let the maggots take care of him.</column>
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            <column name="strName">Time to do some vermin control. Finish him off.</column>
            <column name="strDesc">You hope somebody is keeping score. Maybe that's how you get to heaven? Squash enough bugs and you get a free pass?

Damn, now you've got blood all over your jeans.</column>
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            <column name="strDesc">It took over an hour. The screaming lasted almost as long. A squad of mercs in patterned face paint, torturing a man to death. And taking their time doing it.

Pulling out his nails, slicing off his appendages. Hung, drawn, and quartered.

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            <column name="strName">Give the poor man a decent burial. It'll take a while, but one good deed deserves another.</column>
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In the end, you throw old bricks and rubbish onto him. It's a poor excuse for a burial, and you know that the rats will be eating into him before long.

Still, you feel an obligation to do what you can. After all, the man got you out of a sticky situation yesterday. You heave a few more rocks up onto him. Frustrated, knowing you can't do him justice, you give up, exhausted.</column>
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            <column name="strName">Say a few quiet words to ease his passing, and be on your way. Too risky to do all that digging. Might get jumped.</column>
            <column name="strDesc">&quot;Dust to dust, ashes to ashes.&quot; It's about all you can remember.

Burial services were never your strong suit. Five-star burials have gone out of fashion, anyway. Lucky if anybody bothers to hang around these days. Death in the wastelands is so commonplace, who wants to be reminded of their own nebulous mortality?</column>
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            <column name="strName">Another one bites the dust. If you can't look after yourself, who else will? Leave him.</column>
            <column name="strDesc">It was very generous of him to help you out like he did. One stranger assisting another, not asking for anything in return.

Look what happened to him. Too busy saving the world, and not busy enough saving himself. There's no cure for stupidity. Let him hang.</column>
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            <column name="strName">Maybe, just maybe, you can sneak a piece of meat away. Nobody's watching, are they?</column>
            <column name="strDesc">It's going to be rough trade, but it's still food. Normally you wouldn't do this kind of thing, but nobody is watching. And you're desperate.

What you're looking at, dangling before you, is squirrel. Yep, that's what it is. Squirrel meat. Very tasty squirrel.</column>
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            <column name="strDesc">Junk can be worth a lot of money in the hands of the right people. But you have to factor in gangs.

The wrong people.

There's an impromptu roadblock up ahead. Thugs are frisking travelers for contraband. Being rough about it. Not afraid to ruffle feathers.

You see an enclave trading party heading straight for them. Unaware. They're well-armed, but not well enough.

Could be juicy pickings afterwards for those who watch and wait.</column>
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            <column name="strName">Warn them of the danger. Hope that the thugs don't hear you doing it.</column>
            <column name="strDesc">Nobody likes highway robbers. Parasites.

The enclavers appreciate your timely warning, and give you some food in return. Everybody had enough sense to keep quiet, and you're pretty sure that the thugs are totally unaware of your or the enclavers' presence.</column>
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            <column name="strDesc">What's with your silent wave? Can't anybody see it?

The enclavers walk right past your hidden position. A sharp volley of fire breaks out, interrupting your thoughts. Time to go.

As you duck out the back door, a stray bullet ricochets off the wall and thumps into your arm. How unlucky is that? Is that blood?</column>
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The enclavers walk right past your hidden position. A sharp volley of fire breaks out, interrupting your thoughts. Time to go.

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            <column name="strName">Do nothing. Get ready to run in and speed loot the bodies once it's all over.</column>
            <column name="strDesc">So much for that.

Dopey enclavers walk straight into an ambush. Wiped out to a man. Thugs are all over the bodies like a bad rash. Nothing left for the likes of you.

If you don't get out of there fast, you'll be next on their list.</column>
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            <column name="strName">If you're fast, you can do a deal with the highway robbers, in return for some of the leftovers.</column>
            <column name="strDesc">Not so easy, dealing with irrational people.

For a moment there, you thought they might try and frisk you, too. But no, you quickly come to an arrangement.

Ducking down behind the roadblock, you watch the enclavers get gunned down as they round the corner. Sure enough, they had the goods. The robbers are elated. Judging that now is a good time, you ask for your reward.

One measly packet of Gelli Bears thrown your way. Had to scrabble for them. How humiliating.

Guns are pointed in your direction. You get the distinct impression that you're no longer welcome. That's the last time you'll be doing business with that lot. A deal's a deal, where are the their ethics?</column>
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            <column name="strDesc">Cooking smells! Mmm, roast meat.

Following your nose has led you to a hidden recess in a huge pile of rubble. A two-person scavenging party are cooking a squirrel over a small fire. Or is it a rat? Hard to tell, looking down from a second-floor window.

Which is good, 'cause it means you can also see a gang of rubble scum approaching, homing in on the same irresistible olfactory tracer. The enclavers have left their weapons on the ground while they concentrate on their cooking. Do you throw a rock and warn them about the approaching bandits? There's nothing in it for you but, hey, these are the good guys.

But then, there's the risk of revealing yourself...</column>
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            <column name="strName">Throw the rock. Humanity has to stick to together. Hope the bandits don't notice you.</column>
            <column name="strDesc">That got their attention.

But not fast enough. The rubble scum are close enough to cover the only entrance. One of the roughnecks, armed with a rifle, sits back while the others move in for the kill. You can see the fear on the faces of the cornered enclavers.

Before they can see you and call out for help, you melt into the shadows and leave. Nothing good is going to happen here now.</column>
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            <column name="strName">Move back into the shadows and watch it unfold. None of your business.</column>
            <column name="strDesc">The enclavers must have been starving. It's the only reason you can think of as to why they would be so stupid as to cook meat here in the ruins. Stupidity doesn't pay. Not in the wastelands.

As the blows rain down and the blood spatters, you quietly take your leave. The bandits won't leave anything behind.</column>
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            <column name="strDesc">You remember the enclavers who got caught out cooking. Roasting meat over a fire is a sure way to flag your location to everybody within a one-mile radius.

Trouble is, you still have to cook. Somehow. Somewhere. Preferably not in the urban jungle. Too many predators.

Not that the enclavers in the building up ahead are that concerned over uninvited guests. They've got other worries. Their cooking fire has spread. Flared into a major conflagration. All that combustible rubbish. Now they're trapped, hemmed in by a fire of their own making.

You can see, from your vantage point, a way out the back. The running feet, and hooping and hollering of the rubble scum, means you're about to have lots of company.</column>
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            <column name="strDesc">You're quick, but not quick enough.

You meet the running gang of rubble scum halfway to the building. A meat cleaver takes a chunk out of you before you can disengage and get out of their way. Once you make it to the safety of a dark alleyway, you listen to the screams of the enclavers as they burn alive, trapped within by the rubble scum.

Damn, that gouge hurts!</column>
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You meet the running gang of rubble scum halfway to the building. A meat cleaver takes a chunk out of you before you can disengage and get out of their way. Once you make it to the safety of a dark alleyway, you listen to the screams of the enclavers as they burn alive, trapped within by the rubble scum.

Damn, that gouge hurts!</column>
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Like sharks in a feeding frenzy, they switch targets to the nearest available prey: you. Leaping away from the window, you hurtle down the stairs, fall, tumble, recover, keep moving.

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One of them ventures into the thick smoke, following your directions, and finds the way out of the building. Moments later, the others follow. The gang of rubble scum see what you've done, and they aren't happy.

Like sharks in a feeding frenzy, they switch targets to the nearest available prey: you. Leaping away from the window, you hurtle down the stairs, fall, tumble, recover, keep moving.

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            <column name="strName">If anyone stumbles out of the fire, there could be some pre-cooked meat available shortly for those who are patient.</column>
            <column name="strDesc">A tinge of guilt overcomes you, but when your stomach is rumbling, you're willing to overlook some things. You cross your fingers and hope that the enclavers don't choose to sit tight. You like your meat medium, not charcoal briquette.

You hang around long enough for it to all play out. With an empty stage, the actors dead or dispersed, you prowl around, looking to salvage a meal out of the mess.

You reluctantly chow down on some dubious piece of burnt meat, but it only ends up on the ground in front of you, swimming in a pool of vomit.

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            <column name="strName">If anyone stumbles out of the fire, there could be some pre-cooked meat available shortly for those who are patient.</column>
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You hang around long enough for it to all play out. With an empty stage, the actors dead or dispersed, you prowl around, looking to salvage a meal out of the mess.

You reluctantly chow down on some dubious piece of burnt meat, but it only ends up on the ground in front of you, swimming in a pool of vomit.

Man, that was the worst thing you've ever eaten. Should have known.</column>
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            <column name="strDesc">Enclavers. Friendly ones. They're offering you food.

But they can't understand that they shouldn't light a fire here. Don't believe you when you tell them that the smell of roast rat will inevitably seep out from the basement and up into the streets.

They're too happy, cheerful. You notice an empty whiskey bottle. They light the fire, despite your protests.

Moments later, there is rat fat dripping down onto the blaze, and your taste buds are salivating. Plenty of meat for all. Another five minutes and you'll be wolfing down qual- well, protein. But this basement is a deathtrap.</column>
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            <column name="strName">Hey, it's a party. Get with the spirit. Wait for your rat burger. Ask if there's any more whiskey?</column>
            <column name="strDesc">Yeah, baby, boogie on down. When was the last time you had the opportunity for some fun? That curvy enclaver over there is giving you the look. You casually sidle on over, hoping her body odor is no worse than yours.

There's a loud &quot;bang!&quot; as bandits crash the party.

Crazed, swirling movement. Hard to tell friend from foe. Yells, screams, grunts. Bullets zip zinging around the close confines of the basement.

You're trapped. The inebriated enclavers go down fast, leaving you alone facing who knows how many blood-crazed thugs. Your last thought before your skull caves in is that this is a hell of a price to pay for a bit of harmless fun.</column>
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            <column name="strName">Kick dirt over the fire. If the enclavers are too drunk to care, you'll have to be the responsible adult.</column>
            <column name="strDesc">Funny, they don't appreciate your help. Nor do they appreciate their rat meat being smothered in filthy dirt and gunk.

Four of them set to, and express their displeasure in a more physical manner, before carrying you up the stairs and heaving you face first out onto the grimy street.

Groaning in pain, aching all over, you claw yourself upright by hanging onto a bent and rusty lamp post. You push away, and notice blood. Damn, must've sliced skin open on the rusty, sharp-edged metal.

Your only consolation is that you've still got all your gear. If you can manage to carry it. You slowly limp off down the street.</column>
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            <column name="strName">Tell them to keep a rat burger for you, and stand guard at the street entrance.</column>
            <column name="strDesc">It's not easy standing up there in the cold, while the sounds of merriment waft up from the basement. Did they remember to save anything for you? Doesn't sound like it.

You notice the pack of bandits prowling your way, and yell a warning down the stairs. Nobody answers. All you can hear is laughter, and what sounds suspiciously like moaning.

As the bandits home in on the smell of cooked meat, you sidestep into the darkness of the next building. You've done what you can. There isn't time to run down the stairs, not unless you want to get trapped with the rest. The only outstanding question is whether the enclavers will be massacred or rounded up to be on sold to the slavers?

Not your concern. Not anymore.</column>
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            <column name="strName">Trapped rats come to mind. Get out of there now. Right now.</column>
            <column name="strDesc">It's tempting. Juicy rat burgers, whiskey, and free love.

But you know full well you can't afford to succumb to those kinds of urges out here unless it's in a rare, safe environment. And a single-exit basement in the middle of a predatory urban zone isn't your idea of safe.

Without a backward glance, you run up the stairs, and melt into the nearest shadows. You can still hear the catcalls of the men, and the cooing seductiveness of the drunken women, as you warily make your way down the street.

You wonder if you made the right decision.</column>
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            <column name="strDesc">There's a loud splash! It's an old sewage treatment pond. Full of rain water, floating rubbish, and dead rats. Somebody thrashing around in there, unable to swim.

If you're quick, real quick, you might just be able to pull them out before anyone else arrives.

Have to strip, though. Looks awfully cold in there. They're thrashing around so much, that even up close you can't tell who it is. If you're going to dive in and save them, it has to be now.</column>
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            <column name="strName">Dive in! You can't stand back and let somebody drown.</column>
            <column name="strDesc">Whoa! Temperature shock. This is freezing!

You reach the person, and they wrap their arms around your body, vice-style. Both of you sink below the surface. Desperate, your arms pinned, you bite clean through their ear.

It's enough.

You kick frantically to the surface, as they grab at your legs. Reaching the edge, you climb out of the tank, shivering violently.</column>
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            <column name="strName">Look around for something long enough for them to grab onto. Might not be the best option, but you don't want to get wet.</column>
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Too late, anyway. The thrashing sounds have diminished. All you can see now are bubbles. Hope it was one of the cannibals. One less wouldn't hurt.

You keep that thought uppermost in your mind. Best not to think about what you actually saw. They really should teach kids to swim these days.</column>
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            <column name="strName">Who knows who I'll be helping? Ignore them, and scout the perimeter of the tank for any items they may have left.</column>
            <column name="strDesc">Damn! Nothing. You would have thought they had the decency to leave something useful behind.

Frustrated, you hurl a jagged piece of concrete at the swirling pool of bubbles that mark their last living moments.</column>
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            <column name="strDesc">Nobody wants to bathe these days. Never know who will be watching, waiting for you to get buck naked and shivering. Easy prey.

Like these two. Sewer dwellers bathing in an old storm drain. Rarely seen in the daytime. It's almost dark down here, so not a bad spot, actually. And with running water that's lost its muddy tinge.

But nowhere is safe, even down here. One of them slips on the slime and falls, knocking herself unconscious, head underwater, her friend panicking.</column>
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            <column name="strName">Help out. The friend is hysterical. If you don't step in and help her out of the water quickly, it'll be too late.</column>
            <column name="strDesc">You almost make it. Slipped on the same slime-covered sewer surface as the drowning woman. Banged your knee pretty hard.

By the time you recover, it's too late. Pulling her out of the water, you try to revive her. All you get for your troubles are a mouthful of secondhand water. Her friend is yelling up a storm. Completely lost the plot.

It isn't going to be long before you have company. No way to tell if it's going to be friendly or otherwise. Best to get out of there now.</column>
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            <column name="strName">Sewer dwellers aren't your concern. There might be more of them arriving soon, attracted by the commotion. Leave.</column>
            <column name="strDesc">All that noise. One thing you've got a low tolerance for, and that's panicky hysterics. Don't they know that all they're doing is broadcasting their location to everyone who still has two ears? You'll take quiet and calm any day.

Either way, you're not going to hang around and wait to see who turns up. The storm drain's looking a little too linear for your liking. Sorry, lady, but you've got to go.</column>
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            <column name="id">415</column>
            <column name="strName">Let her drown. That'll only leave one of them. Easier to deal with. Bound to be something worth looting.</column>
            <column name="strDesc">You give it a couple of minutes. Standing there in the dark, watching her until her muscles relax.

Then, you approach the survivor. Quietly. Silently. Darkness and her full-on panic attack, both a big help. A solid whack to the back of her head, and she's down.

Made sure that she was out of the water, of course. You're not a murderer.

You quickly flick through the pile of clothes, the footsteps approaching from the dark depths of the storm drain urging you to hurry.

Nothing but T-shirts and jeans. Crap. Might be handy for bandages, anyway.</column>
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            <column name="strName">Neutral 10.3</column>
            <column name="strDesc">Looks like an old swimming pool. Stagnant water, with algae bloom covering the surface. What looks like a crate of whiskey is floating in the middle of all the muck.

Two bandits have noticed it as well. Paddled out in a makeshift raft. Now they are sinking, their raft slowly disintegrating. It's pretty obvious that neither of them can swim.

They're yelling at you to throw in the big plank at your feet. Something for them to grab hold of, and kick themselves to safety.

You notice that the whiskey has already disappeared, lost from sight. Nothing left but a couple of drowning roughs in a stinking pool. Lifeguard duty is starting to look unattractive.</column>
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            <column name="id">417</column>
            <column name="strName">The plank isn't enough. You'll have to strip down and swim it out to them. Help them both to safety.</column>
            <column name="strDesc">Man, why did they pick this damn awful pool full of gunk to drown in? This is really going above and beyond the call of duty. Probably come down with leprosy.

You strip off and jump in. Stroking manfully through the floating muck, you get close enough to push the plank across to them. One of them gurgles and sinks before he can reach it, but the other latches on to it with a grip that'd snap steel.

Careful to stay clear of Mr. Hang On Tight, you grab the other end of the plank, and tow him to the edge of the pool. Even had to help lift him out.

As he lay there, coughing up pools of water, you kneel beside him, doing the same. You manage to recover first, get dressed, and get out of there. A bandit, even a rescued bandit, is still dangerous.</column>
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            <column name="id">418</column>
            <column name="strName">The plank isn't enough. You'll have to strip down and swim it out to them. Help them both to safety.</column>
            <column name="strDesc">Man, why did they pick this damn awful pool full of gunk to drown in? This is really going above and beyond the call of duty. Probably come down with leprosy.

You strip off and jump in. Stroking manfully through the floating muck, you get close enough to push the plank across to them. One of them gurgles and sinks before he can reach it, but the other latches on to it with a grip that'd snap steel.

Careful to stay clear of Mr. Hang On Tight, you grab the other end of the plank, and tow him to the edge of the pool. Even had to help lift him out.

As he lay there, coughing up pools of water, you kneel beside him, doing the same. You manage to recover first, get dressed, and get out of there. A bandit, even a rescued bandit, is still dangerous.</column>
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            <column name="strName">Throw them the plank. Nobody deserves to drown unnecessarily, not even the roughs.</column>
            <column name="strDesc">It's a big pool, and the plank's heavy. You do your best, but it comes to rest halfway between you and them. Sorry, fellas.

Desperately, they both attempt to thrash and splash their way over to the security of the plank. One slips under, then the other. Bubbles and muck all intermingle in testament to the violent underwater struggle for life.

Eventually, it all subsides. The plank, propelled by the disturbance, drifts back over to where you are. If you were a philosopher, you'd make something of that.

But you aren't.</column>
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            <column name="strName">It's your off-duty day. Sorry. Got to run.</column>
            <column name="strDesc">They're bandits. The whiskey is gone. What's in it for you? No way are you swimming through that cesspool to rescue a couple of roughs.

Hey, if you run into a lifeguard, you'll let them know.</column>
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            <column name="strName">Yell at them to swim. It's obvious they can't, but you may as well have some fun.</column>
            <column name="strDesc">&quot;This is how you do it. Reach out with your hand. Gentle, sweeping stroke. Easy on the kick. Hey, are you listening guys? Where are you?&quot;

Gone. Both of them. Drowned. What can you say? Poor listeners, and slow learners. Not your fault. If there's one thing you pride yourself in, it's in giving a top-notch swimming lesson. They should have paid more attention.</column>
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            <column name="strName">Good 1.1</column>
            <column name="strDesc">Sitting on a decaying park bench, aiming his gun at your chest, is a scarred, flint-eyed man. From the kit and camo clothing, you can tell he's ronin. A gun for hire. He's airing his feet, one profusely bleeding from a recent gash. Probably the same gash that caused that rip through the sole of his shoe. A lot of sharp metal around these parts.

The pain must be affecting his grip on the rifle. It's wavering. Maybe enough for you to safely dive off to the side. He's not saying anything. Just sitting there, staring.</column>
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            <column name="strName">Who he is doesn't matter, the man's in pain. You're here to help.</column>
            <column name="strDesc">You approach, indicating your peaceful intentions. The ronin cautiously lowers his rifle. You inspect his damaged foot, and bandage it up using a few old rags nearby.

Job finished, you wait for your reward. His stare doesn't waver. Hey, even a word of thanks would help, but no, he lowers the rifle to your chest once more and lets it be known that he'd like some personal space.

As you back away, he reaches into a pocket and says, &quot;Catch.&quot;</column>
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            <column name="strName">How much help do you give a killer? Throw him a stray shoe and get the heck out of there.</column>
            <column name="strDesc">You toss him the shoe you recently found. It's a charity. He clearly won't be able to walk without one.

But the charity fails to register. At least you think that's the case. You'd have to have a conversation with a human to know for sure. It appears this guy has more in common with a statue, however.

Having done your good deed, you head off, his ice-cold stare boring into your back.</column>
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            <column name="strName">Duck, dodge, and roll. You're a ghost. You're gone.</column>
            <column name="strDesc">You drop left, and dive for cover.

Man, he's quick! Gets a shot off as you're moving. Might be nothing, but could be a flesh wound. Fortunately, you're quicker. A ghost. One moment there, next moment gone.

And no matter what, that shot's bound to attract attention. Time to go.</column>
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            <column name="strName">Duck, dodge, and roll. You're a ghost. You're gone.</column>
            <column name="strDesc">You drop left, and dive for cover.

Man, he's quick! Gets a shot off as you're moving. Might be nothing, but could be a flesh wound. Fortunately, you're quicker. A ghost. One moment there, next moment gone.

And no matter what, that shot's bound to attract attention. Time to go.</column>
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Straight onto the barrel of his rifle, his dark eyes boring into you. Smiling, feigning surprise, you ease back. Then, you throw the rock as you duck under the shot, and body roll sideways out of sight.

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Straight onto the barrel of his rifle, his dark eyes boring into you. Smiling, feigning surprise, you ease back. Then, you throw the rock as you duck under the shot, and body roll sideways out of sight.

Luckily, he missed. Wait, did he? Is that blood?</column>
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            <column name="strName">Good 1.2</column>
            <column name="strDesc">The chaos of the wastelands breeds its share of rivalries. Freelance mercenaries fill in the gaps.

Mercs. Muscle for hire. Everybody uses them, even the enclaves. You can make a career out of killing out here. Admittedly, it's not a long career. Usually ends with your entrails twisted around your ankles.

Problem is, when people pay you to kill, they expect you to do the dying for them as well. Probably the case with this merc you've been watching from the safety of a garbage skip. The delegation of enclavers he's negotiating with are probably offering a suicide mission. And negotiations are not going so well.

The merc is quietly reaching behind his back, unsheathing his knife...</column>
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            <column name="strName">Paid killers aren't your friends. Yell out a warning to the enclavers.</column>
            <column name="strDesc">Hired death merchants are nothing but parasites sucking blood out of a decent world. The ronin you met previously didn't look like ambassador material, and you're betting this one's no better.

You shout a warning to the enclavers. The merc, realizing he can't prevail, backs off, and slinks away.

The enclavers show their appreciation by placing food and water on the ground before leaving. Not totally convinced you're on their side, but willing to give thanks for your warning.</column>
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            <column name="strName">There's enough violence in this world already. Intervene and ask everybody to chill out.</column>
            <column name="strDesc">Great idea. When was the last time you threw yourself between two armed parties in a dispute? How did that work out?

In a blur of movement, the merc takes advantage of your presence, and manages to stab both the lead enclavers before running off. Nobody who's left appreciates your pleas for compassion and understanding.

Things get ugly, and you barely make it around the corner. Might've even taken a hit. Though was it the merc or the enclavers?

Either way, next time you see a dove, you're going to kick it.</column>
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            <column name="strName">There's enough violence in this world already. Intervene and ask everybody to chill out.</column>
            <column name="strDesc">Great idea. When was the last time you threw yourself between two armed parties in a dispute? How did that work out?

In a blur of movement, the merc takes advantage of your presence, and manages to stab both the lead enclavers before running off. Nobody who's left appreciates your pleas for compassion and understanding.

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Either way, next time you see a dove, you're going to kick it.</column>
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            <column name="strName">Your money is on the merc. Could be interesting. Who says he can't take out the lot?</column>
            <column name="strDesc">Sit tight and let it happen. Can't argue with that logic. In a hostile wasteland, he who doesn't get involved, doesn't get hurt.

Besides, you would have lost your bet. The enclavers are not as naive as they appeared.

The merc tries to grab the head enclaver, looking to hold a knife to his throat. Probably hoping to negotiate from a position of strength. Doesn't work, though. Enclavers must've had a hidden marksman on overwatch. Drilled a bullet straight through the merc's forehead.

Now you're extra glad you didn't break cover. You never know who's watching.</column>
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            <column name="strName">Tight-fisted enclavers deserve what they get. Distract them. Give the merc an edge.</column>
            <column name="strDesc">Enclavers can be a cliquish, self-righteous lot at times. &quot;We are the future&quot; wears thin after after a while. It's a convenient phrase used to excuse all manner of unpleasantness.

You jump up and windmill your arms. You start hollering the verse to an old rock song, but your memory's too scrambled. So you ramble on freestyle. Anything to take their eyes off the merc. He'll teach them a lesson.

Bang! Sniper. Enclavers must have a man in hiding watching the meeting.

Ducking, you scurry out of sight. Damn, might've even been tagged.</column>
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You jump up and windmill your arms. You start hollering the verse to an old rock song, but your memory's too scrambled. So you ramble on freestyle. Anything to take their eyes off the merc. He'll teach them a lesson.

Bang! Sniper. Enclavers must have a man in hiding watching the meeting.

Ducking, you scurry out of sight. Damn, might've even been tagged.</column>
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            <column name="strName">Good 1.3</column>
            <column name="strDesc">It's that ronin with the crooked foot. The one that wanted a shoe. How'd he get here? He's leading a conga line of raiders through the rubble and ruins.

But you can tell he isn't going to get paid today. The raiders are almost through the labyrinth. No need for an armed guide now. Plus, they're eyeing up his rifle, closing in tight, ronin seemingly unaware.

Suddenly, a blur of movement, noise, action. All over. The raiders are gone, the ronin sprawled in the dirt, bleeding out.</column>
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            <column name="strName">He doesn't deserve your help, but how can you walk away from a dying man? Help him.</column>
            <column name="strDesc">He's a mess. Blood everywhere.

Tearing strips off his T-shirt, you do what you can. You doubt if he's going to make it, but he looks like he's all gristle and muscle.

It's an effort, but you roll him over to get the wounds on his back. You find a concealed pocket in his belt. There's some money there. At least that's something for your trouble. He'll understand.</column>
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            <column name="strName">He doesn't deserve your help, but how can you walk away from a dying man? Help him.</column>
            <column name="strDesc">He's a mess. Blood everywhere.

Tearing strips off his T-shirt, you do what you can. You doubt if he's going to make it, but he looks like he's all gristle and muscle.

It's an effort, but you roll him over to get the wounds on his back. You find a concealed pocket in his belt. There's some money there. At least that's something for your trouble. He'll understand.</column>
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            <column name="strName">Pick up that dirty rag over there, and put it where he can reach it. Best you can do.</column>
            <column name="strDesc">Don't want to get any of that blood on you. Could be infectious.

&quot;Here, fella. Have a dirty, crusty rag. How about I just leave it over here? Not talking again? Just lying there, bleeding. Boy, do you look bad!&quot;</column>
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            <column name="strName">Didn't like him back then, don't like him now. Let him bleed.</column>
            <column name="strDesc">There's enough blood on the ground to fill a bucket. Nothing you can do, so why bother?

Live by the sword, die by the sword.</column>
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            <column name="strName">Only thing better than a nearly dead ronin is a dead one. Finish him. Otherwise, he might recover.</column>
            <column name="strDesc">Rock to the head. Man, did he have to splatter so much blood onto you? It's like he wanted to spite you one more time.

Hope he didn't have any of those nasty blood borne diseases.</column>
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            <column name="strName">Only thing better than a nearly dead ronin is a dead one. Finish him. Otherwise, he might recover.</column>
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Hope he didn't have any of those nasty blood borne diseases.</column>
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            <column name="strName">Good 2.1</column>
            <column name="strDesc">A man with more gold bangles than hair drags a scared young woman toward you, yelling out, &quot;I've got damaged goods here, man. Needs fixing!&quot;

Up close, you notice the bangles are fakes, and the man's pockmarked face displays a larcenous streak. He's sized you up as an agent of good. You can't really extend him the same courtesy, though.

Besides, he's got rotten breath.</column>
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            <column name="strName">Ignore the pimp, and patch his girl up. She's bleeding. There are old rags nearby.</column>
            <column name="strDesc">The pimp can't stop talking.

You bandage up the girl, and check she's okay, but the damn pimp just keeps rabbiting. Dude's driving you to distraction. Talking ten to a dozen.

The girl remains mute, sullen-eyed, and accepting of her fate. At least she won't bleed to death now.

Motor mouth generously pays you for your services before leaving.</column>
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            <column name="strName">Ignore the pimp, and patch his girl up. She's bleeding. There are old rags nearby.</column>
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You bandage up the girl, and check she's okay, but the damn pimp just keeps rabbiting. Dude's driving you to distraction. Talking ten to a dozen.

The girl remains mute, sullen-eyed, and accepting of her fate. At least she won't bleed to death now.

Motor mouth generously pays you for your services before leaving.</column>
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            <column name="strName">Tell the pimp he can keep his goods. Get somebody else to fix them. Leave.</column>
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            <column name="strName">Ask the pimp how much for some fun? It's been a while.</column>
            <column name="strDesc">Pimp doesn't miss a beat and starts on his sales pitch. Pointing out the girl's better features, like she was a tame piece of meat.

You lose interest fast. Bad idea in the first place. Except the pimp won't take &quot;no&quot; for an answer. Demands you pay him for the trouble and inconvenience you've caused. &quot;Embarrassed his girl&quot; now.

&quot;What's the matter, man? She too ugly?&quot;

In the end, the only way to get rid of them is to raise your weapon. The pimp's nothing but a blur as he draws a concealed knife and slashes you. He and his &quot;goods&quot; run off before you can react.

Didn't that go well?</column>
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You lose interest fast. Bad idea in the first place. Except the pimp won't take &quot;no&quot; for an answer. Demands you pay him for the trouble and inconvenience you've caused. &quot;Embarrassed his girl&quot; now.

&quot;What's the matter, man? She too ugly?&quot;

In the end, the only way to get rid of them is to raise your weapon. The pimp's nothing but a blur as he draws a concealed knife and slashes you. He and his &quot;goods&quot; run off before you can react.

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            <column name="strDesc">Girl on a mattress, not fully dressed. Some gap-toothed man savagely beating her.

He turns as you enter the room. &quot;Didn't get my money's worth, man!&quot;

Looks like the same girl you met before. The one with the pimp. Must move around a lot.

Her unhappy customer turns back, and slaps her so hard her head recoils into the concrete floor. He's all mean streak and muscles. Not happy. No, sir.</column>
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            <column name="strName">Teach him a lesson. Use that iron bar over there.</column>
            <column name="strDesc">&quot;Pick on someone your own size, buster!&quot;

The iron bar slips from your sweaty, nervous grip as you swing it and thumps onto his foot, audibly breaking bone as it does so.

Leaving the howling, manic muscle man behind, you grab the girl and get out of there. Running out of the building, you slam straight into the pimp.

&quot;Got my girl, hey, that's real nice of you, man. Thanks.&quot; He grips the woman's arm, and pulls a knife with his free hand.

Backing off, you decide that you've had enough excitement for one day. It was good of the girl to slip you her takings, though.</column>
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            <column name="strName">Try and engage him in conversation, give the girl a chance to escape.</column>
            <column name="strDesc">He's just the sort of fellow who looks like he'd appreciate a decent conversation...

Bam! A fist the size of a pumpkin crashes into you. Your legs fail you as you slump to the ground, unconscious.

When you regain consciousness, they're both gone. You wiggle your fingers and toes, checking for injuries. Why are your feet so cold? Pumpkin Fist, it seems, liked your sense of fashion. Or maybe it was the girl? Were you even wearing shoes? Hard to remember anything with a headache this bad.</column>
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            <column name="strName">Where's the girl's pimp? This is his job. Won't be much left of his girl if he doesn't hurry up.</column>
            <column name="strDesc">Where's her pimp, anyway? Wait, that must be him running up the hallway.

You make sure you are well clear as he slithers into the room, knife at the ready.

He's a serpentine little dandy, all darting speed and slitty eyes. Watching from a nearby doorway, you see him leading the girl away. You wait some time before investigating further. Mr. Muscles is dead, his guts ripped open, throat slashed. Nothing left of his gear except a couple of dirty T-shirts. Blood-soaked.

No thanks.</column>
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            <column name="strName">Tell Mr. Muscles that the girl has a disease. Wait until he's really busy before stealing his clothes.</column>
            <column name="strDesc">You clear your throat, and mention she's not as clean as she claims.

That did the trick. He grabs the girl by her throat, lifts her from the ground, and shakes her violently. Judging that this is as good time as any, you dart in, and grab his pile of clothes. Need to check the pockets for useful items.

Mr. Muscles, as it turns out, can multitask. He notices you, and lashes out with his foot, trying to trip you. Realizing that you're going to be trapped, you spin around, and dive out through the open door.

It's a rough landing. But you stagger groggily to your feet, and run down the hallway before he can catch up.</column>
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            <column name="strName">Parasite pimp.</column>
            <column name="strDesc">It's the traveling pimp. The one with the rotten breath. He's hustling for business up the street. The girl must be nearby.

Before you can move, he spots you. Predictably, he starts hitting you up for medicines, food, and money. Times haven't been good, apparently.

You shoulder him off, but wonder about the girl. Probably in the abandoned apartment over there. You noticed some foot traffic going in an out. Rough-looking ones among them.

Probably not a clever move to investigate. Still, you feel some obligation to check up on her.</column>
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            <column name="strName">Take a look. The girl's had it rough. You owe it to her to at least check that she's okay.</column>
            <column name="strDesc">Carefully, cautiously, you creep in the back way. You find your way over to a vantage point covering the room's entrance, and wait until her customer leaves. There's a brief window before the next one arrives.

The girl is glad to see you. She knows she's trapped in a living hell, but she appreciates your concern.

She thrusts some money at you, and waves you away. She's doing a poor job of hiding tears, but there isn't time to console her before the next customer walks in.</column>
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            <column name="strName">Take a look. The girl's had it rough. You owe it to her to at least check that she's okay.</column>
            <column name="strDesc">Carefully, cautiously, you creep in the back way. You find your way over to a vantage point covering the room's entrance, and wait until her customer leaves. There's a brief window before the next one arrives.

The girl is glad to see you. She knows she's trapped in a living hell, but she appreciates your concern.

She thrusts some money at you, and waves you away. She's doing a poor job of hiding tears, but there isn't time to console her before the next customer walks in.</column>
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            <column name="strName">Ask the pimp about the girl. Inquire about her health. Can you do anything to help?</column>
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Sure you can help her! Food, water, medicines, money. Anything and everything. The pimp is jumping up and down with excitement as you rummage through your things.

He refuses to allow you to see the girl, though. But he insists that he'll pass whatever he can to her. After expenses, of course.

Disgusted, you stop looking, and take your leave.</column>
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Should have done this a while ago. Let the pimp and his girl sink to the bottom of the cesspool. Do you care?</column>
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            <column name="strName">That &quot;special&quot; mushroom you came across, give it to the pimp. Tell him that it'll fix his girl.</column>
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However, it's emetic. Most people would vomit it up before this happens, but not if you grind it down and mix with water first. You tell the pimp to make sure he gives it an extra good stir before handing it over. Guaranteed to cure anything.

Walking off, you count the money he's paid you for your &quot;cure&quot;.</column>
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Walking off, you count the money he's paid you for your &quot;cure&quot;.</column>
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            <column name="strDesc">A skinny, shadowy figure calls out to you from a doorway as you walk past, demanding something to eat. His bare arms are covered in track marks. Whatever he's on, it isn't good.

Dealers. Selling homemade hooch and dubious drugs to all comers. He's not the first that you've run into today. Seedy, skinny, and sick, the lot of them. That's what happens when you partake of your own goods. Hunching your shoulders, you keep moving.

&quot;Hey, man, if you won't help me, how about my kid? He's real hungry.&quot; Turning, you see a sickly young boy peeking out from behind the dealer's legs.</column>
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Fending him off with more food, you take your leave. At the last moment, the boy dashes up to you, gives you a hug of thanks, and drops something into your pocket, out of sight of his deadbeat dealer dad.

Walking off, you wonder what it was.</column>
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Fending him off with more food, you take your leave. At the last moment, the boy dashes up to you, gives you a hug of thanks, and drops something into your pocket, out of sight of his deadbeat dealer dad.

Walking off, you wonder what it was.</column>
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Suppressing your feelings with difficulty, you cautiously back away. He's deliberately trying to provoke you. Probably has an ace up his sleeve.

Each time he hits the boy, you wince. Once you're far enough away, you turn your back in disgust, and leave. The hell is up with this place?</column>
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            <column name="strName">Hey, feed your own kid, fella. Keep walking.</column>
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Not my problem.</column>
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            <column name="strName">Go back and punch the pathetic dealer to the ground. That's no way to treat kids.</column>
            <column name="strDesc">You knew it was a mistake the moment you neared the dealer. He didn't exhibit any signs of fear. Not even a flinch.

No, the snake was smiling. An evil, predatory smile. Kid's already gone, and it's too late to change course.

Your punch misses, the dealer's knife finding soft flesh. Recoiling backwards, you fend off another stabbing blow. The dealer's more agile than fragile.

You're cut twice more before finally connecting. Dazed, he staggers long enough for you to get clear.

He's hurt you. Badly.</column>
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Your punch misses, the dealer's knife finding soft flesh. Recoiling backwards, you fend off another stabbing blow. The dealer's more agile than fragile.

You're cut twice more before finally connecting. Dazed, he staggers long enough for you to get clear.

He's hurt you. Badly.</column>
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            <column name="strDesc">Another dealer. This one hasn't got any sick kids. The last one was slight, but wiry. Gave you the heebie jeebies.

This one looks suitably undernourished to be innocuous. He's trying to interest you in a hit of A-juice. Never heard of it.

&quot;Blend of distilled whiskey and red algae,&quot; says the man. &quot;Guaranteed to turn your frontal lobe into mush.&quot; The sales pitch sounds really wooden, not to mention unappealing. Is this guy for real?

&quot;Not your scene,&quot; you inform him. You walk on, keeping a watchful eye on him. But something's wrong. He's silently mouthing words at you, over and over. &quot;Help. Help me!&quot;</column>
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            <column name="strName">Hard to tell what kind of mess he's got himself into. It's a big ask, but you're willing to help.</column>
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To satisfy you own curiosity, you walk around to the side of the building and peer through a broken window. Your view is partially blocked, but you see enough to realize that he's rigged to blow. Wired up to an iSlab that's connected to a lump of something big enough to rip the house apart. Looks like his feet are the key. Move them and he'll trigger the bomb. Why has somebody gone to all that trouble? Pretty extreme for a lowly door dealer, isn't it?</column>
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            <column name="strName">Drug-dealing scum, makes you sick. Tell him what you'll do if he doesn't get out of your face.</column>
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Remembering the last devious door dealer, you step back carefully, before turning and getting the heck out of there. Can't be too careful.</column>
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            <column name="strName">Man's probably psychotic. A danger to all. Lay him out with the hardest punch you can manage.</column>
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There's a brief moment where you hear him scream before all other noise is blotted out by a tremendous explosion that picks you up, and hurls you bodily down the street.

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            <column name="strName">Dealer and his kid.</column>
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Well, you would've left. Still could, if it weren't for the kid. Imploring you to help his daddy. Tugging at your arm. Pulling you in.

Why is it that the bottom dwellers always have such cute kids?</column>
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The kid is another matter. You're pretty sure he's already reached the same conclusion. And he won't let go of you. Looks like he's chosen you to be his surrogate parent.

Reaching down, you pat him on the head, and say a few soothing words. The situation, though, is becoming tricky. How the heck are you going to look after a kid, when you can barely manage to look after yourself? The kid, sensing your unease, bolts back into the house.</column>
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The kid is another matter. You're pretty sure he's already reached the same conclusion. And he won't let go of you. Looks like he's chosen you to be his surrogate parent.

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The kid is another matter. You're pretty sure he's already reached the same conclusion. And he won't let go of you. Looks like he's chosen you to be his surrogate parent.

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The kid is another matter. You're pretty sure he's already reached the same conclusion. And he won't let go of you. Looks like he's chosen you to be his surrogate parent.

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            <column name="strName">One thing's for sure, this is a story that ain't going to have a happy ending. Sorry kid, got to go.</column>
            <column name="strDesc">Stick around, and the situation is only going to get complicated. Sure, it's hard to leave the kid there crying over his daddy, but what can you do? No matter what, don't get involved. Let somebody else deal with it.</column>
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            <column name="strName">Best thing you can do for Junior is give him some tough love. Daddy's a goner. Give it to him straight.</column>
            <column name="strDesc">The kid doesn't appreciate the hard facts of life. He bursts into tears when you explain that Daddy's going to heaven.

Of course, you know full well that Daddy's going straight to whatever far off corner of hell they reserve for scumbag drug dealers, but you keep that part to yourself.

&quot;Learn to live with the pain, kid.&quot;

You hope the kid can take care of himself. Jump straight into the deep end, that's the best way to learn. When you next see him, he'll probably be flogging noxious chemicals for profit, just like dear ol' Daddy.</column>
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            <column name="strName">Damned kid. Get out of here! Kick him away from you. Doesn't he know you don't like people touching you?</column>
            <column name="strDesc">The kid's too fast. Every time you try to kick him clear, you end up connecting with nothing but swirling eddies of air. He's still clutching onto your leg, too. Bloody annoying.

You reach down, scruff him by the hair, and heave him back inside the door.

He lands in a bundle of arms and legs, and doesn't reappear. Got the message, thankfully. But he left you a present: sneezed blood all over your face. Turns out he was bleeding from the nose.

Just like dad.</column>
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You reach down, scruff him by the hair, and heave him back inside the door.

He lands in a bundle of arms and legs, and doesn't reappear. Got the message, thankfully. But he left you a present: sneezed blood all over your face. Turns out he was bleeding from the nose.

Just like dad.</column>
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            <column name="strName">Enclaver chained to a gas pump.</column>
            <column name="strDesc">Gas stations have all been drained of their liquid gold. This one may have been empty before the crash, by the looks of it. Barely any working cars left to tell whether gas or fuel cells were the mainstay.

The pumps are still there, though. A man in a tattered, filthy suit is chained to the nearest one. Calls out to you to free him. Says they've left him like this. He's worried the crows will peck out his eyes, once they figure out he is immobile.

Pinned to his chest is a sign in big, visible letters: &quot;Don't touch. Property of Martha's Army!&quot;

You ask him what he did to upset them. &quot;Had a trolley full of iSlabs. Was taking them to the market,&quot; he replies.

Peculiar tone of voice. Equal parts indignant, proud, and demanding. You get the feeling that he's trouble.</column>
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            <column name="strName">Unchain him. Might take a while as it doesn't look like you can pick the locks.</column>
            <column name="strDesc">You try to unbind him, but he's been chained in such a manner that you can't get any purchase. Not without risking breaking bones in the man's body, anyway.

He makes it abundantly clear that you should release him &quot;forthwith without any harm or disfigurement&quot;. There is an unspoken assumption of &quot;or else&quot;.

Who talks like that out here? And you idly wonder what the heck &quot;or else&quot; could be when he's stuck here, chained to a gas pump.

In the end, you have to give up. Sometimes helping people just isn't in the cards.</column>
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            <column name="strName">Talk to him. Find out more about his situation. Help if it's warranted.</column>
            <column name="strDesc">You try to talk to him. But the conversation isn't reassuring. Mostly threats against you. He knows people. They'll come after you. He's an important official in an enclave. Why aren't you helping him? His family has a long memory.

You say little, taking it all in. Eventually, you ask him if he'd like you to help.

A simple please would have sufficed. Maybe even a reply in the affirmative. But no. More threats.

Nothing but hassle, this one. As you leave, he viciously kicks out and catches you in the back of the knee. Caught off-balance, you fall heavily onto the ground.

You pick yourself up, the sign on his chest his only shield from your wrath. You hope that the limp isn't permanent.</column>
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            <column name="strName">Talk to him. Find out more about his situation. Help if it's warranted.</column>
            <column name="strDesc">You try to talk to him. But the conversation isn't reassuring. Mostly threats against you. He knows people. They'll come after you. He's an important official in an enclave. Why aren't you helping him? His family has a long memory.

You say little, taking it all in. Eventually, you ask him if he'd like you to help.

A simple please would have sufficed. Maybe even a reply in the affirmative. But no. More threats.

Nothing but hassle, this one. As you leave, he viciously kicks out and catches you in the back of the knee. Caught off-balance, you fall heavily onto the ground.

You pick yourself up, the sign on his chest his only shield from your wrath. You hope that the limp isn't permanent.</column>
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            <column name="strName">Steal his shoes. He won't be needing them, and you could do with a pair.</column>
            <column name="strDesc">You get to work on his shoes. His invective doesn't let up until you've stripped his feet bare. Hard to find decent shoes these days. All that's about are coarse-haired, hand-woven crap made out of varmint fur. Itch you to death.

These are manufactured from way back when. The synthetic fiber's still strong. Thanks, man.</column>
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            <column name="strName">Enclave honcho in a garbage heap.</column>
            <column name="strDesc">It's rare that the movers and shakers in the enclaves leave the safety of their walls. Mostly, they send out their foot soldiers to carry out the dangerous, dirty work.

But politics forces them into the wastelands sooner or later. When there aren't any phones, the only way to do deals with your neighbours is face-to-face. And some don't make it back alive.

Like suitman chained up at the gas station. Or the one you've just spotted crawling into a dark cave of garbage, gasping for air. It's easy to tell he's a powerful enclaver from his gear. All top notch.

But he isn't going to make it. Not with the blood trail he's leaving behind him.</column>
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            <column name="strName">It's going to be a big job, but if you're patient, and careful, you might be able to ease him out into the open and patch him up.</column>
            <column name="strDesc">You decide to give him a hand.

However, the decision sounded better at the time. It's not looking so appealing, up close. The man has crawled into such a tight spot that all you can do is grab him by a leg and try to haul him out of there.

You can tell by the groaning that he's still with it, but he's unable to assist. Nothing but a dead weight that gets stuck the moment his waist breeches the entrance. It's not your fault that he's wearing so many clothes.

You tug and pull, but it's clear that he's jammed up tight. Can't even push him back in. There he is, head stuck firmly in the dark, legs flopping around in the open.</column>
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            <column name="strName">It's going to be a big job, but if you're patient, and careful, you might be able to ease him out into the open and patch him up.</column>
            <column name="strDesc">You decide to give him a hand.

However, the decision sounded better at the time. It's not looking so appealing, up close. The man has crawled into such a tight spot that all you can do is grab him by a leg and try to haul him out of there.

You can tell by the groaning that he's still with it, but he's unable to assist. Nothing but a dead weight that gets stuck the moment his waist breeches the entrance. It's not your fault that he's wearing so many clothes.

You tug and pull, but it's clear that he's jammed up tight. Can't even push him back in. There he is, head stuck firmly in the dark, legs flopping around in the open.</column>
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            <column name="strName">Throw some dirt over the blood trail. Let the man die in peace.</column>
            <column name="strDesc">You absently kick dirt over the blood trail.

Should you help the guy, or not? Peering into the darkness of the cavity, you can barely make out the figure of a man. He doesn't answer when you call, nor move when you prod him with a long stick.

He's either dead, or close to it. And crawling in there to check doesn't look appealing. Besides, if you went in, you might not be able to get out again.

Sorry, guy.</column>
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            <column name="strName">Lots of blood around. Won't take the rubble scum long to find him. Them's the breaks. Keep moving.</column>
            <column name="strDesc">You're going to die in there, buddy. Hope you manage to do it before they find you.</column>
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            <column name="strName">Another uppity enclaver boss. Seal up the cavity entrance. Entomb him. Return for his gear once he's dead.</column>
            <column name="strDesc">The problem with being boss of an enclave, is that you've got virtually unlimited power over your small domain. Tends to bring out the worst in people. How many poor enclavers have you met that have been exiled for one reason or another, just because the big boss guy said so?

He won't last long, once you seal him in. Give it a day or so, and he'll be dead. And if you hide him well enough, you can come back then to grab his gear.

Piling the rocks and rubble up over the entrance, you mutter to yourself. He's very quiet in there. You sense some movement, though, as you plunk down a particularly big rock.

Bang! Bastard has a gun in there!

Your instincts were sure right with this one. He deserves to be buried alive. Shame you can't risk finishing the job.</column>
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            <column name="strName">Another uppity enclaver boss. Seal up the cavity entrance. Entomb him. Return for his gear once he's dead.</column>
            <column name="strDesc">The problem with being boss of an enclave, is that you've got virtually unlimited power over your small domain. Tends to bring out the worst in people. How many poor enclavers have you met that have been exiled for one reason or another, just because the big boss guy said so?

He won't last long, once you seal him in. Give it a day or so, and he'll be dead. And if you hide him well enough, you can come back then to grab his gear.

Piling the rocks and rubble up over the entrance, you mutter to yourself. He's very quiet in there. You sense some movement, though, as you plunk down a particularly big rock.

Bang! Bastard has a gun in there!

Your instincts were sure right with this one. He deserves to be buried alive. Shame you can't risk finishing the job.</column>
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            <column name="strName">The sheriff.</column>
            <column name="strDesc">Given your recent experiences, you'd prefer to have nothing to do with big shots from the enclaves.

But this one's right in your face, insisting that you help. He got separated from his protection detail, and lost in the urban jungle. Wants you to guide him out of here.

He promises that he, Sheriff JJ, will compensate you for your trouble.

Sounds reasonable, but the man just won't stop talking. Damn mobile jabberbox. Might as well start letting off fireworks to tell everybody where you are.</column>
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            <column name="strName">Sure, guide the sheriff back to safety. With luck, nobody will hear him.</column>
            <column name="strDesc">You've already asked him twice to be quiet, but he just keeps on jabbering away. All about his enclave, and how they need a firm hand. Says he comes from a long line of lawfolk.

He's in the middle of explaining how he came to be sheriff when, bam! A bullet penetrates his right eyeball.

Down he goes. Ducking, you grab whatever you can, and bolt off into the ruins as fast as you can. Sheriff JJ won't be needing these any more.

You wonder how somebody who talked that much managed to survive this long? No wonder he had a protection detail.</column>
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            <column name="strName">Give him directions, then leave him to it.</column>
            <column name="strDesc">You start explaining the route, but he won't stop talking long enough to listen to what you're saying.

Repeating the directions for a third time, you're just about to give up, when the firing starts. Bullets whack into the dirt all around you.

Sheriff JJ takes one in the chest, and slumps to the ground. You feel something tug at your side as you dive for cover.

JJ reaches over and grabs you, frightened and badly injured. And the bullets keep coming. That, you tell him, is what happens if you make too much noise around this part of town.

You dash behind cover, and leave him behind.</column>
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            <column name="strName">Give him directions, then leave him to it.</column>
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Repeating the directions for a third time, you're just about to give up, when the firing starts. Bullets whack into the dirt all around you.

Sheriff JJ takes one in the chest, and slumps to the ground. You feel something tug at your side as you dive for cover.

JJ reaches over and grabs you, frightened and badly injured. And the bullets keep coming. That, you tell him, is what happens if you make too much noise around this part of town.

You dash behind cover, and leave him behind.</column>
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            <column name="strName">So the law is in trouble? You'll help, for a fee.</column>
            <column name="strDesc">Happy to help, but it'll cost that bottle of whiskey poking out of his pack.

Reluctantly, the good Sheriff agrees, and then spends the next five minutes loudly berating you for your lack of public spirit, even as you lead him through the maze of streets. He's threatening to have his &quot;deputies&quot; arrest you, just as soon as you can take him to them.

&quot;Sure, buddy, just be quiet.&quot;

But he won't. Keeps going on and on. If there is anyone in the town who hasn't yet heard Sheriff JJ, you'd be very surprised.

Reaching a corner, you tell him that all he has to do is walk down the street, and he's home and hosed. He isn't, of course, but you've had enough. From here on in, the Sheriff walks alone.</column>
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            <column name="id">501</column>
            <column name="strName">This way, Mr. Sheriff. Down that street and to the right. The cannibals will make you feel welcome.</column>
            <column name="strDesc">He's pleased with your help. So pleased that he can't stop slapping you on your back and telling you what a heck of a guy you are. Promises to deputize you if you ever want a job.

Off he goes, still shouting words of encouragement back at you. Once he reaches that far intersection, that gang of cannibals you noticed earlier will have no trouble hearing him.

Sheriff, huh? Since when are the enclaves run by self-appointed sheriffs? He'd better be packing a six gun. He's going to need it.</column>
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            <column name="strName">Got a light?</column>
            <column name="strDesc">The crazies. Most of them die off fairly quick. No sense of self-preservation. Occasionally you find one that knows how to look after himself. Unless they get in the way, everybody just ignores them. Safer that way.

Which is what a really smart operator would want you to think. Someone able to move through the urban jungle at will, invisible in plain sight.

Could be the case with this one, talking on his phone. Yakking away, loudly, to an imaginary friend. You're pretty sure there hasn't been a working cell net out here since the big one went down.

He holds up a rolled paper cigar. &quot;Hey, mister, can you give me a light?&quot; Then, you notice them: scalps. Tied to his belt. Small ones. Children?</column>
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            <column name="strName">Back away. Draw your weapon, and make it clear you are prepared to use it.</column>
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            <column name="strName">Give the man a light. Carefully. Cautiously.</column>
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A knife flashes out of his coat before you can react. He goes down when you kick him, but you've been hurt. You break clear, and head for somewhere safe where you can inspect the wound.</column>
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            <column name="strName">He's a kid killer. Do him. Now.</column>
            <column name="strDesc">It's a harsh world, but you know in your bones that there's no future without children.

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Once it's over and you've wiped the blood off, you rifle through his garments. There's at least one decent multitool.</column>
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            <column name="strName">Ask how much he wants for a scalp.</column>
            <column name="strDesc">You nod towards the scalps and ask, &quot;How much?&quot;

Apparently they aren't for sale. It's obvious now that you shouldn't have even mentioned them. Extremely protective of his scalps, this one. His blank eyes narrow, shoulders hunching. He's a predator about to lunge.

Stepping back, you trip over the curb. Before you know what's happening, he's upon you, knife at your throat, crazed eyes inches from your own.

Terrified, you tense for the end. You open your eyes, and he's gone. You can barely stand from all the shaking, and you wonder: why he didn't kill you?</column>
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            <column name="strName">Good 5.2</column>
            <column name="strDesc">Another crazy.

You tense up. Been here before. This one thinks he's the postman. Mailbag, uniform, the whole nine yards. Doing the rounds to all the local enclaves. And he's asking if you have anything you'd like to mail? Maybe a friend you'd like to drop a &quot;hello&quot; to?

You stare at him. Who the hell's got any friends these days? Postman Pat, when you tell him that you aren't interested, drops to the ground and starts sobbing. A regular Niagara.

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            <column name="id">509</column>
            <column name="strName">Hand him the scrap of paper you picked up recently. Tell him you'd appreciate it if he could give it to your cousin.</column>
            <column name="strDesc">You fish for a scrap of paper, and hand it over.

You don't have a cousin. The scrap is a recipe for gutting and cleaning squirrels. There's no envelope. No address. None of it matters.

The crazy postman gathers up, bounds to his feet, salutes, and promptly marches off. His head high, he starts whistling.

Weird.</column>
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            <column name="strName">Pat him on the shoulder. Console him. Hey, buddy, it's not all bad.</column>
            <column name="strDesc">Laying a gentle, compassionate hand on his shoulder has the same effect as jabbing him with an electric cattle prod.

Leaping to his feet, he yells at you to get the heck out of his personal space. Stop touching him, and BACK OFF! Good advice, which you don't hesitate to follow.

With a crazed snarl, he jumps straight at your throat. You fend him off with your forearm, but then he latches on with his teeth. It takes a couple of solid punches before his teeth tear out of your flesh.

Stunned, he flops backwards. Without hesitation, you get out of dodge, cursing your lack of distrust.

Man, hope he didn't have rabies.</column>
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            <column name="id">511</column>
            <column name="strName">Pathetic. What a dope. Tell him to man up and get a life!</column>
            <column name="strDesc">Nothing worse than wimps. Of course, it's none of your business. But you feel obliged to help out where you can. Inject some moral fortitude into this loser hunched over on the ground before you.

Except, he's no longer hunched. A uniformed hand shoots out faster than a striking cobra, and latches onto a delicate part of your anatomy. Yanking, twisting, you try to disconnect it from your body.

In total agony, you punch and pummel his head, but he ignores it and concentrates on turning your flesh into squashed vegetable matter. In a last desperate move, you karate chop him in the side of head.

That does the job. The lights go out, and he slumps sideways, unconscious. Painfully, you hobble away.</column>
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            <column name="strName">Kick him while he's down. Hard. Bound to be something useful in that mailbag of his.</column>
            <column name="strDesc">He looks like an easy mark. You shift your weight to give him a good boot.

You weren't expecting him to grab your foot, though. Pulling hard on your leg, he topples you to the ground. Before you can recover, he's all over you. Teeth latch onto you, biting some flesh clean off!

Terrified, you try and wriggle away from the madman, but he sinks his teeth into you again. You can feel him straining, trying to bite through the gristle and bone. You manage a lucky punch, and he collapses onto you.

Shoving him off in disgust, you hurry to your feet, and start running. What a nutter! Your hand holds onto your flapping skin. Blood pours out from ragged holes. What has he done to you?</column>
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            <column name="id">513</column>
            <column name="strName">Good 5.3</column>
            <column name="strDesc">Car salesman up ahead. Offering you a great deal on a one-owner, low-mileage Caddy. He's jumping out of his own skin with excitement. Pawing the rusty hulk enticingly. Telling you he'll arrange finance, and take care of the paperwork. One c-note, and you can drive it away now!

Another crazy. This one's moving fast and erratically. Holding your attention. You envision freewheeling out of the lot in a car with no engine, no wheels, no doors. No nothing.

Can't trust the crazies, so you swivel around. Fast enough to grab the kid who has just picked your pockets.

The crazy is closing in as the kid wriggles up a storm.</column>
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            <column name="strName">Let the kid go. She can have whatever she took. Smile at the crazy. Tell him you'd love to buy his car.</column>
            <column name="strDesc">&quot;Get out of here, kid!&quot;

You've got enough trouble on your hands dealing with the crazy car salesman. The kid sprints off, taking your stuff with her. The crazy is momentarily halted by your sudden show of consumerism.

You ask him about features, how many airbags, are the seats leather, can it do a quarter mile in under ten seconds. Crazy's lapping it up like a kitten at a milk bowl.

Meanwhile, you're backing up, getting as far away from him as possible, while appearing to inspect his &quot;hottest set of wheels this side of Motor City&quot;.

You remember the postman and cellphone talker. No way you're going to risk letting him get close.

As soon as you've got enough of a head start, you run away. Far away.</column>
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            <column name="strName">Throw the kid at the crazy, and get out of there.</column>
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The salesman closes in while you're distracted. Next thing you know, there's a sharp pain. Damn crazy has stabbed you!

With a mighty heave, you dislodge the brat, and throw her at the crazy car salesman. Both of them tumble to the ground in a confusion of arms and legs.

By the time they recover, you're gone.</column>
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            <column name="strName">King hit the kid, drop her. Whatever she took, you want back. Threaten the crazy with violence.</column>
            <column name="strDesc">Bammo! It's a solid punch that drops the kid like a sack of potatoes.

Crazy Car Salesman's not liking it. You get the feeling that he and the kid are related. So now you're dodging a furious knife-wielding maniac.

You manage to stay out of the way of the sharp end, until you trip over the bundle of skin and bones at your feet. Damn, forgot all about her. The maniac moves in, and slashes you. But then you bring him down with a kick to his knee.

Scrambling out of his way, you put some serious distance between the two of you. Who cares what the kid took from you? Right now, you just want to get clear.</column>
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            <column name="strName">Grab the kid by her scrawny neck. Use her as a shield. Snap her neck if need be.</column>
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You wrench what you can get a hold of, and there's a cracking sound. It startles you, in fact. Hadn't heard that before.

Crazy howls in fury as you power down his kid. Rushes straight at you, knife outstretched. Manages to dig into you so deep, the knife gets stuck as he attempts to withdraw it.

You head butt him into submission, and get out of there. Once clear, you sit down, and carefully work the knife out of your flesh. Luckily it was only a multi tool. Could've been much worse.</column>
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            <column name="strDesc">The man's skin is covered in red, weeping pustules. The fever is tearing into him. Lying on a stinking mattress, shivering, delirious.

He's gaunt. Malnourished. His body unable to resist the disease that's consuming him. The flesh on his bare feet is torn and rotten. Oozing ulcers dot his lower legs.

It's clear that he's been abandoned. Might explain that bottle of water you stumbled across. Nobody wants to be near a dying man, especially an infected one.</column>
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            <column name="strName">Mercy killing is the only option here. Trick is to be able to do it without getting infected yourself.</column>
            <column name="strDesc">In the end, you use an old, dusty pillow. Can't risk the blood spatter. In one swift move, you press it over his face.

For a dying man, he sure has a lot of energy! He's thrashing around like a shark in a bathtub. Oh, gross, there's pus flying everywhere. You wipe yourself off as best you can.

You notice a pill bottle near the mattress. Empty?</column>
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You notice a pill bottle near the mattress. Empty?</column>
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There's a sudden spasm, and his arm bumps into you.

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            <column name="strName">Can't stand ill people. Gives you the heebie jeebies. Get out of there.</column>
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            <column name="strName">Looks mighty infectious. If you could scrape some of that yellow pus off and put it in a bottle... Could come in handy.</column>
            <column name="strDesc">The moment you try to get a scraping, his arm spasms out at you.

Where it made contact, there's a smear of dirty blood. Terrified of what you might catch, you abandon all thoughts of the sample.

Ugh. You need to get out of here and get some water on that. Or sandpaper.</column>
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Where it made contact, there's a smear of dirty blood. Terrified of what you might catch, you abandon all thoughts of the sample.

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            <column name="strDesc">Everyone thinks that the rubble scum have got your number. If not them, then slavers will cart you off to a life of servitude.

No one realizes that the biggest threat out here in the wastelands is disease. Persistent filth, nonexistent sanitation, and people huddled together for safety add up to bug heaven.

Enclaves in particular are ruthless. The moment you show a rash, you're out the gate. On your own. It's the only way to limit the contagion.

You could be wrong, but you thought the last one you saw had smallpox. This one, who knows? He's sweating rivers, coughing blood, and shivering.

But he's going to give you an entire crate of ammo if you help him. He's sitting right on it.</column>
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            <column name="strName">Help the man. If you don't, who will?</column>
            <column name="strDesc">&quot;Thanks, buddy,&quot; he croaks, as you ease him into a more comfortable position, &quot;that's real kind of you.&quot;

While you stand there considering what else you can do, he presents with his jaundiced hand a small parcel. &quot;Take it, I'm not going to last much longer.&quot;

Opening it, you find a number of ammunition clips bundled up in an oily rag. After another bout of rasping coughs, the man taps the box he's sitting on. &quot;Nothing here, it's empty. Better get out of here before you end up like me.&quot;

You don't need any encouragement.</column>
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            <column name="strName">Help the man. If you don't, who will?</column>
            <column name="strDesc">&quot;Thanks, buddy,&quot; he croaks, as you ease him into a more comfortable position, &quot;that's real kind of you.&quot;

While you stand there considering what else you can do, he presents with his jaundiced hand a small parcel. &quot;Take it, I'm not going to last much longer.&quot;

Opening it, you find a number of ammunition clips bundled up in an oily rag. After another bout of rasping coughs, the man taps the box he's sitting on. &quot;Nothing here, it's empty. Better get out of here before you end up like me.&quot;

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            <column name="strName">You're more worried about catching something than humanitarianism. Leave him to cough up a storm on his own.</column>
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No matter. He's sprawled, coughing and bleeding, and you're free to crack open that big box of goodies.

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No matter. He's sprawled, coughing and bleeding, and you're free to crack open that big box of goodies.

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They insist that they've recovered, and want your help to make it back to their enclave. They've been hiding in the ceiling crawl space, waiting for a friendly face. It's been a while since you looked in a mirror. Are you that unimposing?

Sensing that they can trust you, they're all hopeful smiles. In between coughs, that is. If their enclave has expelled them, it must have been for a reason. Might be contagious.

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You're happy to help the healthy, but these two don't qualify. The man, noticing your movements, asks that you at least leave him the crowbar that you found outside. Reluctantly, you lay it down on the ground, before surging out into the clean air.

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You're happy to help the healthy, but these two don't qualify. The man, noticing your movements, asks that you at least leave him the crowbar that you found outside. Reluctantly, you lay it down on the ground, before surging out into the clean air.

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            <column name="strName">Their cough doesn't sound that bad. Give them directions to get out of town safely.</column>
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Wisely, you choose to wait outside. When they finally emerge, you hastily give them directions. &quot;Got that?&quot;

Dazed eyes. Pallid skin. Still coughing. Doubtful.

You're about to run through it once more, when you are forced to sidestep as the woman unexpectedly vomits. A seething mass of parasitic worms, searching for a new host, cover the ground in front of her.

Ugh! That's going to be nightmare fodder for a few. You're outta there.</column>
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            <column name="strName">When was the last time you met people who'd recovered from a bout of disease? This pair sound like another germ factory. Get out of there.</column>
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Holding your breath, you head for fresh air.</column>
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            <column name="strName">Yeah, you can be trusted. Sure you can. &quot;Come on down, folks. Let me help you.&quot; Don't mind that big iron bar behind my back.</column>
            <column name="strDesc">You keep the crowbar well out of sight. Wait until her husband, who comes down first, turns to help her.

Whack. Whack.

Standing on their still-twitching bodies, you hoist yourself up into the cavity, searching for loot. Nothing but a ragged old blanket, barely intact. Well, at least you get to keep the crowbar you found.

Stepping over the bodies, you head out the door. Rule number one in the wastelands: don't trust anyone. Especially not you.</column>
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            <column name="strName">People tank.</column>
            <column name="strDesc">A tank. Long since out of juice. Hexagonal holes here and there give away the adaptive camouflage, pried off by enterprising tinkerers.

Nobody's bothered to collect the inert hulk. But then, why bother? The wars are over, nobody left here to fight them.

A wall has collapsed onto it. You can still see the turret, the imposing barrel bent downward by the force of the rubble. You run your hand over the hull. It has the texture of a hardened LCD screen.

There's a noise inside. You tap the side of the turret, and muffled yells respond. People are inside! Squatters trapped when the wall fell? It's too old a wreck to be the crew.

You size up the task. It's big. There's a lot of rubble to shift on your own. You'd be visible and vulnerable while working on it.</column>
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            <column name="strName">You might not have enough energy or time to rescue them, but you have to try. Hopefully you won't be seen.</column>
            <column name="strDesc">An hour into the task, and you're worn out. There's just too much rubble to move. It isn't going to work. The hammering from inside the tank is starting to fade as the initial excitement wears off.

How do you tell them? Do you even bother telling them? What would it be like being buried alive, knowing that your only hope has given up?

Confused and frustrated, you sit down and try to figure out a plan. You're interrupted by a gang of slavers. On the prowl for new stock. Time to go. You glance back at the tank full of condemned people. Bad dreams tonight, guaranteed.</column>
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            <column name="strDesc">An hour into the task, and you're worn out. There's just too much rubble to move. It isn't going to work. The hammering from inside the tank is starting to fade as the initial excitement wears off.

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Confused and frustrated, you sit down and try to figure out a plan. You're interrupted by a gang of slavers. On the prowl for new stock. Time to go. You glance back at the tank full of condemned people. Bad dreams tonight, guaranteed.</column>
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            <column name="strName">Tap out some made-up morse code on the turret. They'll puzzle over it for days, but you'll leave them with hope.</column>
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No matter. You bet they're as ignorant of proper morse code as you are. It'll cheer them up, anyhow. Keep them going another couple of days. They're probably in there thinking that you've gone off to organize a work gang, or hire a damn bulldozer.

Mr. Happy, that's you. Bringing cheer into other people's miserable lives.</column>
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            <column name="strName">Walk away. You're not spending the next week digging.</column>
            <column name="strDesc">Going to be short of liquids in there real fast. Isn't 70% of the human body water?

With that lot, survival is a qualified term. Someone in there may survive, at least a little longer than the person they slurped from.

You're glad that you don't have to watch it happen. It's going get ugly.</column>
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            <column name="strName">Ram rubbish down all the air intakes. Seal it off. A quicker death would be doing them a favor.</column>
            <column name="strDesc">The pile of rubble is just too big. It isn't going to be shifted this side of the next apocalypse. Imagine what you'd feel when faced with a long, anguished death? Asphyxiate quickly, or linger on in your own private hell for days?

You try to ignore the frantic hammering coming from inside as you jam the intakes, one by one.</column>
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            <column name="strDesc">You hear voices. Calling. Shouting. Coming from under your feet.

A building toppled just moments earlier. Took out more on its way down, like falling dominoes. You narrowly escaped being hit by flying debris. Decided to head straight into the billowing cloud of dust. Best place to hide from others moving in to investigate.

Standing there ,coughing up cement dust, you estimate four of them. Trapped beneath the rubble in an air pocket.

Kneeling, you can just barely see them, and it wouldn't take that much work to free up a crawl way. But it's risky. Dust cloud won't last forever.

There are other voices out there in the cloud. Hostile ones.</column>
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            <column name="strName">Start digging! Nobody deserves to be buried alive.</column>
            <column name="strDesc">You wish you had a handkerchief handy. That dust is really annoying.

Digging fast, you make it about halfway before another tremor interrupts you. The crawl space collapses, and you are barely able to make it out in time.

Lungs bursting, you sit there drawing in huge breaths of cloying concrete dust. Muffled voices call, imploring you to take up your digging once more. But you can't. It's not those voices you are listening to. There are others, and it sounds like they've formed a skirmish line that's heading in your direction.

Leaving good people buried alive isn't one of your better moments, but what can you do? The gadget you found in the rubble is small consolation.</column>
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            <column name="strName">Who do they think you are? Getting out of the dust cloud without being seen is going to be challenging enough.</column>
            <column name="strDesc">You can hear the hostiles spreading out, circling the dust cloud. If you don't move fast, you'll be trapped.

Without hesitation, you head off. The dust clears unexpectedly, revealing a ganger right in front of you. He lands a blow before you can react. It's painful, but you manage to stay on your feet, and dodge past him.

There are others. Running, you make it to a side street, out of sight before you get tangled in a hopeless fight.

Damn! If it wasn't for those trapped gophers, you'd have been well clear before those gangers arrived.</column>
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            <column name="strName">Call out to them. Help is on the way. All they have to do is make noise to pinpoint their location. As much noise as possible. You'll need a distraction to escape.</column>
            <column name="strDesc">You call out, and that does the trick. They're hollering and shouting loud enough to be heard, even through the layers of rubble. All you need now is to judge which way the predators are coming from, and head in the opposite direction.

You're sure that whoever arrives shortly will take care of the trapped enclavers. One way or another.</column>
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            <column name="strName">Tell them you need something to dig with. Can they poke that rifle out to you? You promise you'll dig like a demented dog, just as soon as they hand it over.</column>
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It's a struggle. For a moment, it doesn't look like it's going to fit. But some enthusiastic hammering and teamwork later, it breaks through the gap in the rubble.

Rifle in hand, you urge them to move back while you get to digging. Which will be just as soon as you've had a refreshing cup of coffee.

Now, where did you leave your mug? Must be over there. Hang in there, people!

Once you make it to safety, clear of the dust, you check the rifle. It always pays to check your equipment.

Damn! The barrel is bent!</column>
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A gaping hole in the plaza ahead shows signs of a big one in the past. Footprints lead straight to the edge of the fissure. Probably someone on night maneuvers, and whammo! Likely never saw it coming.

You lie down, and peer over the edge. There's a man sprawled on a ledge. A fair way down, too. He waves at you, and indicates a broken leg. There's a vine here. The damn things grow like weeds these days. Literal urban jungle.

It might be long enough to reach him. But it could also take a while. And the middle of the plaza's not good for cover.</column>
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            <column name="strName">Lower the vine, and climb down. Hang on, guy!</column>
            <column name="strDesc">Lowering yourself gently over the rim, you test the strength of the vine.

Snap! It's a blind scramble to grab anything you can. White-knuckled, you pull yourself up and out. Even Tarzan wouldn't have trusted life and limb to such a flaky piece of vegetation.

The man peers up at you from the dark, resigned to his now inevitable fate. Without a word, he pulls something from a pocket, and throws it up to your outstretched hands. An ammo clip.

Nodding your thanks, you quickly depart the exposed plaza. It's not often you find honor out here. Too bad a little bit dies with him down there.</column>
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            <column name="strName">Not sure about the vine, but you lower it anyway. He'll have to climb it himself.</column>
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He latches onto the lowered vine, and he starts hauling himself up, hand over hand.

But the vine snaps. He thumps back down onto the ledge, and cries out in pain. You can see his broken leg, trapped under his body, the angle all wrong. He's making a lot of noise, even from down there.

You can't afford to stay in the exposed plaza. It's a mess. You'll be back, you promise.</column>
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            <column name="strName">Help him? Way out there in the open? With your head down a hole? No thanks.</column>
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Maybe one day you'll meet your maker and pay the price. But not today.</column>
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            <column name="strName">Lower the vine. Not all the way. Three-quarters should do it. He'll have to jump, broken leg or not. Strive to succeed, guy. Strive to succeed.</column>
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Well, that must make you Mr. Fabulous, because you're covering all the bases: shouting out encouragement, and jiggling the vine just out of reach.

&quot;Come on, guy. Jump!&quot;</column>
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You peer down into the sewer. The three enclavers who climbed down are lying at the bottom of the ladder, unconscious. Or worse.

Your nose wrinkles in disgust. Rotten egg smell.</column>
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You make it to the bottom of the ladder, but you're not sure how long you can hold your breath. The risk is for naught, though, if you don't at least check for a pulse.

Twenty seconds later, and you know they're goners. Your lungs are bursting. The ladder looks impossibly high. With your vision starting to blur, you focus on putting your hand on the next rung. Don't know if you're going to make it.

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You make it to the bottom of the ladder, but you're not sure how long you can hold your breath. The risk is for naught, though, if you don't at least check for a pulse.

Twenty seconds later, and you know they're goners. Your lungs are bursting. The ladder looks impossibly high. With your vision starting to blur, you focus on putting your hand on the next rung. Don't know if you're going to make it.

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            <column name="strName">Convince the remaining enclavers to slide the manhole cover back in place. Their friends are gone. Climbing down is a death sentence.</column>
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Best thing to do is to cover up the manhole. Don't want anyone else coming along, thinking there's something interesting down there.

The remaining enclavers reluctantly agree. Tears streaming down their faces, they head off, but not before leaving you with one of the dead men's food.</column>
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            <column name="strName">Tell them the gas is dissipating, and to try in a few minutes.</column>
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The first enclaver climbs hastily down to help his friends, and only succeeds in immediately losing consciousness. The remaining enclaver distracted, you shove him down the manhole, too.

Before you can grab their packs, though, a trio of cannibals round the corner. You're spotted!

Damn. Have to leave those packs behind. Too heavy.</column>
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            <column name="strName">Tell them that they'll be okay if they move fast, and don't take their packs. You'll stand by and keep a lookout.</column>
            <column name="strDesc">Taking your word on the gas, and grateful that you're prepared to help, the enclavers slide down the ladder to rescue their friends.

You watch them die. It's so easy, you almost feel giddy. Their packs are heavy, but you drag them off into a nearby building so you can loot them in safety.

You pick the wrong building, though. A couple of rubble scum come boiling out of a supply room just as you enter. Rushing you with crowbars raised, it's all you can do to drop the packs and run. Even that's not quick enough.

You take a hit as you leave. It aches, but you've got to keep moving.</column>
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            <column name="strDesc">Taking your word on the gas, and grateful that you're prepared to help, the enclavers slide down the ladder to rescue their friends.

You watch them die. It's so easy, you almost feel giddy. Their packs are heavy, but you drag them off into a nearby building so you can loot them in safety.

You pick the wrong building, though. A couple of rubble scum come boiling out of a supply room just as you enter. Rushing you with crowbars raised, it's all you can do to drop the packs and run. Even that's not quick enough.

You take a hit as you leave. It aches, but you've got to keep moving.</column>
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            <column name="strDesc">Cries for help waft faintly out of a storm grate. Kneeling, you strain to hear better. Distress. Definitely somebody in distress. A woman?

You test the grate, and it's loose. Easily removed. The dark entrance down into the sewer system awaits. You vividly recall the enclavers who climbed down a similar ladder. The bodies piled high at the base.

Not all sewers are full of toxic gas, though. Your nose gives a tentative all clear, but there are other dangers. Met a man once who swore there were rats down there, big as hogs.

The woman's scream loudly intrudes. She's moving closer.</column>
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            <column name="strName">She needs a hand. Don't hesitate.</column>
            <column name="strDesc">As soon as you're down in the sewer, you realize you've made a mistake. The woman, running erratically out of the dark depths, is blind with terror. One of her arms is missing, the severed stump raw and streaming blood. You push her roughly up the ladder, urging her to hurry up. As you reach the final rungs, you feel a rush of air on your legs.

Against your better judgement, you glance down, and almost lose your grip. The eyes. Awful, searing, red-tinged eyes.

It misses, and you scrabble onto the surface, slamming the grid shut. You haul as many heavy objects as you can find onto it. By the time your frenzy of adrenaline is over, the woman has, unfortunately, bled to death.

Exhausted, shaking like a leaf, you search the corpse for loot before staggering away.</column>
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            <column name="strName">You shout down into the sewers. &quot;This way, lady, this way!&quot; If she can make it to the ladder in time, she'll be safe.</column>
            <column name="strDesc">You call down to her, and she hears you. She's terror-stricken, but audibly relieved.

You keep shouting, guiding her to the ladder. There she is! She grabs the lower rungs, giving you a brief look of gratitude, then she shudders, and her face goes blank with surprise.

She's still there, looking upwards. But from the waist down, there's... nothing. A mess of entrails and blood.

Blinking, you try and recall what you just saw. But you can't. Even though you were looking directly at her when it happened, you're struggling to remember anything moments later. Was what you saw so terrifying that your mind has blanked it out already? Holy shit.</column>
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            <column name="strName">Huge rats, huh? That'd be something to see. If you stay quiet and still, you might just get a glimpse.</column>
            <column name="strDesc">Quietly, you watch the scene unfold.

She's terrified. Panicking. And almost in sight. You peer down into the murky pool of light at the base of the ladder. You can't wait to see what's chasing her.

Hold on, what's that? The woman is suddenly silent. A strange noise is all you can hear. Like a dog biting through a slab of meat in a bucket of water. A sloshing, moist, crunching sound. Shaking sounds. A dog shaking off the water?

A sense of uneasiness washes over you. Dogs don't make that amount of noise. Not unless they are the size of Volkswagens.</column>
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            <column name="strName">Cover the grate. Haul that big slab of bent metal over it. Can't have anything climbing out of there. Who knows what's chasing her?</column>
            <column name="strDesc">No way you're letting anything out of that grate. You find the biggest, heaviest thing you can.

A distorted transaxle fits the bill. It's heavy. One of those land-crawler jobs, full of gearing, but you manage. You drag it over the grate. And just to make sure, you sit on top of the slab.

The woman, who is now right beneath you, yells and tugs at the grate. Even manages to jostle you and the axle a little. Man, how did she manage that? Must have muscles the size of cantaloupes!

A final, prolonged scream, and then quiet, thankfully, prevails. Ah, quiet. One of life's underappreciated qualities.</column>
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            <column name="strName">Sewer hideout.</column>
            <column name="strDesc">You hate being in the sewers. Didn't have a choice, though. Either dive into the darkness, or be front and center at a gang inquisition.

You've managed to find your way to another exit. A manhole up a ladder. And somebody's been using this sewer alcove as a hideaway. Big stash of food and gear at the base of the ladder. Toys, too. Probably a family laying low until they can make it out of town.

On the surface, the lid is well-camouflaged. You spot a marauding group of rubble scum immediately. They're heading your way, so you'll have to move fast.

The lid's too heavy to quickly flip back into place.</column>
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            <column name="strName">If the lid isn't replaced, the family will be robbed. That wouldn't be right, would it?</column>
            <column name="strDesc">Man, this thing is heavy! No time to gradually ease it back in place, either. It's a fast lift and drop or nothing.

Clang! You've done it, but when you go to stand upright, your back protests. You force your body into motion anyway. If you don't get out of here quickly, you're toast.

Arrrgh! This hurts! What you wouldn't do for a chiropractor.</column>
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            <column name="strName">Leave the lid, and cover the hole with rubbish instead. Maybe the rubble scum won't notice.</column>
            <column name="strDesc">It's pretty flimsy camouflage. Bits of broken timber and torn plastic, hastily arranged. The lid is still there, visible to all. But it's the best you can do.

Sprinting off into cover, you peer through a crack. The rubble scum aren't paying much attention to anything other than a bottle of whiskey they're sharing. One of them walks right onto the lid, stubbing his toe on the heavy metal. Cursing, he keeps moving, not wanting to miss his share of hooch.

There's a tap on your shoulder. The family. Hiding in the same building, watching the whole show. They hand over a can of soup. An expression of their gratitude. It's a rare moment when a good deed gets rewarded in the wastelands. You savor it. Maybe you'll make it to heaven after all.</column>
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            <column name="strName">All you want to do is get away from the sewers. To heck with the lid and the family. Run!</column>
            <column name="strDesc">The sewers. Ugh. You barely managed to keep it together while creeping around down there. Constantly glancing over your shoulder. Sure, some people live down there. But so do the creatures. You vividly recall the woman.

There's probably a way to tell which sewers are safe, and which aren't. But as far as you're concerned, the whole lot of them are nightmare county. The family can fend for themselves, you're gone.</column>
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            <column name="strName">With luck, the rubble scum will climb down the ladder, and you can seal them in. Won't end well for the family, but hey, you'll be safe.</column>
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The others stand around the manhole, debating. And laughing.

Five minutes later they're still at it, passing the bottle back and forth, and ribbing their injured compatriot. You give up. Nothing for it but to try and leave out the back of the building. At least they're not paying attention to their surroundings.

Nor are you. Somebody has pilfered your gear while you were concentrating on the party outside. Damn.</column>
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            <column name="strDesc">You've found a disused correctional facility. Heavy metal cell doors, bars, and utilitarian furniture still bolted to the floor.

Doesn't take long to see that you aren't alone. One full block of cells is occupied. Guards lounging around, all wearing torn leathers. Gangers. Met them before. They're meat market dealers. Deal mostly in slaves. All kinds. Breeders, workers, prostitutes.

Sometimes the eatin' kind. Always a big demand for those.</column>
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            <column name="strName">Whoever's in the cells needs your help. Creep closer and investigate. Risky, but maybe you can save somebody.</column>
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The slavers appear casual and unconcerned over possible security breaches, but you can see that it's just a facade. An elaborate trap to fill up the cells. You become concerned that the vent might be booby trapped or alarmed.

Cautiously wriggling your way back out, you manage to exit safely, but not before happening on a box taped to the roof. Must have missed it on the way in.</column>
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            <column name="strName">Looks too well-guarded. Nothing you can do here. Leave.</column>
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Shrugging your shoulders, you leave. But not before snagging your foot on a protruding bolt in the floor. Like the other ones holding down the prison decor.

Man, that hurt!</column>
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Shrugging your shoulders, you leave. But not before snagging your foot on a protruding bolt in the floor. Like the other ones holding down the prison decor.

Man, that hurt!</column>
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            <column name="strName">A lot of plastic rubbish around. Might be able to snag that lighter and start a fire. The toxic fumes may take care of the lot.</column>
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It takes longer to get the fire going than you thought. You're not even sure if it'll crank out enough smoke. But you can't wait around to find out. Let whatever is going to be, happen. Que sera.</column>
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            <column name="strName">If you deal direct, maybe you could swing a good deal on a slave. Resell them for a profit.</column>
            <column name="strDesc">Good plan. Wrong time. The moment you show your face, the slavers come a-running. And they don't look to be in a negotiating mood.

Fleeing for the exit, you make it in time, but you've had to shed some gear.</column>
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            <column name="strName">Police station.</column>
            <column name="strDesc">Slavers. Saw them before, at that prison. This time, they've taken over a police station. The same one you've inadvertently stumbled into.

Now you're stuck. Safely hidden, but definitely stuck. Roving guards have cut off your escape. You need a diversion.

There are cells nearby. Full ones. You can hear the slavers working over a huddle of children. The cupboard you're in is full of old cleaning chemicals and cleaning rags. And a lighter.

You hesitate. Start a blaze, and it could easily spread out of control. What about the kids?</column>
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            <column name="strName">Save them all! Start the fire, and free the kids in the resultant confusion.</column>
            <column name="strDesc">You'll be a hero! Just set the fire, and round up the kids!

Unfortunately, the fire doesn't cooperate. It spreads too quickly, the chemicals combining unpredictably. You realize, too late, that you've inadvertently created a powerful accelerant.

Forced back by flames and smoke, you're unable to reach the kids.

Well, that's not strictly true. You could've, but you don't like being on fire. The only police station you could recall had one entry point into the cells. And there's lots of burning going on.

Reluctantly, you exit the building-cum-fireplace, knowing you've condemned any number of children to a fiery death. Anguished, you insist that your intentions were honorable.

But who are you kidding? Face it, you acted without thinking, and their death is now your responsibility.</column>
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            <column name="strName">Nix the fire. Too risky. Sneak out of there, quiet as a mouse.</column>
            <column name="strDesc">It's touch and go, sneaking through the station. Had to duck into nearby rooms on several occasions. Took ten minutes of nervous waiting before you could climb out an open window.

Would have been a lot easier if you'd had that distraction. The kids kept making a lot of noise, but it wasn't enough. You feel bad about leaving them behind, too, but realistically, what could you have done?

You put your hand in your pocket, checking it's still there. Palmed a decent pick-up on the way out.</column>
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            <column name="strName">Not sure about the fire. Unpredictable. Maybe just a little one? Enough to get you out of there.</column>
            <column name="strDesc">You should've known better. No such thing as a little fire. Definitely not when dealing with chemicals.

Before you know it, the cupboard is ablaze, toxic fumes pumping throughout the station. Coughing up who knows how many carcinogens, you stumble down the hallway, and out the front door.

Nobody stops you. The slavers are too busy with self-preservation. The screams of the children, trapped in their cells, echo down the corridor behind you.</column>
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            <column name="strName">Burn, baby, burn! Set the whole station alight.</column>
            <column name="strDesc">You slosh all the chemicals into one big cocktail. The combo starts fuming even before you toss in the lighter.

Whoosh! The sudden eruption knocks you forcibly out of the cupboard, your eyebrows and hair badly singed. Luckily, you're bald.

The fire spreads almost as fast as you can move. Everybody's hollering and screaming. Running out of the nearest exit, you keep going until you're clear of the chaos and confusion.

You look back, and see roaring flames and thick clouds of greasy, toxic smoke. Would anyone still be alive in there? What about the kids in their cells?

To heck with them. Your skin feels raw. You've been burnt.</column>
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            <column name="strName">Flesh trade.</column>
            <column name="strDesc">A deal is going down. Gangers are off-loading a dozen crying youths to some cannibals. You grimace at their fate. Pangs of guilt stab you viciously in the gut. You don't want a repeat of the police station, but there is nothing you can do.

Or is there? There's a jerrycan with some aging gas here, along with a spare lighter. You're two stories up. Jam that rag in it, and you've got an incendiary cocktail. From up here, it's bound to do some damage.</column>
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            <column name="strName">Do it. A few of the kids are bound to survive. Might even escape. You owe it to them.</column>
            <column name="strDesc">Difficult to discriminate with a jerrycan full of gas. Not a precision weapon.

Down it flies. When it hits the ground, gas jets out the nozzle, instantly alight. Like an uncontrolled garden hose squirting flame and fuel in all directions. Humans running hither and yon, frightened, confused, surprised.

You notice a couple of kids sprint off into the ruins. You've done some good. It's hard, but you do your best to blot out the screams of the rest. Young flesh burns just as easily as old.

Pocketing the lighter, you leave.</column>
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            <column name="strName">Heave the jerrycan cocktail over to one side. It'll miss most everybody, but maybe the gangers will run off in fright.</column>
            <column name="strDesc">Well, nobody got splashed with your homemade napalm. It caused a brief shockwave through the gangers. But not enough for any of the kids to escape.

Though you likely blew your only chance to help. You can hear the angry gangers swarming up the stairs.

Grabbing the lighter and rag, you get out of there.</column>
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            <column name="strName">Don't do it! You can't justify maiming some kids in order to save others.</column>
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Perhaps killing them would have been a small mercy? Torn at your own indecision, confused at whether you did the right thing, you leave, ignoring the lighter and rags.

One thing's for sure, you won't be lighting any fires for a while.</column>
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            <column name="strName">Jam the rag in really tight. That's not a cocktail, it's a bomb. Drop it out the window into the midst of them all.</column>
            <column name="strDesc">Down it goes. It hits the ground, does a dead cat bounce, then BANG!

Pieces of jerrycan fly outwards in a thick atomized fog of burning fuel air mixture. Everybody gets a taste. Only those who were shielded by the bodies of the others come out of it relatively unscathed.

It's not pretty, but they were all going to die a horrible death. Or, in the case of the gangers, deserved one. You aren't overly fussed.

Sure, you might have advanced the schedule a little, but it was worth it to see the explosion.</column>
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            <column name="strName">That rusted chair's got some loose springs. Put them in those plastic bags and tie them to the handles of the jerrycan. Shrapnel. Shred everybody.</column>
            <column name="strDesc">It's improvised and flaky, but hey, it worked! What a buzz. Pieces of jerrycan and heavy gauge wire shred clothes and people alike, just before they're sprayed with liquid fire.

You'd be over the moon with excitement, if it wasn't for the head wound you got. Flying spring nailed you as you leaned out the window to watch. You should have waited until it had gone off, but there is something visceral and primeval in watching explosions go.

As you tentatively poke your bleeding scalp, you feel the excitement ebb from your body. The escalating smell doesn't help.</column>
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            <column name="strName">Good 10.1</column>
            <column name="strDesc">This place used to be one of those indoor amusement arcades. Skee ball, prize claws, and the like. It's been transformed into a carnival of blood now, though. So many bodies here, you've lost count. Even the pinball machines are draped in them. Tags on the walls are just as prevalent. Blue Frogs.

The Church of the Blue Frog. This place is probably where they torture the &quot;heretics&quot;. The whole parlor's nothing but a mass grave.

You notice movement. A man twitches violently as he hangs. Froggers must've strung him up minutes ago, and left him to die. They could be back at any moment.</column>
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            <column name="strName">Cut him down. It's a risk if the Froggers catch you.</column>
            <column name="strDesc">You start unfastening him. He's still breathing. Choking and coughing, but alive.

Supporting him, you manage to guide him into cover. You can't stay here, though. The Froggers will cordon off the parlour once they notice him missing.

You offer to help him leave the area, but he refuses, waving you away. He can't talk, but he thrusts something into your hand, and nods his head in appreciation.</column>
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            <column name="strName">Put him out of his misery. Quick as you can, before getting out of there.</column>
            <column name="strDesc">Finishing him isn't too hard. Physically, anyway. You climb up, and give the hangman's rope a hefty jerk. Snap.

Sliding back down, you leave without a backward glance, stepping carefully wherever you can find bare floor. Sure, you could have cut him free, but the Froggers would've just rounded him up again, so what was the point?</column>
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            <column name="strName">You'd like to help, but it's too risky. Leave him dangling.</column>
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            <column name="strName">Not your concern. Concentrate on frisking the corpses.</column>
            <column name="strDesc">You start surveying the corpses, but you don't get the opportunity to do much more. Froggers turn up, and you're forced to duck to the perimeter, out of sight.

They start throwing rocks at the man, accusing him. Taunting him. It takes a while before he stops jerking on the rope. Eventually, the cultists move on to other things. He might have been faking it, but you're not going to stick around and risk checking.</column>
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            <column name="strName">Good 10.2</column>
            <column name="strDesc">The Church of the Blue Frog doesn't have much room for unbelievers, judging by that arcade you saw a while back.

But this is new. A muscular Frogger's bull-whipping half a dozen unfortunates, held fast in makeshift stocks. He's bellowing all manner of nonsense about purity bringing light through pain. This one's a fanatic. Going to whip the flesh right off his victims' backs, until their spines show bone white.

He's one tall, powerful man. But preoccupied, with his back to you.</column>
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            <column name="strName">Move in fast with that rock, and he won't know what's hit him.</column>
            <column name="strDesc">Thwack! He goes down in a heap, like a crumbling high-rise. By the sound of it, you might've cracked his skull open. May have even killed him.

Stepping around him, you work your way along the line of improvised stocks, freeing everyone in double time. All six of them hobble off, supporting each other. Clearly getting out of dodge as fast as possible. Froggers rarely work alone, so you decide to do the same.

Before you leave, you frisk the immobile body of the fanatic whipper. Finding something in his pocket, you realize why he was so healthy.

And yes, you've killed him.</column>
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            <column name="strName">Throw the rock as hard as you can. If it hits, it'll really hurt.</column>
            <column name="strDesc">He's got the neck of a bison, and he's thick of skull. A real Neanderthal.

The rock glances off his shoulder. Uh-oh. Spinning around effortlessly, he brings his whip down with an almighty CRACK!

Youch! That really hurt! Before he can entwine you in his whip, you run off, nursing your injury. By the time you are clear, the screams have started up again.</column>
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            <column name="strName">Throw the rock as hard as you can. If it hits, it'll really hurt.</column>
            <column name="strDesc">He's got the neck of a bison, and he's thick of skull. A real Neanderthal.

The rock glances off his shoulder. Uh-oh. Spinning around effortlessly, he brings his whip down with an almighty CRACK!

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            <column name="id">598</column>
            <column name="strName">You don't want to mess with a fanatic Frogger. He can do his...thing, and you'll mind your own business.</column>
            <column name="strDesc">Fanatics are dangerous. If the Great Blue Frog wants to whip the skin off the back of these poor unfortunates, then who are you to interfere? Keep moving.</column>
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            <column name="id">599</column>
            <column name="strName">Whipping someone? Never tried that. Tie that blue rag on, and introduce yourself. All praise to the Great Blue Frog!</column>
            <column name="strDesc">The makeshift sash does the trick.  &quot;Sure,&quot; says the muscular Frogger, &quot;have a go. Whip some purity into these heathens.&quot;

Hoisting the whip, you do your best to emulate Mr. Muscles, but succeed only in opening up a nasty gash on the head of the nearest unfortunate. The Frogger, appreciative of the help of a fellow worshipper, offers to show you how.

He asks you to kneel, and say the rites first. Let the Great Frog guide your arm. Unfortunately, you don't know any Froggy rites or rituals, and realize, too late, that you're in way over your head.</column>
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            <column name="strDesc">You've come across an ancient eighteen-wheeler. On closer inspection, you notice blood dripping from within. Holding your breath, you peer inside.

It's a cavernous trailer. Naked bodies are spread all over. Blue Frog tags, scrawled on the sides of the truck, indicate what was probably an impromptu inquisition. Took everything worth taking, and then killed them all.

But not everyone. You can hear whimpering coming from deep inside. Somebody's still alive. It's not going to be easy to get them out of there. Or quick. Worse, you'll be trapped if the Froggers return while you're in here.</column>
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            <column name="strName">Do it. Forget consequences, any enemy of the Frog is a friend of yours.</column>
            <column name="strDesc">Stepping gingerly through the dead, you home in on the low moaning. Right at the back, under a pile of bleeding bodies. A middle-aged woman, barely conscious. Pulling the lukewarm bodies off her, you ask if she can stand.

No response. She's breathing, but that's about it. Doesn't register your presence at all. Glancing around, you wonder how the heck you're going to physically move her through all this stacked-up carnage?

You won't. Not without her assistance. Frustrated, you bend down and try, once more, to stir some life into her. No luck.

Reluctantly, you leave, but not before taking the bottle of painkillers that had rolled into a far corner during the massacre. Man, is there any part of you that isn't covered in blood?</column>
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            <column name="strName">Do it. Forget consequences, any enemy of the Frog is a friend of yours.</column>
            <column name="strDesc">Stepping gingerly through the dead, you home in on the low moaning. Right at the back, under a pile of bleeding bodies. A middle-aged woman, barely conscious. Pulling the lukewarm bodies off her, you ask if she can stand.

No response. She's breathing, but that's about it. Doesn't register your presence at all. Glancing around, you wonder how the heck you're going to physically move her through all this stacked-up carnage?

You won't. Not without her assistance. Frustrated, you bend down and try, once more, to stir some life into her. No luck.

Reluctantly, you leave, but not before taking the bottle of painkillers that had rolled into a far corner during the massacre. Man, is there any part of you that isn't covered in blood?</column>
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            <column name="strName">You really don't want to get trapped in there if the Froggers return. Call out, let them know you're a friend. Ask them to come to you.</column>
            <column name="strDesc">Quietly at first, then with increasing volume, you let them know you're there, and that you're a friend.

There's no response. Nada. All you can hear is the occasional subdued moan. The truck has more bodies in it than a football team. How the heck are you going to find them in all that? Do you really want to risk getting caught inside the truck?

No, you don't. Bye, stranger.</column>
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            <column name="strName">Poking around a truck full of dead, naked people isn't appealing. You've got better things to do.</column>
            <column name="strDesc">The wastelands are full of sad stories. Try to help everybody, and you end up as one more chapter of woe.

Somebody once said, &quot;Life is like drawing a picture without an eraser.&quot; Well, nowadays, if you can keep any ink flowing at all, you're ahead of the game. Good or bad, any picture is better than nothing at all.

Which is why you keep moving, ignoring a fellow human in obvious distress.</column>
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            <column name="strName">Close the doors. Dog them down tight. Whoever's still alive can stay there.</column>
            <column name="strDesc">Nothing worse than listening to random moaning. It grates. Upsets your equilibrium. Makes you feel guilty. Inspires dangerous urges to help.

A whole lot easier to just lock those doors shut. Nice and tight. See? No more moaning sounds. You are at one with Zen and the art of problem solving.</column>
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            <column name="strDesc">It's the smell that got your attention. A distinctive smell that's hard to forget.

Three ragged-looking types, roasting a small corpse over an open fire in a bank lobby. A horrified woman clutches her baby, staring vacantly past the firefrom the smashed remains of a teller's cage.

The bandits appear unconcerned over your presence, and hold up a piece of cooked meat. But that's not what you're looking at. It's the anguished mother and her baby.

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            <column name="strName">There's a line. You're on the side that says &quot;Human&quot;. Pay any price.</column>
            <column name="strDesc">Handing over a king's ransom in gear, you begin to reassure the woman.

&quot;Hey! Not so fast,&quot; barks a roughneck. &quot;You didn't say the magic word!&quot;

Puzzled, you stare at him. Does he want you to say &quot;please&quot;? Laughing uproariously, the bandits poke you in the ribs with the hilt of a knife.

&quot;Sorry, man, these are our goods.&quot; His smile fades. &quot;You heard that right. The lady, the kid, and your generous donation.&quot; He points at the pile of gear you just offloaded.

&quot;Tell you what. You get to live, since you're such a good sport.&quot; The woman implores you to help her and her child, but there is little you can do unarmed.

&quot;You're a gentleman, you know that?&quot;, yells a bandit as you leave the bank. Howls of laughter echo after you.</column>
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            <column name="strName">Where there's life, there's hope. You can't save the baby, but maybe you can buy the woman her freedom?</column>
            <column name="strDesc">To your surprise, they sell the woman cheap. You realize why, though, a minute later.

Even untied from the cage, the woman just will not go. Not without her child. You explain that the two of you together have a better of chance of survival. That she's doomed if she stays. But she ignores you, and holds onto her baby like it's the last chopper out of Saigon.

The bandits suddenly lose patience, and threaten to pike you with the roasting stick if you don't leave now.

Walking away, it takes a long time before you can no longer hear the woman screaming.</column>
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            <column name="strName">You're open to new culinary experiences. Might help you to decide.</column>
            <column name="strDesc">You've eaten a lot of strange things of late. You might even be able to go for seconds. But that idea is firmly refused.

&quot;Get moving, man, or we'll lose our sense of humor.&quot;

You make a point of not looking at the woman as you leave. You've got enough bad dreams already.</column>
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            <column name="strName">There appears to be an overabundance of protein. Perhaps, if you offered to take care of the preparation, there'd be enough for all?</column>
            <column name="strDesc">The three bandits look at each other and shrug. Without even blinking, one of them suddenly swivels around and cracks the woman's skull open with a crowbar.

What happens next isn't worth mentioning, apart from the feed. You can't remember how long it's been since you've eaten that well.</column>
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            <column name="strName">Kidburgers</column>
            <column name="strDesc">These Bad Muthas must have a sense of humor. They've set up shop in the ruins of an old burger joint. Looks like a recruiting drive, too. Offering high-protein food for anyone willing to join them.

All the divider glass has long gone, so you can see what's cooking in the back. Humans. Some kids, too. They like those the best. Same setup as before, back at the bank. Spit-roasting over an open fire.

You've been watching a while, seeing people come and go. The Bad Muthas seem fairly relaxed. You could probably stroll in under false pretenses, and claim a burger.

Take out, of course. Can't stick around.</column>
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            <column name="strName">Disgusting! Look around. There must be a way to destroy McKid, or die trying!</column>
            <column name="strDesc">Walking around the back, you decide the only way to do the job is to raze the hellhole to the ground.

Halfway through stacking up piles of rubbish, you're spotted.

&quot;Hey.&quot; Your face starts to burn with fear. &quot;Hey!&quot; A lot of very angry people start appearing from all around. &quot;Hey, is that the dude who napalmed the brothers?&quot;

Corralled and cornered, you're unable to escape in time. You're dragged inside the ancient burger shop, and dumped at the feet of...head Mutha? Head chef? Whatever he is, you try and kick him, bite him, anything to provoke him into hurting you.

The Bad Muthas, you know, like their meat fresh and untainted. Unfortunately, all that happens is that you are restrained, with your head held over a sink, neck outstretched. They're going to bleed you alive. Before they-

Oh god...</column>
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            <column name="strName">You don't stoop that low. Keep moving.</column>
            <column name="strDesc">So the Bad Muthas are starting a McKid franchise? You're smart enough to steer clear of that. Or emotions in general.

When you're focused on survival, feelings only get in your way.</column>
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            <column name="strName">Line up, and ask if you can get fries with that. Of course, you're not going to eat it. Just curious.</column>
            <column name="strDesc">Man, this place sure is popular. Do all these people know what they're buying? Given that the kitchen is in full view, it's hard to imagine anyone claiming ignorance.

Maybe it all comes down to damn tasty food. At the front of the line, you allow yourself only a few seconds to look at it before stepping aside.

Mmmmm. Awful tempting.</column>
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            <column name="strName">Your stomach is telling you to order a double. You never argue with your stomach.</column>
            <column name="strDesc">This isn't cannibalism. No sir. This is the green shoots of free enterprise, flourishing in a hostile environment. Entrepreneurial spirit needs to be encouraged.

So it isn't your average burger stand. So what? Isn't innovation what made America great? That's why you're getting the biggest burger you can order.

Why bury dead humans? Use them to kick-start the American dream! All they need to do now is figure out how to make decent fries.</column>
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            <column name="strName">Shanksgiving Nap</column>
            <column name="strDesc">The thing about the cannibals is that none of them look skinny. All that human flesh they eat buffs them up.

But you can smell it on 'em. A particular stink that oozes out their pores. Start chowing down bits of other people, and you're going to need an industrial-strength deodorant. Get a group together, and it's an aroma minefield.

Like this place. Half a dozen cannibals, flaked out and asleep, their bellies distended. The remains of their binge eating session still by the fire. They've left a leg. Small, shapely. Might've been a young girl.

Their noise traps aren't hard to evade. You could sneak in and be gone before they know it.</column>
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            <column name="strName">How about you sneak in and cut all their throats? Animals. So what if there are six of them?</column>
            <column name="strDesc">You grab a knife they had lying next to the fire.

But they must've worn the blade blunt, 'cause the first cannibal's throat was like slicing a slab of rubber with a stick. The knife didn't cut as much as tear, thrashing the carotid artery so badly that blood geysers all over the rest of them. Might as well have zapped them all with a jet of cold water.

Now you're in a room full of five very awake, very angry cannibals.

You manage to stab the nearest, sharpness not a problem for a full-frontal thrust into the chest. He goes down in a gurgling gush of bubbles and blood. Deserves it, too, the evil bastard. You've got enough time to form that thought before four sets of arms and legs beat you into blackness.

One has to stand for something, even if they die doing it.</column>
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            <column name="strName">There's too many of them to deal with, and you aren't into eating human flesh. Get out of there.</column>
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You're gone.</column>
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Abandoning stealth, you run out the door, out the corridor, and out of the building. You've got enough of a head start to make it, provided you keep moving fast. The leg slips greasily from your hand as you run through a pile of stinking rubbish. Annoyed, you stop to grab it firmly by the haunch and keep going.

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&quot;Now get that slab off my counter, or else!&quot;</column>
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This one's young. A puppy. Damn thing is licking you, too. It looks well-fed, so somebody must have been caring for it.

You haven't got any need for a rambunctious, tail-wagging puppy. Can't be sure, but you've heard they attract Dogmen like blood attracts sharks.

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Trouble is, the building doesn't offer anything except for exposed, cancerous concrete. Nor does the next one. The more you hold the puppy, the less you want to put it down. It's curled up asleep in your arms, its little heart beating away, contented. Awww.

While you are leaning up against a broken wall, trying to figure out a plan, rubble scum appear. Scrambling to your feet, you drop some gear along with the puppy, who, waking, yelps loudly and runs off in fright.

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Bye, boy.</column>
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Snap.

Try as you might, you can't bring yourself to eat it. Nor do you want to waste time giving it a proper burial. In the end, you heave it over your shoulder. The rats can have it.</column>
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            <column name="strName">Loyal pooch.</column>
            <column name="strDesc">As you're cleaning two rat corpses, you notice a dog up ahead, pawing at the ground, barking. Trying to get your attention. Judging by the disturbed rubble, there's been a recent collapse. You walk over and investigate.

Sure enough, a foot is poking out from under the pile of concrete and rusted rebar. The dog's owner must have been caught. By the bluish tinge to the toes, the owner's long dead.

Dog's not willing to let go, though. And all that barking will attract trouble soon.

You pat her on the head. Scrawny dog, but possessed of a fine, long-haired pelt.</column>
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            <column name="strName">A dog that won't leave her owner is admirable. Hand over the rat carcasses. She deserves it.</column>
            <column name="strDesc">You weren't expecting to catch anything, but your snares managed to entangle two wily black rodents. Shame to give them to Lassie, but it's the least you can do. Hopefully, once she's had a decent feed, she'll give up on her dead master. With a final pat, you wish her well.

But she won't let you go! Growling, tugging at your leg. Wanting you to dig out her master, ignoring your offering. You bend down and explain to her that this isn't possible, and that she needs to look to her future. You've always been good with animals.

Except this one. She growls, snarls, and suddenly sinks her teeth into you!

Kicking her away you back off, hurting. Damn dog!</column>
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            <column name="strName">A dog that won't leave her owner is admirable. Hand over the rat carcasses. She deserves it.</column>
            <column name="strDesc">You weren't expecting to catch anything, but your snares managed to entangle two wily black rodents. Shame to give them to Lassie, but it's the least you can do. Hopefully, once she's had a decent feed, she'll give up on her dead master. With a final pat, you wish her well.

But she won't let you go! Growling, tugging at your leg. Wanting you to dig out her master, ignoring your offering. You bend down and explain to her that this isn't possible, and that she needs to look to her future. You've always been good with animals.

Except this one. She growls, snarls, and suddenly sinks her teeth into you!

Kicking her away you back off, hurting. Damn dog!</column>
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            <column name="strName">Try and calm her down. Lead her away from her owner. Dog should be smart enough to realize you've got to move on.</column>
            <column name="strDesc">Dog should've been smart enough to move on, but isn't. She starts howling.

Desperate to quiet it down, you feed it the two rat carcasses. It momentarily does the job. But then she starts back up with the howling. Nothing you can do seems to break her stride. If you don't get out of there quickly, you'll be meeting unexpected company.

Well, hope Lassie makes it.</column>
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            <column name="strName">Too much noise. Leave the dog to the predators, you're out of here.</column>
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            <column name="strName">Can't be much of a dog if she let his owner get squashed. Finish her off. Keep the pelt.</column>
            <column name="strDesc">You approach softly, comfortingly. &quot;Good girl. Good dog.&quot; CRACK!

Dog might as well do some good in the afterlife. You yank the pelt off her scrawny carcass. Long, flowing dog hair. Didn't come off in one neat piece, but you don't have the advantage of time and tools, so you're willing to settle for a collection of ragged pieces.

Kind of like squirrel fur. Should make a nice tunic.</column>
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            <column name="strName">Evil 3.1</column>
            <column name="strDesc">Not much sun makes it into this warehouse. It's dank, and dim.

Inside, you've found three corpses. Looks like they're all women, sprawled on the floor. The clothes are torn. Some flesh, too.

You noticed some raiders coming out earlier. Must've hit an enclave, and carted off the women.

Methodically, you start checking corpses. As you approach the last one, you see movement! She's been knocked around, but she's probably feigning death. Face down, she must think you're a raider.</column>
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            <column name="strName">Reassure her. Clean her up. Give her the others' clothes. She's frightened.</column>
            <column name="strDesc">Like a scalded cat, she leaps up and rakes her nails across your face. She grabs the water and clothing, then bolts for the door before you can recover.</column>
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            <column name="strName">Tell her that they've all gone, then step back and give her some space. She'll know what to do.</column>
            <column name="strDesc">You back off, and explain that it's over. They've gone.

A lot of good that does. She comes at you, screaming like a banshee. You barely fend her off with your forearm, and she keeps running right out of the warehouse, still screaming.

Traumatized, she may never be the same. Looking over the grisly scene here, you may not be either.</column>
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            <column name="strName">Helping is only asking for trouble. She's still breathing. She'll live. Keep moving.</column>
            <column name="strDesc">Good Samaritans wouldn't last a day out here in the wasteland. First person they stopped to help would probably gut them like a fish. Out here, you only help those who can help you.

A busted up, traumatized girl isn't going to be of any use.</column>
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            <column name="strName">Hey, free bandages! Take what's left of her clothes.</column>
            <column name="strDesc">With her still face-down, you crouch to get a hold of her clothes. But before you can do anything, she lashes out with her legs, and knocks you off balance. She kicks you for good measure, then turns to run.

You manage to keep hold of her clothes, but they just rip as she bolts out the door in full flight. Oh well, some rags are better than nothing.</column>
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            <column name="strDesc">It's a tough gig out here if you're not strong, tough, or both. Half of the people you meet see you as chattel, or worse. Out here, if you're not a fighter, all you can do is find one and hang on tight.

Which is probably the nature of the couple's relationship ahead. Or at least, was the nature. You're guessing the dude sprawled in the dirt was the strong and/or tough one. Now he's the one with a gaping hole in the back of his skull. Guess he wasn't enough of the strong, or the tough.

He must've played his part, though. Kept them distracted long enough for her to hide. But not from you. Worried, red eyes peering out from a concealed hole, she knows she's been spotted. Nowhere for her to run.</column>
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            <column name="strName">Help her out. Let her know you're on her side.</column>
            <column name="strDesc">You offer words of kindness, but they fall on distrustful ears.

She bolts out of her hidey-hole, a ball of hissing, spitting meanness. Rakes something sharp across your flesh before running off.

Do you look that much like a predator? Is kindness that foreign a concept? Nursing your wound, you wonder.</column>
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            <column name="strName">Rubble scum molls aren't your concern. She can stay in there and rot for all you care.</column>
            <column name="strDesc">Why help her? Why bother with anyone? It's the wastelands. You aren't obligated to help. Especially not the rubble scum. Who cares if they won't be sending you a Christmas card this year?</column>
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            <column name="strName">Entice her out. Bet she's got something useful on her.</column>
            <column name="strDesc">It takes a while, but you manage to coax her out with words of honey and kindness. She approaches nervously, hesitant, but willing to take a chance on trusting you.

Bad move.

Knocking her to the ground, you roll her over onto her stomach, and quickly frisk her for gear. Found something. And before she realizes what just happened, you're gone.</column>
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            <column name="strName">Drag her out. If she doesn't come good with some useful intel, waste her.</column>
            <column name="strDesc">Getting her out is a real ordeal. The only way you manage it is to grab her by her hair, and physically yank her from the rat hole. And man, does she make a racket. After applying a little elbow grease to quiet her down, you ask her, &quot;politely&quot;, to tell you where the goods are.

&quot;What goods?&quot;

Some people, you lament, are just plain slow on the uptake. You have a short &quot;conversation&quot; with the lady. Express your desire to get your hands on the goods. Any goods. You highlight your wonderful sense of humor, and how it's in danger of expiring.

Funny thing is, you doubt she's listening any more. Appears to have stopped making breathing sounds. Damn. Gotta work on your interrogation skills.</column>
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            <column name="strName">Evil 3.3</column>
            <column name="strDesc">You've heard it said that some of the enclaves are nothing more than breeding farms. All the surplus kids get sold off in exchange for needed items. Probably just an urban legend.

What you do know is that women found outside enclaves are often rounded up. They're treated as a precious commodity by many. Even looters will pay through the nose for a healthy specimen.

Which might be what you've just stumbled across, though you'll admit the circumstances are a bit odd. There's a woman in this room, hog tied next to the lifeless body of a looter. Doesn't appear to be anyone else here, though. That's the &quot;odd&quot;.

You hear some gangers coming down the street, though they don't seem wise to the setup here yet.</column>
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            <column name="strName">No one deserves to be enslaved. Untie her. Get her out of there. There isn't much time.</column>
            <column name="strDesc">By the time you've freed her, the gangers are close enough to hear any sound you make. Motioning to her to stay silent, you crawl over to the door, ready to tackle anyone coming through.

But it isn't the gangers who do so. It's a third party. Three of them. Must have had an argument over the girl, the loser lying in the pool of blood over there.

They burst into the room, not willing to let the gangers steal their captive.

You trip the first one, and the other two stumble over each other, trying to avoid all the dead and alive humanity cluttering up the room. The gangers are yelping and hollering, running into the building.</column>
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            <column name="strName">You're willing to untie her, but after that, she's on her own.</column>
            <column name="strDesc">Untying her takes longer than you thought. The knots are tight.

The young woman slumps to the floor, unable to move after being bound like this so long. The sounds of approaching gangers drifts in through the open window, signaling your cue to leave.

Maybe if the woman stays quiet and still, she won't be seen. Maybe whoever killed the looter won't be back.

Maybe.</column>
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            <column name="strName">Leave her hogtied. It's not the ideal situation, but she'll figure it out.</column>
            <column name="strDesc">You'd like to help, but if you hang around, it might not end well. Particularly as the dead looter looks pretty fresh.

Questions ricochet around your head. The woman pleads with you to untie her, promises you the world if you'll only help her. Glancing out the window, it's clear the gangers have already heard her. Ears pricked, heads swiveling, trying to hone in on the sounds of distress.

The woman, now crying, asks what kind of man you are to leave her like this.

Interesting question, that one. As soon as you're free and clear, you're going to sit down and give it some thought.</column>
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            <column name="strName">Hide the looter's body. Take charge. Do the deal.</column>
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You stand to one side as they prod and poke her. It isn't hard to figure out why they want her. The woman is quietly sobbing, beyond screaming. You keep your back to the wall, trying to assess the whole group.</column>
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            <column name="strName">Blue Frog priest.</column>
            <column name="strDesc">The church door swings idly on its remaining hinge. Inside, a gaunt priest is trying to light a fire. He has that long-distance stare. Eyes that look through whatever he's doing. The mess inside seems to indicate he's been here a long, long while. How has he survived this long?

A discarded blue sash provides a clue. He's a Frogger. Even looters show respect to that lot. There are a lot of them out there. Enough to watch out for their own.

This one's a grade A proselytizer, no doubt. He's giving every indication of launching into a sermon.</column>
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            <column name="strName">Hear him out. He's not doing any harm. Of course, you'll have to make a donation.</column>
            <column name="strDesc">The sermon issues forth without hesitation.

And without end. It's difficult to sit still that long. Doesn't the man ever take a breath? You start eyeing up escape routes when finally, you receive a blessing. Not sure it was worth it, but who knows? Maybe the Great Frog will watch over you?</column>
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            <column name="strName">You're not into the Froggers. But maybe he needs a hand?</column>
            <column name="strDesc">Careful to dissuade him from religious speech, you ask if there's anything you can do just to help?

Of course. He wants food. Now. There is a snarly aspect to his pastoral manner, not at all pleasant.

Checking your pockets, you try and find some food to give him, before his actions catch up with his manner.</column>
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            <column name="strName">Church of the Blue Frog? Best get out of here right now.</column>
            <column name="strDesc">As you walk back out through the broken door, he harangues you to return to the security offered by the Great Frog. Shouting about &quot;doomed&quot; and &quot;cesspool of damnation&quot;. Something something &quot;purity&quot; and &quot;Frog&quot;.

Whatever. Walking through the door in the first place was a mistake.</column>
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            <column name="strName">You're not frightened by a bunch of loony cultists. Ignore the old man, and loot the church.</column>
            <column name="strDesc">While the old man threatens all manner of nonsense, you pick your way through the piles of junk scattered all over. Most of it is just rubbish, not unlike the polluted river of words issuing from his mouth.

Your ears are starting hurt by the time you come upon the box. It's small, like one used for cigars or stationery, but it feels like something's inside.

Cracking it open, something sharp stabs you, and you recoil with a shout. Damn! What was that? Examining the wound, you find a sharpened fork, its tines puncturing your skin. It looks dirty too, like something's coating it.</column>
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            <column name="strDesc">Another makeshift church up ahead. Blue Frogs, more than likely.

The Froggers must have a monopoly on religion out here in the wastelands. Not hard to see why, you guess. Ruthless extermination of everything un-Frog.

Always looking for nonbelievers, too. Like the foraging party of enclavers you've just met back there, inside a housing complex.</column>
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            <column name="strName">Go back and speak to the enclavers, let them know of the danger up ahead.</column>
            <column name="strDesc">The enclavers are skeptical. &quot;Whaddya doing in there, spying on us?&quot;

You assure them that no, you're just looking out for their best interest.

Nobody appears to be listening, though. Too busy imagining your wrongdoings. Trust is a friable commodity in the wastelands. The smallest spider crack is all it takes for opinion to rule, and paranoia to escalate into frenzy. Before you know it, an angry, senseless mob is looking for a target to insult. Or pummel. Plus a few hard kicks to the gonads.

You're still curled into a fetal ball when they leave. Hard to find a part of you that isn't hurting.</column>
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You assure them that no, you're just looking out for their best interest.

Nobody appears to be listening, though. Too busy imagining your wrongdoings. Trust is a friable commodity in the wastelands. The smallest spider crack is all it takes for opinion to rule, and paranoia to escalate into frenzy. Before you know it, an angry, senseless mob is looking for a target to insult. Or pummel. Plus a few hard kicks to the gonads.

You're still curled into a fetal ball when they leave. Hard to find a part of you that isn't hurting.</column>
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            <column name="strName">Could be something in it for you. Run down to the Church and alert the Froggers. For a price.</column>
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The Frogger folk, on the other hand, are extremely pleased to hear all about it. Your fake blue sash and your praise for the Great Blue Frog were enough to convince them. Must have struck them on a good day too, 'cause they paid well.</column>
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            <column name="strName">Play middle man. See if you can tip both off for a fee.</column>
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A Frogger uses his free hand to push you back, off the end of his knife. Bastard must've taken the same route as you, and caught you double-dealing. He hauls back with his arm, and as he brings it down, a loud CRACK shatters the quiet. His head flaps backward in a violent red mist, and he collapses in a twist.</column>
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            <column name="strDesc">Two Froggers up ahead, arguing loudly over a stash of food. No brotherly love among fellow worshippers here.

You watch as the argument descends to blows. A feral kid breaks cover from his hiding place, heading for the food. With the Froggers distracted, he has a good chance of stealing it.

But then, so could you. That is, if you yelled out a warning to the Froggers at just the right time. Wouldn't end well for the kid, though.</column>
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            <column name="strName">Throw rocks at the Froggers. They'll be so busy dealing with you that the kid can safely grab the food.</column>
            <column name="strDesc">A couple of well-aimed rocks succeeds in getting the Froggers' undivided attention. The kid darts in and grabs the food. Mission accomplished. Job well done.

Except for the two angry Froggers charging straight at you, weapons raised. Man, those Froggers can move!

Running for your life, you're forced to shed extra weight in order to elude the vengeful fanatics. Was that something valuable? Not anymore.</column>
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            <column name="strName">Jump up and shout at the Froggers. Distract them. Give the kid a chance.</column>
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As you rapidly depart the scene, your peripheral vision catches sight of the kid. He streaks in unseen, and steals their food. Would've been nice to have savored the moment, but the Froggers are closing in fast, and you have to hustle.

Might have dropped something on the way out.</column>
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            <column name="strName">Warn the Froggers. The kid's going down no matter what. Only way you'll have a chance of grabbing the food.</column>
            <column name="strDesc">&quot;Kid! Watch out for the kid!&quot;

The Froggers take heed of your timely warning, and manage to scruff hold of the juvenile thief. As you expected, the kid thrashes around and gives them all manner of trouble, biting and kicking both of the Froggers. Time enough for you to make your move.

They see you, of course, but their hands are fully occupied with the wriggling kid. By the time pursuit starts, you're well clear.

Though you dropped most of the food in your haste to get out of there.</column>
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            <column name="strName">Wait 'til the Froggers are occupied with the kid, then move in and whack the lot of them with that wrench the Froggers dropped. Food plus loot!</column>
            <column name="strDesc">Unsurprisingly, the Froggers spot the kid, and grab him. When they do, you sneak in, and scoop up the monkey wrench from where they left it. Luckily, they're too busy trying to strangle the kid to notice your creeping closer.

Just as the kid breathes his last, you bring the wrench down on the nearest Frogger. There's a muffled crumple as his skull gives way. The second Frogger has time to react, but your swing catches him squarely on the cheek before he can draw a broken bladed knife. He slumps backwards, and you ignore the jarring recoil up and down your arm long enough to whack him again.

While you are tidying up, you give the expired kid a friendly tap on the head, watching that there aren't any more surprises.

Thanks, kid.</column>
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            <column name="strName">Canned salmon.</column>
            <column name="strDesc">There's a woman calling to you from above. Two stories up, out of an open window. Wants you to come into the store below. Plenty of cheap, good food, she says. Canned salmon!

You're pretty sure that any salmon would have gone off long ago, nothing now but tinned salmonella.

This reeks of an ambush. The girl's nothing but a lure. That kind of underhanded behaviour really gets you annoyed. Looking around, you notice that there is an awful lot of combustible rubbish drifted up against one wall of the building.</column>
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            <column name="strName">It isn't worth the risk. Leave.</column>
            <column name="strDesc">Sure you could burn down the building, but what if there are decent folk inside? Besides, all that smoke and flame is bound to attract unwanted attention.

You give the woman a friendly wave and keep moving.</column>
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            <column name="strName">Ask the woman to come down to the street, alone. You'll talk to her there.</column>
            <column name="strDesc">She doesn't want to. And you weren't expecting anything else. Time to go.

One thing's for certain, though. There must be a decent cache of food in the building. She looks well-fed.

As if on cue, the building's door bursts open. Run!</column>
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            <column name="strName">There's a lighter. Start a fire. Just a little one. Let nature take care of the rest. If it catches and spreads, then it's meant to be.</column>
            <column name="strDesc">As the fire sputters, the wind picks up. Within minutes, the building is burning brightly. There are screams inside from behind the door, but you can safely ignore them as you've jammed it shut.

Better not hang around, as this is one heck of an attention grabber. The burning inhabitants won't be deceiving anyone else. You've done your job.</column>
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            <column name="strName">Set fire to the rubbish. Fan the flames. Burn the whole building down, with everybody in it. They aren't going to trick you.</column>
            <column name="strDesc">As the flames lick up the walls, the woman starts screaming. You stand near the entrance with some rebar you found nearby. As far as you can tell, there is only one way out. The rats will be leaving the ship any moment now.

Strangely, only the woman and a man run out, their clothes and hair burning. You manage to fell both of them and extinguish the flames. Neither of them look anything like the low life that you thought was inside.

No matter. The man was holding a worn rifle. Hope it still works.</column>
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            <column name="strName">Evil 5.2</column>
            <column name="strDesc">Someone's calling you from the building up ahead. Top floor. You can't see, but it sounds like she's on her own. She's calling out that her foot is caught in a rodent snare.

You remember the canned salmon girl. The one who tried, you suspect, to bait you into a trap. Cynical? Maybe. But you estimate there are more cynics left alive than not.

Moving closer, you notice that the building itself is on its last legs. One decent heave ho in the right spot, and it might all come crashing down.

Still, you can't tell from here if she's telling the truth.

Have to go inside to know for sure.</column>
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            <column name="strName">If you're careful, maybe you can get her out of there without the whole place coming down. Worth a try.</column>
            <column name="strDesc">With a head full of gallantry, you enter the building, careful to step slowly and avoid any unnecessary vibrations. You wonder if the stairs are still working, but then, they must be in order for Rapunzel to have made it up to the top floor.

Stretching to avoid a shaky pile of rubble in the corridor, you don't see the crowbar as it arcs down onto the back of your head. You feel it, though. Even if only momentarily.</column>
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            <column name="strName">Won't hurt to poke your head in the door and assess the situation.</column>
            <column name="strDesc">Peering through the open door, you can't see much through the gloomy interior. Shards of sunlight highlight rubble and ordinary building detritus. Difficult to form a judgment one way or another.

Cautiously taking a few steps inside, you pause, waiting for your sight to acclimate to the low light. Gradually, you make out the building's interior. There's a corridor, probably leading to the stairwell. Looks like a typical rabbit warren of an old office.

Numerous open-plan wall dividers litter the ground. A faded faux-wood sign reads &quot;Reception&quot;. What you weren't expecting were the noises. Subdued breathing sounds. Muted. Close. Hard to tell, but there's at least three, possibly more.</column>
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            <column name="strName">You aren't going to be suckered into another trap. Heave ho! Topple the building. Bye, girl.</column>
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It's your public duty to clean up this mess. Inspecting the building, you find the best point of leverage, and give it all you've got. Once, twice, thrice you strain, pushing for all you're worth, but to no avail.

Exhausted, you stumble off, out of breath and frustrated. Nothing worse than leaving a job half done.</column>
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            <column name="strName">You'll save her! Sure you will. Insist that she throws down her gear to you first, just in case. And her shirt. You'll need it for bandages.</column>
            <column name="strDesc">Out of the open window sails a packet of ketchup and a ripped shirt.

Huh. Not quite what you were expecting.

Assumedly shirtless, the woman renews her pleas for your assistance. Of course you had no intention of doing anything, but you planned on leaving with more gear than just sauce and rags.

The building probably only looks wobbly, half a dozen head kickers just waiting for you to blindly rush in, thinking you've found yourself a wife. Scratching your head, doing your best to ignore the woman's calls, you conclude that the best outcome here is to walk away.</column>
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            <column name="strName">Evil 5.3</column>
            <column name="strDesc">You hear a woman shriek. Trouble up ahead. You've heard a suspicious &quot;damsel in distress&quot; or two before, but this looks different. A girl is being held down by a couple of rubble scum, while another tears off her clothes. Not pleasant-looking, these guys.

You've just found a nice crowbar, and could rush in and whack them in the back, but it's risky. Alternatively, you could hurl the crowbar at them and hope that the girl can break free in the resultant chaos.

Nice crowbar, though. Excellent condition.</column>
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            <column name="strName">That's got to stop. Put your crowbar to good use.</column>
            <column name="strDesc">Surprise and Mr. Crowbar are your two best friends. They take down a rubble scum apiece.

You're still hauling back the crowbar for another blow, when vermin number three punches you in the gut, wrestles the crowbar from your hand, and viciously kicks you. Luckily, you land on something soft.

The girl! She screams, and begins clawing at you. Probably figuring you for another thug.

Under attack from two directions, you slam your elbow into her ribcage, and try and trip the vermin up with your foot.

Her screams crescendo, and the rubble scum backs off long enough for you to struggle to your feet. He lands the bar twice more before you stagger clear. Faced with finishing you off, or preventing the girl from escaping he opts for the latter.

Man, didn't that work out well?</column>
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            <column name="strName">That's got to stop. Put your crowbar to good use.</column>
            <column name="strDesc">Surprise and Mr. Crowbar are your two best friends. They take down a rubble scum apiece.

You're still hauling back the crowbar for another blow, when vermin number three punches you in the gut, wrestles the crowbar from your hand, and viciously kicks you. Luckily, you land on something soft.

The girl! She screams, and begins clawing at you. Probably figuring you for another thug.

Under attack from two directions, you slam your elbow into her ribcage, and try and trip the vermin up with your foot.

Her screams crescendo, and the rubble scum backs off long enough for you to struggle to your feet. He lands the bar twice more before you stagger clear. Faced with finishing you off, or preventing the girl from escaping he opts for the latter.

Man, didn't that work out well?</column>
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            <column name="strName">Dealing with three of them might be a stretch. Heave the crowbar into the back of one and hope that they'll take off.</column>
            <column name="strDesc">Shame about the crowbar, but you can't stand by while someone gets worked over by rubble scum.

The nearest vermin staggers forward as the bar thumps into his back. Down he goes, limp as a sack of potatoes.

Wisely, you don't hang around. Hit and run. When you're confident enough that you're clear, you creep up into a building with a vantage point. Not a lot left to see apart from a dead piece of vermin, and an equally lifeless girl. And they've taken your crowbar.

Long shots, as you're finding out, don't often pay.</column>
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            <column name="strName">Yeah, don't get involved, the cardinal rule of the wastelands. Keep going.</column>
            <column name="strDesc">Sorry, lady. I've got to look after myself. Nobody else will.</column>
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            <column name="strName">Wait around the corner until it's all over. Whatever happens, her clothes will still be lying around. You could do with some new rags.</column>
            <column name="strDesc">It's only when the girl's stopped screaming that you judge it safe to investigate.

The vermin have gone, leaving the girl lifeless, bloodied, and bruised. Should you have helped her? Is anyone going to help you when you're next in trouble?

Maybe a better man would've done both, but they went the way of the dinosaurs soon after the apocalypse. Failure to adapt to changing circumstances.

Bending, you gather up what's left of the woman's clothing.</column>
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            <column name="strName">DMC tourist.</column>
            <column name="strDesc">Looking dazed and frightened, a chubby, well-dressed man runs towards you. Might be the first time you've seen an overweight person.

He grasps at your clothes as he reaches you, talking ten to the dozen. Says he's from the DMC. Some sort of adventure party, flying around on a hovercraft. But the twin engines both gave out at once.

Or at least that's the story. Claims he's the only survivor, and demands that you take him back to the DMC. He lives inside the gates. Core City, even. He'll pay handsomely.

The trouble is, you know there's no way you're getting chubby chops here back there safely. You're struggling to get there yourself.</column>
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            <column name="strName">Do what you can to help. Surely you've got something he can have?</column>
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            <column name="strName">Tell him which way to go, then be on your way.</column>
            <column name="strDesc">He's not happy. Really not happy. He demands that you help him, and threatens to report you to the DMC authorities if you don't.

Nice try. Last time you looked, they didn't hold much sway out here.

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            <column name="strName">Shake him off. Porkchops can fend for himself.</column>
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            <column name="strName">Shake him off, then shake him down.</column>
            <column name="strDesc">That quiets him down. Not so talkative once you shove a weapon in his face.

You tell him to strip, and lie on the ground. Holy cow! Look at all that flab! Where did he find enough food to stack that on? Core City, DMC must be the land of plenty.

In the meantime, you rummage through his stuff. Hopefully there's something useful.</column>
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            <column name="strName">Dirty rivers.</column>
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You pull him out, wet and shivering. Probably plopped out of the sky like the previous one you met. Man, he's got some high-class gear on him! Might even be a bottle of whiskey that he's clutching.

Being the friendly, helpful sort, you inform Mr. Moneybags that the filthy water is contaminated. Might be radioactive. Best if he stripped off, and moved over to that wall, where you'll hose him down.

Of course you will.</column>
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            <column name="strName">Slap him on the back. Tell him you're only joking. All that was in the water were germs. The joke's on you, buddy. Enjoy the wastelands!</column>
            <column name="strDesc">It was only when you started laughing at him that he finally believed you. They must live a very cosseted life in the DMC, 'cause it appears that germs are almost as bad as radiation.

Mr. Moneybags dissolves into tears, nothing but a pitiful, distraught, teddy bear lost in the woods. You don't enjoy leaving him there, but what the heck else can you do? Once he's finished crying, he'll come to his senses.

You mention, as you part ways, that he probably won't be alive come sundown. So be smart! Put a smile on! Enjoy what time he has left.</column>
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            <column name="strName">You'll dispose of his clothes just as soon as you've run him through the shower. Right this way...</column>
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You usher him forward, reassuring him. &quot;That's it... through the door... Yes, it is a bit dark, but that's to protect your eyesight... Stand still while I turn it on... Might take a while... if it hasn't started by the count of fifty, let me know.&quot;</column>
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            <column name="strName">DMC BBQ</column>
            <column name="strDesc">This is the third DMC tourist that you've met in recent days. Maybe they all came from the same faulty hovercraft? Maybe it's just raining rich, fat people. Which gives you an idea.

Cannibals would walk over glass to get a hold of all that well-fed stock. Just a matter of delivering the goods. This one's shaking with fright, limping and nursing a head wound. Imploring you to help him. Smart enough to know he won't live long without a guide.</column>
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            <column name="strName">There's no harm in giving him directions. Tell him how to get out of town safely.</column>
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That's going to make this difficult. He's a liability as a companion, but at the same time, you don't want to leave him here, clueless and defenseless.

In the end, you tell him to walk straight down the street. Insist that he keeps going until he reaches the end. That's about all the instructions he can handle.

What's at the end of the street? Who knows? At least he'll be on the move. Stay still for too long in the wastelands, and you're looking at early retirement. Sans watch.</column>
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            <column name="strName">Stand on the corner, buddy, with your thumb out. Someone'll give you a ride.</column>
            <column name="strDesc">&quot;There are vehicles out here?&quot; he asks. He seems genuinely confused. &quot;W-we didn't see any from the hover craft.&quot;

Patting him on the back, you reassure him. &quot;Sure there are lots of vehicles around these parts. Bound to be one passing by soon. Just make sure you don't forget to flag it down.&quot;

As you walk off and leave him, you hope he isn't expecting leather seats and cup holders. They aren't standard equipment for shopping trolleys.</column>
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            <column name="strName">No point tying him up with string. You'll have to take him directly to the cannibals.</column>
            <column name="strDesc">He might as well have &quot;Eat me&quot; painted on his back. Look at all that wobbly, tender meat! Mr. DMC is nothing more than a giant, uncooked roast.

You lead him down the street, trying to figure out a way to do a deal without the cannibals deciding to eat you as well. You're still mulling it over, when you hear a sudden yelp from behind. Spinning around, you're just in time to see Mr. Eat Me disappear down an open manhole.

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            <column name="strName">Cannibals like their meat fresh. Smash his kneecaps so he won't be able to run away.</column>
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It's going to be a whole lot simpler to negotiate a deal if the goods aren't with you at the time. Which is why you ask him to sit down before smashing both his kneecaps with a rusty steel bar. The high-pitched screaming nearly deafens you, and you scramble to jam rubbish in his mouth.

Leaving him inside an old toilet block, you head off to locate some cannibals. 

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            <column name="strName">A stranger intervenes.</column>
            <column name="strDesc">They've cornered you. Some lucky gangers managed to back you into a dead-end alley. They're closing in, smelling blood in the water. The future's looking pretty grim.

But then somebody shows up. And he's packing.

The gangers hesitate. As the stranger holds them up, you duck into the door he appeared from.

Then, just as suddenly, the situation shifts. The gangers are no longer scared. Why? They split up, and move in fast. You watch the stranger cock the weapon and aim, but the nearest ganger just keeps coming, unperturbed.

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            <column name="strName">Help the man. Stand together, die together.</column>
            <column name="strDesc">Before you can reach him, the stranger disappears under a swarm of nihilistic gangers. It's glaringly obvious that he isn't gonna get up.

Spinning around, you dash for the door. A lucky thrown crowbar catches you before you can clear it, though. Staggering, you slam the door shut behind.

With blood obscuring your vision, you thread your way through the apartment, to the exit on the far side. All the while, you try and think of a reason why a complete stranger would put his life on the line to save you. Damn, that was noble.

Maybe one day you can pay the favor forward?</column>
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            <column name="strName">Leave the door open behind you. He might make it. Miracles can happen.</column>
            <column name="strDesc">You can't bring yourself to slam the door on your anonymous savior, so you leave it open. Noble? Hardly. But it also means you have to move fast.

Through the apartment, and out the exit, before the gangers finish tearing the stranger asunder.

Good man, that. Damn, did I drop something?</column>
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            <column name="strName">Yell out your thanks. Then slam the door. Slow down the gangers.</column>
            <column name="strDesc">You're not sure he heard. Having a gridiron team of nihilists tackling you isn't good for the acoustics. Doesn't matter, in the end. He's gone.

You slam the door shut, and get the heck out of there. Hoping all the while that next time you find yourself up the creek, there will be another like just like him.

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            <column name="strName">Jam the door shut behind you, and disappear.</column>
            <column name="strDesc">You slam the door behind you, and shove some debris against it, for good measure. Don't want any of those thugs chasing after you.

And the stranger? No point helping a man who's already dead. Sure, he put it on the line for you. But so what? Main thing is that you're still alive.

As you pass through the apartment, you notice a stash of gear. Must have belonged to the stranger. Rifling through it, you hope that he had the foresight to leave you something useful.</column>
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            <column name="strName">Rat gut soup.</column>
            <column name="strDesc">The stranger. You still feel bad that he died trying to save you back there. You had almost put it out of mind, but history decided to repeat itself.

You ran into another Samaritan in this old house. He gave you a tin cup of rat gut soup. Not bad, either. Things were going pretty okay, until the gate crashers showed up.

Slavers kick in the front door, probably attracted by the smell.

You jump to your feet and head for the rear exit. But he stands slowly, stretches, and hoists a hefty piece of timber. He's planting his feet, and squaring his shoulders.

Outnumbered, but unperturbed. He's willing to hold the line even while you make your escape.</column>
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            <column name="strName">Stand and deliver. If the man wants to die defending his home, then you're willing to do the same.</column>
            <column name="strDesc">In a wastelands devoid of honor and morality, a man like this stands like a towering beacon of... melee violence!

You're forced to stand back against the wall as the old guy takes out one slaver after another, with powerful, sweeping hits. The lump of timber he's holding must have been forged by a dwarven king. But it doesn't last, it never does.

The slavers wise up, and one of them blasts him with a rifle. Flinging the timber overhand, like a vengeful spear of yore, the old man takes out the shooter, before toppling forward.

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            <column name="strName">You'd love to help, but violence doesn't solve anything. Since you can't condone all this fighting, leave.</column>
            <column name="strDesc">It would be inappropriate for you to stay and help a man whose only solution is violence. You dart out the back as things come to a head inside.

Man, but that rat gut soup was the tastiest meal you've had in a long time. What was the secret ingredient, ketchup? If you run out through the kitchen, there might be some leftovers.</column>
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            <column name="strName">&quot;Hey, thanks, pops! Give them one for me!&quot; Make for the back door.</column>
            <column name="strDesc">You bet that pops here watched every western back in the day. A man of few words, and even fewer actions. What kind of balls must it take to just stand there, lump of wood in your hand, facing imminent death and calmly say &quot;Time to go, son&quot;?

You don't need any more reminding.You pump your hand a couple of times, and tell him to sock it to them. If pops is going to slow them down, it's important he does a proper job of it. No point in him sacrificing himself on your behalf if the slavers steamrolled straight through him, right?

So, come on, pops, put some back into it!</column>
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            <column name="strName">If you're quick, real quick, you might be able to loot a few rooms on the way out.</column>
            <column name="strDesc">While grandpa reenacts the Alamo, you speed-loot your way through the house on your way out the back door. You grab this and that before jumping out of a gaping window frame, figuring that the back door might be guarded.

Turns out, you were right: the back door *was* guarded. The window, too!

Scrambling to your feet, you dive for the fence, hoping to scale it and lose them in the next yard. A slaver snags your foot, though, and you fall hard on the jagged fence top. Your flesh tears as he pulls at your leg, and you kick out furiously. You land a solid heel to his throat, and slump the rest of the way over the fence.

Forget the loot. Forget whatever you dropped. Holding viscera in with your hand, you hobble away as fast as possible.</column>
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            <column name="strName">Tag-along.</column>
            <column name="strDesc">This kid's been following you around for the last hour. Won't leave. He's not talking to you. Just content to tag along behind. Maybe you're the father figure he never had? He's got that semi-cared-for look about him. Probably from the nearby enclave.

You decide to head that direction, to at least get him pointed in the right direction. However, up jumps some rubble scum, and instinctively you run. The kid, unfortunately, twists his ankle on the uneven ground.

Expecting cries of help, you're shocked when he just gathers up a handful of nearby rocks, crouches, and begins methodically lobbing them at your pursuers.

Tough kid.</column>
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            <column name="strName">You can't leave the kid behind. Run back and save him.</column>
            <column name="strDesc">&quot;Hang on kid, I'm coming!&quot;

You figure you'll make it to him before the rubble scum get there. But only just. Not enough time to grab him, but you might be able to fight them off together. Kid's pretty good with a rock.

You're almost there, when the sound of a rifle shot brings you to a dead stop. The kid. They've shot him. He's kneeling there, hand over a spurting shoulder. He catches your eye, and a hopeful look crosses his face.

Bang! This one kicks up dirt at your feet. With a last, apologetic glance at the kid, you dive off to the side. It's a tense flight through a maze of ruins, but you eventually gain some distance on them.

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            <column name="strName">You can't leave the kid behind. Run back and save him.</column>
            <column name="strDesc">&quot;Hang on kid, I'm coming!&quot;

You figure you'll make it to him before the rubble scum get there. But only just. Not enough time to grab him, but you might be able to fight them off together. Kid's pretty good with a rock.

You're almost there, when the sound of a rifle shot brings you to a dead stop. The kid. They've shot him. He's kneeling there, hand over a spurting shoulder. He catches your eye, and a hopeful look crosses his face.

Bang! This one kicks up dirt at your feet. With a last, apologetic glance at the kid, you dive off to the side. It's a tense flight through a maze of ruins, but you eventually gain some distance on them.

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            <column name="strName">Aw, crap. You wring your hands in frustration. What are you going to do?</column>
            <column name="strDesc">That poor kid. If you don't help him, he'll die for certain. But there are so many of them. Jeez!

You wring your hands, but you can't make up your mind. Watching the rubble scum to see what they do next, you fail to notice another pack of gangers, this one coming from the opposite direction. You're caught flat-footed as they charge you.

Bang! Down you go. Boots all around, kicking. A crowbar arcs downward, snapping aside your upraised arm. And again. You feel yourself choking on blood, unable to fend off the blows as your swollen eyes turn everything into flashes of red. Bright, shiny red...</column>
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            <column name="strName">&quot;Go kid! Keep throwing. I'll come for you, maybe.&quot;</column>
            <column name="strDesc">The kid's going to die, nothing you can do about it. At least he'll get a regular meal, up there in the great rubble pit in the sky. Assuming they let him in through the gates.

Should you yell back at him to aim for their legs and not their heads? Doubt that he'd hear you by now anyway, given how fast you're running.</column>
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            <column name="strName">Circle back later, once the kid's dead. Bet those enclavers will appreciate getting his corpse back for a proper burial.</column>
            <column name="strDesc">On one hand, enclavers bring their kids up pretty tough. A chronic scarcity of resources doesn't leave them much choice. Kids are sent out to scavenge, knowing full well they may not make it back.

On the other hand, the kids are valued members. Enough that you turning up with someone's dead boy could merit a reward. Maybe even a meal?

The only hitch in the plan is that the rubble scum decide to take the boy alive. Probably going to sell him on to slavers or cannibals. Kid's worth more to them alive than dead.

Damn. As you walk away, plans deflated, you notice something in the dirt. Kid must have struggled, and caused one of the rubble scum to drop something.</column>
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            <column name="strName">Dog's den.</column>
            <column name="strDesc">Who knows what they made in this factory back in the day? Nothing now but rusting hulks of metal, corroding overhead walkways, and dark shadows.

A clutch of Froggers are huddled in one corner, over a fire. Tea time for the Church of the Blue Frog believers.

But there's something else in here. Something inhuman. You can tell by the smell. Wet fur, musky scent. A dogman.

You've been crouched here for the past half hour, and you still haven't got a good fix on it. But you think that it's moving in on the Froggers.

Yell a warning, and it could be you who's the target. Do nothing, and you've got cover for an escape. But they'll be guaranteed dog food.</column>
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            <column name="strName">Nobody deserves to be fanged by a dogman. Shout a warning, and cross your fingers.</column>
            <column name="strDesc">You hail the Froggers, but they're slow to react. They start looking around, uncertain. There's a flash of movement in the nearby shadows. Crap, the dogman's moving towards you!

Running for the exit, you hear it pounding after you. There's a door up ahead. Maybe the dogman won't follow you outside?

It lunges, and you jig sideways, still moving. Barely a moment later, another lunge. It's touch and go like this for several eternal seconds.

Running full-tilt at the door, you shoulder it open. The dogman makes one final slash at your back, then you're through. Outside.

The dogman's probably circling back for his other prey, 'cause he's nowhere to be seen out here. You're safe, for now. Though your lungs burn, and you're shaking like a leaf.</column>
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            <column name="strName">Nobody deserves to be fanged by a dogman. Shout a warning, and cross your fingers.</column>
            <column name="strDesc">You hail the Froggers, but they're slow to react. They start looking around, uncertain. There's a flash of movement in the nearby shadows. Crap, the dogman's moving towards you!

Running for the exit, you hear it pounding after you. There's a door up ahead. Maybe the dogman won't follow you outside?

It lunges, and you jig sideways, still moving. Barely a moment later, another lunge. It's touch and go like this for several eternal seconds.

Running full-tilt at the door, you shoulder it open. The dogman makes one final slash at your back, then you're through. Outside.

The dogman's probably circling back for his other prey, 'cause he's nowhere to be seen out here. You're safe, for now. Though your lungs burn, and you're shaking like a leaf.</column>
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            <column name="strName">Sit tight. It's not worth attracting the attention of a dogman.</column>
            <column name="strDesc">The dogman takes his time. The Froggers have almost finished their tea before it lunges into the circle of light.

It tears through three Froggers in quick succession, ignoring the rest. In all three cases, it focuses on immobilizing them first, often biting at their exposed tendons. Then, it slashes open their bellies, forcibly thrusting its snout into their still-pulsing bodies. Feasting on their frantically beating hearts.

You choke down the impulse to vomit. Is this where dogmen get their vitamins and minerals from?</column>
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            <column name="strName">Get the Froggers' attention. They'll come running. Easy meat for the dogman.</column>
            <column name="strDesc">&quot;Hi! Hello,&quot; you shout.

The Froggers spot you, and as you thought, waste no time in hunting down a non-believer. The dogman is clever enough to take out the tail guard first. It slashes their throat, and then bounds after the rest. Manages to down two more before the others make it out the door.

With the Dogman feeding, you sneak by the fire for a look. It looks like the Froggers left something! You snatch it and get out of there.</column>
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            <column name="strName">Evil 8.2</column>
            <column name="strDesc">You've been looking, but still no obvious sounds nor signs of movement. It's unnerving. This  cavernous shopping mall just doesn't feel right.

You spot some sleeping enclavers. Plus a couple of extras standing guard. But that isn't what's making you uneasy. There's something here. Something else. It's too dark to see it, but you get the sense the enclavers are being stalked.

You've been out in the wastelands long enough to know that the enclavers aren't long for this world, anyway. You could probably slip away when it hits them. But should you?</column>
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            <column name="strName">They appear oblivious to the danger. Shout out a warning.</column>
            <column name="strDesc">All instincts and action, you call out to the enclavers. They come sharply to attention at the sound of your voice. Up on their feet, they close up, weapons at the ready.

They're a surprisingly tight, well-trained group. Anything that wants to tackle them has a job on its hands. Unlike the one that just broadcast its position. Who could that be, you wonder? Damn.

Whatever it is, it's got better night vision than you. It moves faster, and it's hunting on home ground. You realize you're not going to make the exit. Running straight towards the enclavers is your only hope. Join their defensive circle. Together, maybe you could make it to the exit.</column>
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            <column name="strName">Don't risk becoming a target. Get out of there, now. Run!</column>
            <column name="strDesc">It's a big shopping mall. The roof is largely intact, leaving the main pedestrian areas dark and gloomy. You've wandered a long way in, and the closest exit is minutes behind you. Less if you run. Is running a good idea? Probably not, but this THING, whatever is out there, is giving you the cold sweats.

Hoisting your gear, you bolt for the exit. Within steps, you know. It's onto you. Drawn to the frightened, fleeing prey. Damn your fear for overriding your sense. Despite your frantic, heavy breathing, external noises begin to intrude. A deep, rhythmic beating sound. Wings flapping? Damn big ones, if they are. And that smell. An acrid whiff of ammonia.</column>
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            <column name="id">725</column>
            <column name="strName">Wait until the blood starts flowing, then quietly depart.</column>
            <column name="strDesc">When the creature attacks, it does so in such an unexpected manner that you are left momentarily stunned. The enclavers, even more so. They can't comprehend why the severed head of one of their number is rolling around in their midst like a macabre bowling ball.

Damn the plan, fear propels you to your feet and toward the exit before the screaming begins. You weren't planning on running, but they're making such a ruckus back there that nobody will notice you now. The image of that creature drives you on, legs pumping. The damn thing fell out of the air, snapped his body into neat pieces, and then launched itself back into the darkness on massive black wings.</column>
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            <column name="strName">The enclavers have a lot of gear. Wait 'til they're all dead and the creature's gone.</column>
            <column name="strDesc">Awfully tempting to sit tight and wait. Nobody else will be coming to loot the leftovers. You'll have it all to yourself. Take your time. Patience.

The instant the creature strikes, however, you decide that patience can take a hike. There is no way you are going to sit there in the dark, when there's some kind of giant f-ing vampire bat chewing people's heads off JUST OVER THERE.

It takes everything you've got to stop yourself bolting straight for the exit. No sir, you are going to sneak your way out of there, quietly and slowly. Peeing your pants the whole way, if need be.

The screams of the enclavers echo wildly around the massive mall. One by one, the screams fall silent. Abruptly, mid-scream.

The exit. Focus on the exit.</column>
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            <column name="strName">Evil 8.3 cont'd</column>
            <column name="strDesc">You shouldn't have gone into the warehouse. Knew it was a mistake the moment the door swung closed behind you, locking you inside.

It's black in here. You can't discern much apart from the vastness of the space you're in. Barely enough to see your hands before your eyes. You stumble over something soft. Bending, you pick up...ugh. An arm. Torn at the shoulder.

A sudden scream indicates there's at least one other living person here. Then, more muffled sounds of movement. Panting. Intermittent screams. Running. Gurgling noises.</column>
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            <column name="strName">Call out to them. Ask them to wait, you'll be with them soon.</column>
            <column name="strDesc">Okay, shouting wasn't the smartest move. Seriously, calling out in a darkened warehouse, with an unknown beast running rampant? Why not stick an emergency siren on your head and sprinkle salt and pepper over your body?

And those two guys? You think they're willing to stand there, stationary and exposed, in the middle of some creature's personal slaughterhouse, while they wait for a stranger to join them? Would you?

It's just that you couldn't help yourself. You had to shout out, and now the die is cast.</column>
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            <column name="strName">Attempt to kick the door down. You're getting out of here, one way or another.</column>
            <column name="strDesc">It's a solid door, and you don't have much time. Brute force is your only hope.

Ignoring the jarring pain, you repeatedly throw yourself bodily against it, kicking it near the hinges for good measure. The noise and activity has attracted attention. You can hear the beast snarling, loping towards you.

Desperately, you hurl yourself at the door as if it's the gate to heaven. There's a loud crack, as the timber splinters. But the door holds. With no time for another run up, you kick at it. A hinge gives way, you push and shove, and the door falls outward.</column>
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            <column name="strName">There's a lot of movement. It's confusing. Sit tight until you form a clearer picture.</column>
            <column name="strDesc">It's difficult to get a lock on the situation. There's the pair in the middle of the warehouse, and at least a couple of other people running around in the dark. At least you think that they're people. Nobody's screaming. Smart. You wouldn't want to give away your position, either.

There's a loud grunt, and a glimpse of disturbed dust motes swirling around a skinny, tentative shaft of sunlight. One left? Or is that the beast? You can't decide whether to wait or make your move.</column>
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            <column name="strName">There's a lot of movement. It's confusing. Sit tight until you form a clearer picture.</column>
            <column name="strDesc">It's difficult to get a lock on the situation. There's the pair in the middle of the warehouse, and at least a couple of other people running around in the dark. At least you think that they're people. Nobody's screaming. Smart. You wouldn't want to give away your position, either.

There's a loud grunt, and a glimpse of disturbed dust motes swirling around a skinny, tentative shaft of sunlight. One left? Or is that the beast? You can't decide whether to wait or make your move.</column>
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            <column name="strName">Let the beast devour them. While it's occupied, make your escape.</column>
            <column name="strDesc">It's a dogman. Twice it darts into the small circle of light. Each time, lashing out at the men's legs. Their Achilles tendons. You've seen it do that before, immobilizing their prey prior to feasting on them.

Another couple of strikes, and one man goes down. Alone, the other is unable to cover all the angles. Before long, both of them end up sprawled on the ground, shrieking and unable to stand.

What comes next is awful, but not unexpected. The dogman thrusts its large head inside their stomachs, and tears flesh out, swallowing it while the men's bodies twitch and thrash.</column>
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            <column name="id">733</column>
            <column name="strName">Evil 9.1</column>
            <column name="strDesc">It's a long way to the ground from the top of the office building. A section of the floor has recently collapsed.

Frightened screams of a woman echo off the walls. She's dangling in space, held by one arm of another enclaver. Doesn't look like he has enough muscle to pull her up over the ledge to safety.

You could run to help, but you risk the floor giving way under your extra weight. Nearby, you notice the enclavers' backpack, temporarily abandoned in the crisis.</column>
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            <column name="strName">He isn't going to hold her long enough for you to tip toe in. Gotta run in there. Risk it all.</column>
            <column name="strDesc">Halfway there, the floor gives way.

You fall to the next floor, onto a pile of plaster and plastic. They, however, aren't so lucky. You hear the screams of the pair as they hit terminal velocity.

Gingerly wriggling your fingers and toes, you hope that everything is still intact. Nasty fall.</column>
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You fall to the next floor, onto a pile of plaster and plastic. They, however, aren't so lucky. You hear the screams of the pair as they hit terminal velocity.

Gingerly wriggling your fingers and toes, you hope that everything is still intact. Nasty fall.</column>
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            <column name="strName">No. Too dangerous. If the floor gives way everybody will die. Good luck, folks. Nothing you can do.</column>
            <column name="strDesc">It's a shame, but no sense having three dead bodies when it can be just one.

You quickly turn, hoping to avoid the sight, and start walking away. An echoing shriek carries on a second or two, then cuts short. Your back and ears tingle at the thought of the mess, and you press on.</column>
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            <column name="strName">Quietly sneak in and take the backpack.</column>
            <column name="strDesc">The backpack's heavy. You're about to sneak down the stairwell, when you hear a despairing shriek, signifying the end.

You rush into the stairwell, hoping not to hear the sickening wet thump from there. When clear of the drama, you pause to check the backpack. Damn, nothing there but junk. Well, apart from the pack itself.</column>
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            <column name="strName">Evil 9.2</column>
            <column name="strDesc">In an ideal world, you could help everybody that needed it.

Like this guy. An enclaver, hanging by one hand from part of a balcony, here on the fourth floor. A group of them were out there when it gave way. He's all that's left. Shouting that he can't hold on for much longer.

Glancing out the empty frame of a sliding glass door, you notice that you aren't the only person who's listening to all the noise. Rubble scum are pouring into the foyer down below.

There isn't much time. You bet they missed the pile of broken bodies, including that backpack, in the mess. But what about Mr. Death Grip here?</column>
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            <column name="id">739</column>
            <column name="strName">Haul him to safety. It's risky and you don't have much time, but you can't leave him.</column>
            <column name="strDesc">You've been caught out like this yourself once or twice, and there's no way you're going to leave a potentially friendly enclaver to his grisly fate.

Inching out on your stomach, you reach down and grab him by the wrist. He's got enough sense to let go and do the same. With hands locked, you pendulum him back and forward, trying to build up enough momentum to enable him to get a leg over the edge.

Almost there. The enclaver's swinging through a sizeable arc when, crack! Something gives. Something structural.

The remaining balcony tilts, tipping you over the edge. The two of you fall, arms still locked, for a second. Maybe two. The impact below knocks the wind out of you. There's a taste in your mouth like iron, and your nose tingles painfully.</column>
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            <column name="id">740</column>
            <column name="strName">Haul him to safety. It's risky and you don't have much time, but you can't leave him.</column>
            <column name="strDesc">You've been caught out like this yourself once or twice, and there's no way you're going to leave a potentially friendly enclaver to his grisly fate.

Inching out on your stomach, you reach down and grab him by the wrist. He's got enough sense to let go and do the same. With hands locked, you pendulum him back and forward, trying to build up enough momentum to enable him to get a leg over the edge.

Almost there. The enclaver's swinging through a sizeable arc when, crack! Something gives. Something structural.

The remaining balcony tilts, tipping you over the edge. The two of you fall, arms still locked, for a second. Maybe two. The impact below knocks the wind out of you. There's a taste in your mouth like iron, and your nose tingles painfully.</column>
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            <column name="id">741</column>
            <column name="strName">Leave him dangling. If he's still there, he'll keep the rubble scum busy enough for you to escape.</column>
            <column name="strDesc">The problem with leaving him here is that, by the time the rubble scum arrive, he might have already plummeted to his death. You need him there, dangling and hollering for help, to act as a diversion. Without him, you're not sure if you'll be able to make it out of the hotel in time.

You call out to him, and tell him to hang in there while you get your rope. With rescue imminent, he'll hang there as long as necessary. Hope does that to you.

You close the door quietly on your way out.</column>
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            <column name="strName">Pull him up, and get to work. Break one of his legs. He'll be a better distraction if you leave him like that.</column>
            <column name="strDesc">You grab hold of some rotting bed sheets, twist them around, and throw the end within reach of old Death Grip here. He dutifully grabs hold of the improvised rope, and you pull as he hoists himself up and over the balcony.

You urge him inside, and wait until he crawls within reach, then slam a heavy desk lamp onto his tibia. He screams louder than a squealing teenager. Excellent!

You bolt from the room, and into another as rubble scum come charging up the corridor. The floor gives way, though, and you fall to the next with a thud, tangled in low-pile carpet. Rubble scum are shouting from the floor above, and you hear a couple land on the bed near you.</column>
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            <column name="strName">Evil 9.3</column>
            <column name="strDesc">You're betting it's been a while since most hotels have been the scene of any love-making.

Not that that stops the couple of enclavers in this room. Peering in, you found them rutting like animals on a sagging bed. Busy making the next generation of survivors.

Admirable, apart from the hunting party of slavers sweeping through the hotel. There's time to warn them.

Or you could just steal their clothes, and let them enjoy their last few moments together.</column>
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            <column name="strName">Tell Romeo and Juliet to get their clothes on, there isn't much time.</column>
            <column name="strDesc">You try to warn them. But Romeo and Juliet are too engrossed in their own Shakespearean play. And like most of the immortal Bard's efforts, you suspect that this one is also going to end in tragedy.

A tragedy you may well be a part of, if you don't get moving.

Improvising, you crawl underneath the shaking bed and make like a mouse. The slavers, bursting into the room, are delighted by what they've found. The enclavers, less so.

The subsequent two-act drama is notable only for its innovation and brutality. By the time you crawl out from under, they've gone. Dragging the sobbing girl with them.

The man, or what's left of him, remains on the bed. And a bit on you, too. You feel sick.</column>
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            <column name="strName">Tell Romeo and Juliet to get their clothes on, there isn't much time.</column>
            <column name="strDesc">You try to warn them. But Romeo and Juliet are too engrossed in their own Shakespearean play. And like most of the immortal Bard's efforts, you suspect that this one is also going to end in tragedy.

A tragedy you may well be a part of, if you don't get moving.

Improvising, you crawl underneath the shaking bed and make like a mouse. The slavers, bursting into the room, are delighted by what they've found. The enclavers, less so.

The subsequent two-act drama is notable only for its innovation and brutality. By the time you crawl out from under, they've gone. Dragging the sobbing girl with them.

The man, or what's left of him, remains on the bed. And a bit on you, too. You feel sick.</column>
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            <column name="strName">Politely close the door. Hope the slavers don't bother looking inside.</column>
            <column name="strDesc">You pull the door shut, quietly. Will it make any difference? The slavers, you know, are thorough. They'll check every room. Especially one with groans and sighs emanating from it.

So, no, it won't make a lick of difference, but it made you feel better about leaving them.</column>
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            <column name="strName">Jam the door firmly open. Ensure they're found. Nobody is allowed to have that much fun.</column>
            <column name="strDesc">You shove some debris under the door to keep it open. Out of spite, as much as anything else. After all, nobody's offering to jump into bed with you.

But why would they? You stink. Your clothes are filthy. And your fingernails look as if they've been doing double-duty as a toilet brush. When was the last time you changed your underpants? Are you even wearing any? The only warm things that feel like cuddling up to you at night are lice.

Still, what you're doing is an act of pure bastardry. One day, you suspect, there'll be reckoning.</column>
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            <column name="strName">Sneak in and rob them blind. Won't be difficult.</column>
            <column name="strDesc">Looting these two is a lot easier than expected. You could have run in, jumped up and down, and recited poetry for all the attention they were paying you. Temporarily, they're free of the troubles of the wasteland.

The sound of the approaching slavers only serves to emphasize the &quot;temporary&quot; aspect. Hey, not your problem.</column>
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            <column name="strName">Evil 10.1</column>
            <column name="strDesc">This is one huge parking lot.

Dead cars, buses, and trucks are jumbled all over. Most of them have been stripped of anything useful. A few serve as shelter to locals. You're caught crossing the lot when the slavers arrive.

Sweeping through the lot, they know there's bound to be people hiding amongst the rusted metal hulks. You stay low, and retreat back to the where the biggest concentration of vehicles are. You see a family huddled in the back of a bus, unaware of the danger.

There are enough hulks between you and the slavers to offer meager concealment, all the way to the remains of the shopping mall. You could make it, maybe, but you'd need a distraction.</column>
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            <column name="strName">Warn the family. Tell them you know a way to safety. The odds are long, but you've gotta try.</column>
            <column name="strDesc">Within seconds, they're out of the bus, and following you. Real survivors know when to keep quiet and move fast.

Together, you crouch low, and run from one rusty hulk to the next. You're expecting a bullet in the back at any moment, but miraculously, all five of you make it to the mall without being seen. Without a word, they hive off down an empty corridor and leave you. Smart people. They'll make it.

Hold on. Damn! They've stolen some of your gear.</column>
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The family, once warned, are up fast and moving quietly, like cheetahs. Good for them, except they're heading for the same route you were planning on. And worse, just as they reach safety, they're spotted. The slavers go into heightened alertness born of frustration.

With your planned route busted, you're forced to take a more open path. You muster your energy, and sprint for it.

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            <column name="strDesc">Bus terminal. Rusted, burnt hulks litter the area, tilting on bare metal wheels. Fallen signage, torn seats, dirty, ripped carpets everywhere. And dust. Inches of it.

A man, darting from cover to cover, is heading towards you. Using the wreckage to weave a path to safety. Rubble scum are on his trail. They know that he's close, but they keep losing sight of him. You can hear their howls of anticipation.

You dive under the nearest bus, and wriggle out of sight. The man runs right up to where you are, unaware of your presence. Panting. Tired.</column>
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            <column name="strName">Hey, buddy, over here!</column>
            <column name="strDesc">You rasp a warning to him, and gratefully, he slithers in under the bus and joins you. The rubble scum aren't far behind.

To your amazement, they come straight to where you are both hiding. The dust! Jesus. How could you have overlooked the dust? It's caked everything inside the terminal. The rubble scum don't need a tracker to see where Marathon Man has gone.

&quot;Is it safe?&quot; he croaks in a hoarse voice. &quot;Is it safe?&quot;</column>
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            <column name="strName">Roll a rock out from under the bus. Trick the rubble scum into thinking he's over there.</column>
            <column name="strDesc">You push hard on a rock, hoping it draws rubble scum off from the bus. Instead, the rock plows a nice arrow through the thick dust. An arrow pointing directly towards whence it came.

It doesn't take long for the approaching gangers to reach you. Marathon Man, oblivious to your plight, has run right past you, and kept on going. The thing is, now that he has a head start, you're the nearest target for the gangers.

Run!

By the time you make it out of the terminal, you've taken three solid hits. You're still on your feet, but only just. A nearby ghetto of ruined dwellings is all that allows you to escape. Bending over, hands on your knees, you wonder just how bad the damage is.</column>
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Run!

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            <column name="strName">You're a big believer of hear no evil, see no evil. Let him go.</column>
            <column name="strDesc">They catch him, not far from your position. A couple of gangers hold him, while others hog tie him to a wooden pole. Marathon Man, his head hanging upside down, notices you hiding under the bus.

You give him a silent thumbs up, one survivor to another.

He yells. &quot;Over there, under the bus!&quot; So much for survivor solidarity.

Exiting out from the far side of the bus, you make tracks out of the terminal. Hard to say if anyone is paying him attention, but you aren't going to hang around to find out.

The worst of it is that you probably lost some gear in the scramble.</column>
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            <column name="strName">Pull on that old electrical cable. Trip him. Then get out of there, fast.</column>
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Discretely departing the scene, you try and think why you pulled the cable? Have you become so calloused as to automatically discard anyone that buys you a chance?

Maybe you have. But so what? If sacrificing others keeps you breathing, then you aren't going to argue. You start to anger over having to justify your actions to the do-gooder inside.

Memo to self: it's the wastelands, what the hell do you expect?</column>
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You open one to find a man, woman, and child sleeping inside it, enjoying the padded luxury. Surprised, you slam the lid back down, and sit on it while you think of a plan. The rubble scum family frantically bang the lid underneath you.

Are they legit? Or the type to jump you as soon as you turn your back?

As far as you're concerned, there is no worse fate than being buried alive. Being trapped in a coffin must come close. There is, you notice, a lock mechanism on the side of the coffin. Must have been a luxury number.</column>
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            <column name="strName">You can't do it. Not even rubble scum deserve to be consigned to such a horrible fate. Let them out.</column>
            <column name="strDesc">Keeping in mind what happens when you kick a hornet's nest, you jump off the lid, and leap to your feet. You don't stop running until you are out the door, through the chapel, and into the street.

Farther away, you slow to a walk. You aren't convinced that you did the right thing. It feels right, but it's rubble scum. Just as likely to rob you, as walk on by. And you just saved them.

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            <column name="strDesc">Closing the latch, you watch to see what transpires.

The lock holds for a minute, but desperate kicking, punching, and pushing from within soon break it apart. The lid flies open, knocking you back.

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The lock holds for a minute, but desperate kicking, punching, and pushing from within soon break it apart. The lid flies open, knocking you back.

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Maybe you'll try the next forest, provided it isn't seemingly designed to frighten people.

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Something has moved through the area recently. Something big. Something sufficiently nimble and intelligent enough to not leave its spoor on the path.</column>
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You resolve to eat or drink nothing until you have left the Glade.</column>
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Standing before you is a lady. Tall, slender, and dressed in a flowing ethereal white gown. Calling your name, she beckons you forward. Her captivating voice only reinforces your desire to touch, hold, and possess.

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This door hasn't seen oil for a long time, as the hinges threaten to groan louder than your belly. Pausing, you wait for some ambient noise outside to mask the sound, then push fast to minimize the creak.

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Tangles of creepers and vines pull at your limbs, and your pace only slows in the spider web of undergrowth.

And behind you, the beast bounds closer with each heartbeat, jarring your bones each time it lands with tremendous weight.

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            <column name="strDesc">No time to find a good hidey hole, you duck under some exotic canopy and freeze. Maybe it's one of those things that only sees movement.

Peering through the foliage, hope for that outcome quickly fades, as the beast arcs through the air toward you. The gray hulk lands hard, tearing up the mossy floor with three powerful legs as it redirects its landing towards you.

Before you can get to your feet, it rams into you, shouldering your mouth, and sending you back to the ground. Blood saturates your lips, and you lose focus of your surroundings...</column>
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            <column name="strDesc">Bracing, assuming a combat crouch, you  ready yourself for battle. Sudden movement catches your eye. Instinctively launching off your back foot, you propel yourself forward.

It's in mid-air when you catch your first glimpse. Thick muscle, gray hide, three legs, and dark red eyes. It lands with a bone-jarring thud, and leaps again, straight at you.

Your defenses are no match for its momentum, however. Its arc terminates square on your chest, grinding you into the soft floor like a plough.

You swing and claw at it, but it easily keeps you pinned with its forelegs, clawed arms rending your flesh. Your flailing reduces to an absently raised arm, and then nothing.</column>
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            <column name="strDesc">Focusing on the tree above, you wonder why you are so cold? It might be because you are lying on the ground, but you gradually realise that the spreading pool of blood beneath you has more to do with it. 

The beast is gone. The damage is done. Of all your limbs, only your left arm is responding. Bloodied, raw flesh dangles before you, as if it has been peeled back from a ripe fruit.

There is no pain, only recognition of the end. Memories flicker, stutter, extinguish. Shivering...</column>
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            <column name="strName">Rescued by the Lady</column>
            <column name="strDesc">Later, much later, a soft caress coaxes your eyes open. You find a lady smiling down upon you, her hand upon your cheek. Skin tingling, and blood surging, you wriggle your toes. As you struggle to form words, she steps back. Turning, you look for her, but she is gone. All that's left is an unfamiliar item on the ground next to you.

Despite your relief at still being amongst the living, you struggle to dispel the retinal image of the lady's index finger. One moment, it was soft and seductive, caressing. The next...

Does it matter? Was it real? It was so... You could easily have mistaken it for a fungus-covered twig. In fact, on reflection, you are certain that's what it was.

Near-death experiences do not make for clear memories. Vivid, certainly, but not clear. You inspect the item before you.</column>
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            <column name="strName">Prepare to fight the beast.</column>
            <column name="strDesc">Bracing, assuming a combat crouch, you  ready yourself for battle. A sudden movement of foliage catches your eye.

It's in mid-air when you catch your first glimpse. Thick muscle, gray hide, three legs, and dark red eyes. It lands with a bone-jarring thud, and leaps again, straight at you.

You launch at it, grappling just above the ground, and the collision sends you both tumbling into the brush. It's quickly on its feet, and sets about stomping viciously on you.

Gritting through the pain, you throw your weight at a supporting leg, and crumple it to the ground. It shrieks, raking you with a clawed arm, as it tries to separate from you.</column>
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            <column name="strName">Hide from the beast.</column>
            <column name="strDesc">One thing this forest has in spades is good cover. Using that to your advantage, you slide up against a hollow, and focus on not making a single creak.

The creature bounds into view, and it's unlike anything you've ever seen before. A gray, hulking beast stoops on three legs, with two clawed arms protruding from its underside. It leaps with an alarming range, quickly covering the area as it searches.

Then, it bounds in the direction it was originally traveling, stopping occasionally to search.</column>
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            <column name="strDesc">Bracing, assuming a combat crouch, you  ready yourself for battle. A sudden movement of foliage catches your eye.

It's in mid-air when you catch your first glimpse. Thick muscle, gray hide, three legs, and dark red eyes. It lands with a bone-jarring thud, and leaps again, straight at you.

You wait for the right moment, then shift your stance to take advantage of its momentum. It lands all wrong, and lets out a piercing shriek.

Its hind leg props it up, and it launches at you with alarming speed, tackling you. Fighting off an animal is no easy task to begin with, but this thing's extra leg throws off your technique.</column>
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            <column name="strName">Prepare to fight the beast.</column>
            <column name="strDesc">Bracing, assuming a combat crouch, you  ready yourself for battle. A sudden movement of foliage catches your eye.

It's in mid-air when you catch your first glimpse. Thick muscle, gray hide, three legs, and dark red eyes. It lands with a bone-jarring thud, and leaps again, straight at you.

You wait for the right moment, then spring at it, shoulder first. You connect with it, hard, just above the ground. The impact sends both of you into a spin, rolling across the ground.

Its hind leg props it up, and it begins stomping on you as you scramble for footing.

When you finally get your heel under your body, you push up, sending the beast back several meters.</column>
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            <column name="strName">Try to evade the beast.</column>
            <column name="strDesc">Judging by its thunderous gallop, this thing doesn't spend a lot of time touching the ground. A straight run through this thick foliage is probably a losing game.

You decide to try for higher ground. Maybe it's not a climber.

Pulling yourself from branch to branch, you quickly put distance between you and the ground. At about five meters up, you catch your first glimpse of it.

It's a stooped, hulking gray thing on three legs, with clawed arms and dim red eyes. It ambles a few steps before leaping a good ten meters forward. So much for the climber theory.</column>
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            <column name="strName">Ambush the beast.</column>
            <column name="strDesc">Gauging its approach, you find a suitable branch to pin back. In such a damp environment, there's a lot of play in the branches, and you think you might have a chance if you time things just right.

Unfortunately, for this to work, the beast will have to see you.

As it bounds into view, you almost lose your resolve. It's a stooped, hulking gray thing on three legs, with clawed arms to boot. It swings its head around like a pendulum, looking for you.

Gathering your nerve, you shout at it, and its dim red eyes snap towards you, fixated. It shrieks, then leaps with frightening speed.</column>
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            <column name="id">806</column>
            <column name="strName">The Lady Appears</column>
            <column name="strDesc">When the beast has passed beyond earshot, you notice her: a lady, peering at you from a hiding place of her own.

Tall, slender, and shrouded in an ethereal white gown, she places an item on the ground, as if making an offering. 

Then, she turns. You follow her gaze, and notice a path opened through the dense vegetation. It definitely wasn't there before. Was it?

Looking back towards her, she's gone. You spring forward, searching behind the tree she was near. But you find nothing. There are strange imprints on the ground, but your mind must have been playing tricks on you. Definitely no human prints.

Perhaps it's the faint, lingering scent of cinnamon that has muddled your mind? Shaking your head, you inspect the item before you.</column>
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            <column name="strName">Spring the Trap</column>
            <column name="strDesc">With the beast arcing through the air towards you, you release the branch at the last possible moment. 

It whips forward, a chorus of pitched air rushing around thick and thin branches, and whacks the beast hard in its chest. The beast's fall continues, though, and clips you as it lands, sending the two of you tumbling through the forest floor.

It recovers fast, and rakes at you with its clawed arm, tearing flesh. It stomps on you, and shrieks at your face. Then, it leaps off, clear out of sight within one or two bounds.

Your body aches, ears ringing, and you start to lose focus...</column>
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            <column name="strName">Climb Out on a Limb</column>
            <column name="strDesc">Improvising a plan B, you decide it'll at least wish it hadn't jumped at you if you're far enough out on a limb.

You rise to your feet, and walk the balance beam as quickly as you can manage on the moist branch.

The beast shrieks at you, and the rhythmic galloping thuds resume, coming your way.

Part way out on the branch, you hear it shove off in a great leap, and catch it sailing upward at you.

At the last moment, you drop low, trying to position the branch between you. It collides hard, splintering the tree's limb, and jarring you into a fall.

Beast, human, and battered foliage all fall in a crash, and everything goes dark...</column>
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            <column name="strDesc">You close the gap, and swing hard at the beast, landing your fist against hard, tough hide. Even as strong as you are, you doubt you'll do a lot of damage this way.

The beast rams into you, and knocks the wind out of you with a stomp, before bounding off with a shriek.

Throbbing with pain, your sight starts to go fuzzy...</column>
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            <column name="strName">Injure the Beast</column>
            <column name="strDesc">With its three legs alternately pinning and pounding you, you do your best to parry the clawing arms. And for an instant, you gain purchase of one of the thinner limbs, wrenching it firmly, which produces a promising &quot;pop.&quot;

It rears back, shrieking again, then jams a foot on you once more.

Fortunately, that seems to have been a parting shot, as it bounds off, clutching its arm.

As it leaves view, you slump to the ground, dazed...</column>
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            <column name="strDesc">Pushing through the stainless steel door, a rush of warm, greasy air fills your nose, replacing the damp coolness from outside. Your stomach &quot;urps&quot; almost instantly, in anticipation of whatever you smell on the grill.

The decor is somewhat less inviting, however. Despite a number of lights, most of them seem incapable of dispelling the dimness in the space. And sepia-stained curio along the walls seem to capture more of the creepy awkwardness of the diner's history than nostalgia. Padded stools line the long countertop, and booths run the length of the outer wall, sporting ripped vinyl benches. A stark pattern of 1-inch tiles dots the floor.

Not surprising, in retrospect, that the take-out line was so long. Still, an open seat and a warm meal are promised land compared to eating condensed soup in the rain. You shove your stuff into an empty booth, and start paging through the laminated menu.</column>
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            <column name="strDesc">For once, fried chicken might be the healthiest thing for you. After days in the wild, a little bit of body fat might actually do you some good!

When it arrives, you can almost taste the greasy spices from its intoxicating scent. Forgoing utensils, you dive into the chicken, and it slides easily off the bone, into your gullet.

The mac and cheese is rich and creamy, and the beans and rice feels like it'll fill your stomach for days. If paradise was a dish, it'd be fried chicken in front of a starving scavenger.</column>
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Situated on a busy corner in Gate 11's &quot;Neon Alley&quot;, the single-story, streamline diner defies the densely packed high-rises and elevated roads around it. In fact, several adjoining buildings seem to grow over the diner, using the precious space above its roof.

It seems almost untouchable in an otherwise claustrophobic warren of glittering skyscrapers and patchwork overpasses.</column>
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            <column name="strName">Order Combo 3: Cadillac burger, mashed potatoes with gravy, and cornbread. Price $32.50</column>
            <column name="strDesc">In true diner fashion, you don't have to wait long for your plate. It arrives hot, the aroma of gravy, cornbread, and beef carried by thin wisps of steam.

The burger is more meatloaf than patty, topped with elbow macaroni and ketchup. What this has to do with a Cadillac, you're not sure.

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            <column name="strName">Order Combo 2: Jumbo fried shrimp, collard greens, black-eyed peas, and peach cobbler. Price: $20</column>
            <column name="strDesc">Your eyes fixated on the kitchen door, you wait impatiently for the food. Doesn't even have to be your order. You'll gladly accept a misdelivered plate.

When it does arrive, you have to restrain yourself from going feral on the dinner. With some effort, you take a controlled bite of the first piece of shrimp.

Your mouth floods with saliva. There's a stinging sensation radiating from the side of your tongue as flavor drips over it.

Pecking around the plate, you sample the sides, mixing them in your mouth. The savory flavors compliment each other, rounded out by the sweet and sour of the peach.</column>
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            <column name="strDesc">There are some photos of the diner up there. People shaking hands for the camera. Visitors. News clippings.

As you scoop some more gravy-slathered potato into your mouth, you notice a photo of the still-standing diner surrounded in smoldering rubble.

In another photo, there's some sort of riot going on. An earlier shot of the same scene as above? Soldiers are taking shelter from a throng of angry civilians.

In yet another, an abandoned parade is roped off in police tape.

If the decor seemed weird upon entering, it's downright dark now. You take another look around the diner, half expecting to find yourself being watched.</column>
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            <column name="strDesc">But nothing seems amiss. Just a few folks minding their business. Reading a paper, or looking out the window.

You suppose that bag-lady accident will probably make a clipping for the wall at some point.

Shaking your head, you finish your meal, and admire the healthy roundness of your belly. For once, your fatigue seems to be born of overeating, and it's wonderful.

Sensing you've finished, the waiter comes back with a notepad, scribbles a bit, and informs you, &quot;That'll come to $32.50.&quot;</column>
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            <column name="strDesc">It's one of the pricier meals, but you suspect getting real beef in this city is a tall order. And judging by the business this place is doing through take-out, it doesn't have much competition. At least, not out here between Core City and the walls.

You pay for the meal, then a thought occurs to you: do people still tip?</column>
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            <column name="strDesc">You consume the entire meal without regard for the world around you. As you pick the last morsel from the plate, you feel a sensation that has eluded you for days: fullness.

You sit back, and the rest of the diner comes back into focus. The waiter scribbles something on a receipt, and places it on the table before you, then clears your plates.

A moment of giddiness strikes you as you realize you've finished a meal without worrying about rain, concealment, or attracting predators.

Flipping over the receipt, it reads $20 below some unintelligible scribbling.</column>
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You dole out a bit extra for the fine meal.</column>
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            <column name="strDesc">Real shrimp in Detroit, huh? You guess that's not impossible. Shrimp farming is pretty high-density stuff.

And $20 is hardly a cheap plate. But hey, that feeling in your stomach is worth almost any price.

You pay for the meal, then a thought occurs to you: do people still tip?</column>
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            <column name="strDesc">Even before entering, you get the sense that there is something unusual about the place.

For one thing, despite a prodigious amount of tagging on every surface, the diner is left unmarred. As if those around here know better than to try.

However, that ominous thought doesn't seem to deter anyone's hunger. A line snakes out from a take-out window, under a sign boasting &quot;Real Soul Food! Real Meat!&quot;</column>
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You dole out a bit extra for the fine meal.</column>
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&quot;You damn RIGHT you runnin'!&quot; he shouts. &quot;Come BACK here an' we'll see. We'll see! You HEAR me?&quot; 

Ducking across the street and out of sight, you can hear the look of his crazy eyes in his voice, even though you can't see him in your blind retreat.</column>
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            <column name="strDesc">But you feel someone looking at you. You peer up from the menu, and even in the periphery of your view, you can see him in the window of the kitchen door.

It sends a chill down your spine.

Staring directly at you through the portal, his face is dark, shadowed from the kitchen lighting. And his eyes seem to have a fire of their own.

Afraid to turn your back on him, you grab your things, and back down the aisle to the exit.</column>
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            <column name="strDesc">However, it appears your reputation as a cheapskate has caught up with you.

&quot;You!&quot; comes a bellow from the kitchen door. A man in an apron, who looks like he might just be willing to use his trade's tools on you, storms around the counter toward your table.

You decide to grab your stuff and bolt, since he doesn't look like he's in the mood for negotiating.

You burst outside, clutching your things, and you hear the door fly open behind you.</column>
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You dole out a bit extra for the fine meal.</column>
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            <column name="strDesc">Boy, it sure was nice of them to feed you. Too bad you're a moocher.

Grabbing your stuff, you start making your way to the door. As you cross the diner, you hear a shout from behind, &quot;Hey!&quot;

You bolt, pushing your way outside, hoping to put distance between you and the waiter chasing after you.

Down the block, you think you've lost him, and start looking around for your next destination.</column>
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            <column name="strDesc">It's a hefty price for a plate, but the brickload of food in your stomach will definitely last a while.

Plus, there aren't a lot of chickens running around out in the wilderness, let alone deep-fryers. Must be some sort of vertical farm around here. No room for anything but.

You pay for the meal, then a thought occurs to you. &quot;Do people still tip?&quot;</column>
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            <column name="strDesc">You lean back, and let out a contented sigh. For once, your stomach is full, the air is comfortable, and there's no rain on your head.

Your server comes by the table, leaves a receipt, and carries off your tableware. Someone just *served* you! It's going to be hard facing the wilderness again after this.

You turn the receipt over, and under some scribbling, it reads $24.50.</column>
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            <column name="strDesc">A harsh ringing and blinding pain assaults your head, and you reach for a nearby post as you exit. 

You crane your head upward to look around, and jump when you notice a small silhouette. It sees you, and sways, then shifts out of view.</column>
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            <column name="strDesc">Stumbling across the street, the small form appears again, and it lopes frighteningly towards you.

People seem both shocked and disgusted by your performance, seemingly unable to see the fearful humanoid. But you have no energy to explain. All you can do is stagger away through the pain.

Eventually, after collapsing in a heap near some garbage, the pain starts to subside. 

Your audience has lost interest, though one final glance proves that the proprieter hasn't. You push to your feet, and vow never to return.</column>
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            <column name="strDesc">The voice continues, &quot;You are hereby discharged from DMC Gate 11, marked and exiled for a period of 1 year. Failure to comply with this sentence is cause for appended term of exile not to exceed 2 years per infraction.&quot;

A door on the opposite wall buzzes, and swings open, blinding you temporarily with the light from outside.

When your eyes finally adjust, you see the cold, muddy streets outside the DMC walls, and the huddling throngs of Sprawl inhabitants going about their business.</column>
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The &quot;Double H&quot;, as it's often called, offers a wide spectrum of health services. Those include diagnostics, cleaning and dressing of wounds, therapeutics (including nanorobotic suspension treatments), and prescription drugs.

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            <column name="strDesc">Inside, the lobby looks a lot like any other clinic. There are banks of attached seats covering most of the floor, and counters for both receiving patients and dispensing pharmaceuticals.

Dominating the right wall, near a hallway and elevator bank, is an LED sign displaying the currently served customers. Letter and number combinations update at random intervals as nurses escort patients to and from the room.

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            <column name="strName">Haggerty Health Clinic Services</column>
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            <column name="strName">Rehydration and Micronutrition Therapy - $183</column>
            <column name="strDesc">Patient will receive emergency oral or intravenous rehydration and micronutrition solution, in order to restore fluid and nutrient levels to basal norms.

Cost: $183</column>
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            <column name="strName">Full Diagnostic Work-Up - $213</column>
            <column name="strDesc">Patient will receive a battery of tests, including blood testing, imaging, full physical, and toxicology screen.

Cost: $213</column>
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            <column name="strName">Cleaning and Dressing of Wounds - $376</column>
            <column name="strDesc">Patient's wounds will be cleaned and disinfected. Open wounds will be staunched, and treated with traditional sutures or Suturefoam. Fractures and broken bones on limbs will be splinted.

Cost: $376</column>
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            <column name="strDesc">Unlike the diagnostics practice of old, modern diagnostics can largely be performed without having to frequently change rooms and setups. Improvements in imaging, shielding, and sampling techniques, as well as a greater understanding of biology, have led to a more comprehensive and compact diagnostic procedure.

The process is reminiscent of a CAT scan, followed by extraction of fluid and tissue samples. The results are then processed by a computer, and the technicians interpret the output.

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            <column name="strName">Broad-Based Nanorobotic Suspension Treatment - $363</column>
            <column name="strDesc">Patient will receive nanorobotic suspension dosage intravenously, which combats several known illnesses and poisons and bolsters the body's immune system and natural healing rate.

Cost: $363</column>
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            <column name="strName">Core Body Temperature Regulation - $199</column>
            <column name="strDesc">Patients suffering hypothermia will be subjected to gradual core body rewarming and tissue therapy, restoring normal basal temperature.

Patients suffering hyperthermia will be subjected to evaporation heat removal treatment, to reduce core body temperature to basal norms.

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            <column name="strName">Sedatives x6 - $120</column>
            <column name="strDesc">Patient will receive 6 doses of prescription sleeping pills.

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            <column name="strName">PharmaCon Prescription Painkillers x6 - $180</column>
            <column name="strDesc">Patient will receive 6 doses of prescription analgesic pills (painkillers).

Cost: $180</column>
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            <column name="strName">Blood Transfusion - $2563</column>
            <column name="strDesc">Patient will receive a transfusion of compatible blood type or synthetic equivalent, restoring blood pressure to normal.

Cost: $2563</column>
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            <column name="strDesc">Patient will receive 6 doses of broad-spectrum, prescription antibiotics.

Cost: $300</column>
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            <column name="strName">Order painkillers.</column>
            <column name="strDesc">&quot;Very well. The dispensary should have those prepared shortly.&quot;</column>
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            <column name="nTreasureID">325</column>
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            <column name="fPrice">180</column>
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            <column name="id">860</column>
            <column name="strName">Haggerty Health Clinic Services</column>
            <column name="strDesc">&quot;Is there anything else we can help you with?&quot;</column>
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            <column name="id">861</column>
            <column name="strName">Upstairs to Prosthetic and Augmentation Procedures</column>
            <column name="strDesc">You begin speaking with an attendant, who reviews your eligibility test results.

Unfortunately, initial testing indicates that you are not a good candidate for any of the prosthetic nor augmentation procedures. This is probably due to either previous surgery, or synthetic rejection complications.

However, you may still browse the procedures.</column>
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            <column name="id">862</column>
            <column name="strName">Order sleeping pills.</column>
            <column name="strDesc">&quot;Very well. The dispensary should have those prepared shortly.&quot;</column>
            <column name="strImg">EncHaggertyHealthClinic.png</column>
            <column name="nTreasureID">323</column>
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            <column name="fPrice">120</column>
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            <column name="id">863</column>
            <column name="strName">Order temperature regulation.</column>
            <column name="strDesc">You're led to a specialized waterproof chamber about 3 meters high and 1 meter in diameter. A humanoid harness stands in the middle, and the walls are a hard, transparent material like pyrex or plexiglass. There is a drain set into the tapered floor, and a combination of air and fluid nozzles dot the walls at regular intervals.

The treatment takes some time, as the core body temperature has to be gradually changed to avoid inducing shock or other complications.

Afterward, while gathering your things, you're told to watch for persistent symptoms such as thermal instability, as you may need to return to avoid complications.</column>
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            <column name="id">864</column>
            <column name="strName">Order Rehydration and Micronutrition Therapy</column>
            <column name="strDesc">You're escorted to an open bed, and probes are attached to monitor vital signs, blood characteristics, and other metabolic factors.

Then, you're fed gradual amounts of specialized fluids, custom mixed for your level of malnutrition and dehydration.

The process takes a while, since the body requires time to metabolize the nutrients, and show signs of improvement.

However, when done, you feel that most of your strength and concentration has been restored.</column>
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        <table name="encounters">
            <column name="id">865</column>
            <column name="strName">Order cleaning and dressing of wounds.</column>
            <column name="strDesc">You're led to an operating room, where your wounds are irrigated and sanitized before work begins.

Then, technicians go to work, using a sterile foam-like substance to bind smaller open wounds. Larger wounds are anesthetized, then sutured with a mechanical device that uses a type of bio-degradable staple.

Finally, any broken bones are set and splinted firmly, to allow them to heal faster.

You're given back your belongings, and an attendant reviews the recommendations for keeping the wounds clean.</column>
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        <table name="encounters">
            <column name="id">866</column>
            <column name="strName">Order antibiotics.</column>
            <column name="strDesc">&quot;Very well. The dispensary should have those prepared shortly.&quot;</column>
            <column name="strImg">EncHaggertyHealthClinic.png</column>
            <column name="nTreasureID">324</column>
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            <column name="id">867</column>
            <column name="strName">Order the nanorobotic suspension.</column>
            <column name="strDesc">Though one of the simpler processes offered by the clinic, it remains one of the most requested, and takes place in a larger room with many other patients receiving the same service.

You're sat in a chair, similar to those used in blood donations, and an IV is inserted into your arm. The suspension takes a while to be absorbed, but once done, technicians verify that the body has begun processing it, and the nanorobots are active.

Satisfied, the technician directs you to an attendant, who then processes the order.</column>
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            <column name="id">868</column>
            <column name="strName">Order the blood transfusion.</column>
            <column name="strDesc">An expensive process, transfusion represents a significant leveraging of time, skill, and technology to ensure the safety of the patient, as well as the purchase of a valuable commodity: specifically-tailored, healthy human blood, and its synthetic counterpart.

You're first tested for compatibility, and blood stores and synthetics are screened based on your body's blood type and susceptibilities.

Then, a supply of blood is selected from on-site banks, and prepared to be delivered intravenously. The process is slow, and your body is monitored closely for complications and signs of infection or rejection.

When finished, you make your way to the attendant to retrieve your belongings.</column>
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        <table name="encounters">
            <column name="id">869</column>
            <column name="strName">It was nothing</column>
            <column name="strDesc">Nothing seems to be there.

Nervously, you resume movement.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
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            <column name="id">870</column>
            <column name="strName">Eye Surgery - $1000</column>
            <column name="strDesc">Patient will be screened for eligibility in laser-assisted correction or implantable collamer lens.

If eligible, the patient's myopia will be corrected, and better-than-normal vision will be achieved.

Cost: $1000</column>
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            <column name="id">871</column>
            <column name="strName">Order the telescopic eye upgrade.</column>
            <column name="strDesc">For the upgrade, you're led to a fitting room, where you sit upright as a technician prepares the materials.

He unlocks a glass display case, and removes a white retail box. Inside are two replacement lenses, consisting of the frontal sclera and adjustable lens components.

Due to the fact that the eye will be unsealed during the procedure, you're subjected to local anesthesia for the procedure. It's relatively quick, however, as it's just a swapping out of parts while your eyes are fixed forward.</column>
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        <table name="encounters">
            <column name="id">872</column>
            <column name="strName">Order the eye surgery.</column>
            <column name="strDesc">After screening you for existing factors and eligibility, your vision is assessed by computer, and you're guided to an operating room.

The procedure is quick, and done in under local anesthesia. Within an hour, you are back on your feet. You're told that you may experience some dryness in your eyes or mild pain, but the healing period is only a remarkable 1-2 days.

Finished, you make your way to the attendant to retrieve your belongings.</column>
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            <column name="nTreasureID">3</column>
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            <column name="fPrice">1000</column>
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        <table name="encounters">
            <column name="id">873</column>
            <column name="strName">Artificial Eye Replacement - $5600</column>
            <column name="strDesc">Patient will be screened for eligibility in artificial eye replacement, including immunoreactivity.

If eligible, the patient will have their natural eyes removed and replaced with Rose Augmentations RA:037 Human Eyes, which simulate perfect human visual acuity.

The RA:037 eyes are powered by nonlinear piezoelectric harvesters. As such, they require no additional power supply for their operational lifetime, which is expected to exceed their host.

Cost: $5600</column>
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        <table name="encounters">
            <column name="id">874</column>
            <column name="strName">Order the eye replacement.</column>
            <column name="strDesc">After verifying there is no danger of synthetic rejection, you're escorted to an operating room, given fluid and nutrient IV insertions, and placed under local anesthesia.

The procedure is lengthy and extremely complex, requiring precise manipulation of tissue at a micro scale. Much of the work is done via a computer-aided telesurgery armature.

When finished, there's a brilliant flash of geometry and patterns as the photoreceptors are activated. For several minutes, your vision passes in and out of focus, shifts colors, and goes black again as the devices are calibrated. You feel some anxiety at the lack of control.

Finally, it stabilizes in a hyperfocused, almost unsettlingly crisp image, and your eyes begin their usual movements. 

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He unlocks a glass display case, and removes a small dustproof tray lined with foam. Inside are two metallic cylinders, which he removes and prepares to install.

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You're taken to collect your things, and you get dressed.</column>
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The procedure is fast and simple, requiring only that the additional hardware be installed in the existing units.

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The procedure is relatively simple, requiring only that the additional hardware be installed in the existing units.

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It's a surprisingly powerful zoom, even compared to traditional optics like binoculars. You're able to make out detail at a great range, limited more by air density and haze than anything else.

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Furious with yourself, the dogman, and the all-pervading injustice of the wastelands, you curse at the top of your voice and brandish the arm. You're still doing it when the dogman leaps out of the dark, foreclaws rending your chest.

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Two rubble scum are standing guard at the only working door. Crowbars and a take-no-prisoners attitude. Sounds of pain and stress coming from inside.

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The spider legs click up and down in a blur, allowing the blade to pass unobstructed, and the arm yanks back, toward the chassis. You scream in horror as your belly is shredded by the spinning rotor, soft guts spraying the wall behind you. The crowd cheering is the last thing you remember before a jarring crack of a blade through your spine.</column>
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            <column name="strDesc">It comes quickly, though, and your next dodge cuts it close. The crowd seems to sense your growing fear, and the volume raises accordingly. Running to the opposite side again, you watch for the next opportunity. The chase pattern has worked the robot into the center of the arena, cutting your escape routes dangerously short.

You dive to the side again, and miss your landing, losing precious seconds in recovery. A bone-jarring clank sends agonizing pain shooting through your nerves, as a pointed mechanical leg scores your own. Limping to the far side of the arena, you hardly have time to face the bot before you have to dodge again.</column>
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            <column name="strName">Try to Find a Weakness cont'd</column>
            <column name="strDesc">Wait, wasn't the sensor on that arm? Looking closely, sure enough, there it is. That can't be right. You're sure the walking motion followed you before that sensor had a fix.

Testing your theory, you stand adjacent to the wall, and duck below the mesh line. You crawl along the ground for a few meters, watching the robot. Its focus stays on you the whole time.</column>
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You scramble back to your feet, just in time to dodge another thrust from the arm, this time jumping back before the follow-up can knock you around.</column>
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Then, the sounds of metallic feet jar you from your daze. You can't see it yet, but it sounds like a heavy monstrosity. The steps are staggered too, overlapping in a strange rhythm. </column>
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            <column name="strName">Try Bargaining with Dogman Footage cont'd</column>
            <column name="strDesc">He snags the footage with a scratchy glove, and looks up to the announcer's booth, holding it in plain view. A bucket is lowered, and the footage is deposited inside. The bucket starts retracting, and then you're hoisted up anyway.

&quot;Wait!&quot; you shout, but the guards just funnel you through the gate, dumping you on the dirt floor of the arena. As the gate rattles shut, the crowd yells with anticipation.

The sounds of metallic feet march from beyond the garage door. You can't see it yet, but it sounds like a heavy monstrosity. The steps are staggered too, overlapping in a strange rhythm. </column>
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            <column name="strDesc">Caught in a tight knot of people, you frustratingly push, knocking a couple to the ground. Retaliation is swift, and soon you're pushed down in turn, and kicked for good measure. The tide of people sweeps over you, and you struggle to regain your feet.

Angling your shoulder forward, you press on, the door almost visible now.</column>
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            <column name="strName">Fight #1 cont'd</column>
            <column name="strDesc">However, the bot's rocking eventually frees it, and it turns to face him again. Crestfallen, the man returns to his original strategy of dodging the robot like a bullfighter, ever more slowly each pass.

It doesn't take long for the robot to wear down its already weakened prey, and it scores its first hit, trampling his leg under treads. The man's cry of pain is lost in a wave of cheering from the crowd, as the robot backs up. The man hardly has time to limp before it rams him again, this time following through and impaling him against the wall.</column>
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            <column name="strName">Cross the Lobby cont'd</column>
            <column name="strDesc">You vividly recall the alpha male sinking his fangs deep into the neck of the mammoth. Working his big jaw from side to side until blood gushed in a torrential outpouring straight towards the camera. 

You bolt for the door, hurling yourself through, slamming it shut behind. In all the excitement you trip and end up in an ungainly heap on the floor.</column>
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            <column name="strName">Scavenge with a light source.</column>
            <column name="strDesc">Use a light source to see in darker areas.</column>
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            <column name="strName">Enter Allegan Fairgrounds.</column>
            <column name="strDesc">Bah. That rooster doesn't scare you. In you go.

Behind the rooster's back, though. 

You know. Just in case.</column>
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            <column name="strName">Reenter Allegan Fairgrounds.</column>
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            <column name="strName">Approaching Allegan Fairgrounds cont'd</column>
            <column name="strDesc">But as you round Delano St. and turn up Park Dr., things start to feel...off. 

One house has some white lace curtains that won't stop moving. Another features a gaping hole in the second-story exterior wall, as if the wall was sucked in by a powerful force. A third has some sort of menagerie or diorama of dolls in the front yard, in varying states of decay.

And at the end of the street, a glaring ten-foot rooster statue stands on the leftmost of a series of brick booths that cross what must be the Fairgrounds entrance. Roosters, you decide, are creepier when they're twice your size and have an army of disfigured dolls as backup.</column>
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            <column name="strName">Revisiting Allegan Fairgrounds</column>
            <column name="strDesc">You're back at the Allegan Fairgrounds, and &quot;Rocky Rooster&quot; is still doing his thing.</column>
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            <column name="strDesc">You win, soulless mega-rooster.</column>
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Further into the Fairgrounds, you spot a large, permanent hall. Sliding hangar doors frame a yawning black entrance, over which hangs a sign: &quot;Marketplace Exhibitors Building&quot;.</column>
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And unfortunately, you're knee-deep in the mob.</column>
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            <column name="strDesc">You hold still for a few minutes, surveying the area. There's a lot of debris here, and many good places to hide.

But there are no signs of movement, no silhouettes, and no eyes glinting from the shadows. It *looks* clear.</column>
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The humanoid tracks appear to have left a lot more hastily than they entered. And by the looks of it, whatever spooked them came from the hall.</column>
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            <column name="strDesc">Yep, this place would make for an excellent trap. Scavenger bait, lots of blocked sight lines, and lack of animal activity. 

That covers just about all the checkboxes on your list!</column>
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            <column name="strDesc">The Exhibitor Hall looks about as foreboding as it does promising. The same roof that has protected the building's contents all these years also blocks any light from getting in. You might as well be entering a cave.

Passing through the doorway, your nose is assailed by the stench of stale perspiration, urine, and rotting teeth. The air feels stagnant. Thick. The sounds of the outdoors become muffled, punctuated by the ticking and popping of the metal structure.

You can see some of the tables and booths in the ambient light from the doorway, but shadows pool further back towards the walls.</column>
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            <column name="strName">Check Out the Tents cont'd</column>
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            <column name="strDesc">You notice a large cardboard box peeking out from under some debris, and pull it out to get a better look.

Inside, under some grimy, wadded newspaper, you find a jackpot! An assortment of old tools and other implements! Were they something for sale at one of these booths? Or perhaps used for setup at the market? In any case, tools!</column>
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            <column name="strName">There's something familiar about this...</column>
            <column name="strDesc">You know that smell. Your mind immediately goes to a stressful place when you realize what it is: festering patients.

It smells like a field hospital or triage center in here. Something, more likely many things, are in here. In varying states of health. The stagnant air is rife with the scent.</column>
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            <column name="strName">Look for signs of activity.</column>
            <column name="strDesc">It takes you little time to determine that this place is occupied. The smells and the litter are obvious signs of that. 

But the humidity concerns you even more. Something, or likely worse, many things, are breathing in here. Right now.</column>
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            <column name="strName">Use Night Vision to Look Around cont'd</column>
            <column name="strDesc">Straining to make out more detail, you notice it again. The blanket is subtly moving, as if something is breathing beneath it. You look around the hall, and your skin becomes clammy as you realize the entire hall is draped with blankets, each harboring some living, breathing thing. You're all but surrounded.

The only good news here is that none seem to be stirring. Yet.</column>
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            <column name="strDesc">When your field of vision finally resolves, you see that most of the hall is filled with folding tables and booths. Signage advertises vendors and craftspeople from a bygone era, and most of their wares appear to be scattered about, though not taken.

An inordinate number of tables seem to be covered or surrounded in blankets, though, and that's when you notice it: one of the blankets moves.</column>
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            <column name="strName">&quot;Genuine Indian Artifacts!&quot; cont'd</column>
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&quot;Ziibiwing Center, Anishinabe Tribal Nation, MI&quot;

Looks like someone was doing a little bit of black marketeering in historic artifacts.

Conveniently, the photocopied brochure has driving directions to the Anishinabe Tribal Nation, and Ziibiwing Center, near old Mt. Pleasant, MI.</column>
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            <column name="strName">&quot;Genuine Indian Artifacts!&quot; cont'd</column>
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Swaddled in some grimy blue plastic bags, you find evidence that there was something else for sale here. Several loose cords suggest there may have been jewelry, and there are bits of worn, tanned hides.

There's also a heavy, tightly-folded square of paper, taped shut. As you pry open the folds, a string of copper beads pours into your hands. Though different in shape, and obviously more weathered, it's reminiscent of the talisman with which you awoke.</column>
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            <column name="strName">Examine a booth labeled &quot;Genuine Indian Artifacts!&quot;</column>
            <column name="strDesc">&quot;Genuine&quot; is neither the word you'd choose to describe most of the wares in this booth, nor the person who wrote the sign.

Most are obvious fakes, designed to liberate tourists of their burdensome wallets. Things like lucky &quot;rabbit's feet&quot;, miniature resin totem poles, and dreamcatchers lovingly made by a machine in east Asia.</column>
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            <column name="strName">Examine further into the shadows.</column>
            <column name="strDesc">Chances are, the good stuff is further in, out of sight. You squeeze between two booths and shuffle into the shadows, feeling around for other display tables or boxes.

Your hand touches a folding table, and you guide yourself towards it. As you approach the table's edge, your foot bumps into something soft and heavy. A sudden cry sends you staggering back, and suddenly, the entire hall starts coming to life.</column>
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            <column name="strName">Shine a light to see better.</column>
            <column name="strDesc">Holding the torch above your head, you strain to see into the recesses of the hall. Most of the hall is filled with folding tables and booths. Signage advertises vendors and craftspeople from a bygone era, and most of their wares appear to be scattered about, though not taken.

An inordinate number of tables seem to be covered or surrounded in blankets though, and that's when you notice it: one of the blankets moves.

A frustrated grunt is uttered from one of the hall's corners. And it's immediately followed by a pitched moan.</column>
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            <column name="strName">Examine a pile of blankets and rags.</column>
            <column name="strDesc">As a scavenger, you quickly learn that there are two types of blanket piles: those that are created to hide something, and those that are created when something hidden is uncovered. This pile fits into the former category.

Squatting next to the pile, you start peeling back layers of cloth and blanket. Whatever is under here must be pretty large to warrant this many blankets. You do your best to stem your excitement, as you pull back a soiled sheet...</column>
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            <column name="strName">Alerted the Melonheads</column>
            <column name="strDesc">All around you come the sounds of shuffling and items falling off tables, barely audible over a rising chorus of moans and shrill screams. It appears this is some sort of nest of waking, cranky melonheads, and you're in the middle of it.

And unfortunately, some of the melonheads have already closed you in, blocking the doorway through which you came.</column>
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            <column name="strName">Examine a Pile of Blankets cont'd.</column>
            <column name="strDesc">...to find a bulbous, misshapen head. A waft of pungent body odor and halitosis nearly knocks you over, and you immediately recoil from the shock of sight and smell. The head is human-ish, but with a massive, veiny cranium. Its face is distorted from the stretched skull, eyes fixated open and downward in an expression resembling horror.

The head stirs, and its mouth opens halfway, emitting a low moan that rises in both pitch and volume. Before you can get to your feet, the whole blanket pile begins to move in fits. It's trying to get out!</column>
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            <column name="strName">Torch the Place cont'd</column>
            <column name="strDesc">This place just became a massive beacon for predator and scavenger alike.

Time to move.</column>
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            <column name="strName">Sprint for the exit!</column>
            <column name="strDesc">They're closing in, but no match for your speed. In an instant, you jackrabbit for the door, ducking and swerving like a child playing tag with ugly, swollen-headed children for his life.

The cold, fresh air fills your lungs as you pass out of the hall, and you're off to the edge of the Fairgrounds before the disfigured, moaning masses can catch up.</column>
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            <column name="strName">Grab something heavy, and clear a path!</column>
            <column name="strDesc">The bastards might've moved in to block your exit, but that doesn't mean you can't *unmove* them.

Grabbing a wooden drawer from a nearby furniture stall, you rush forward, using it to shield bash your way through. Any of those little buggers eager enough to try you gets a wood sandwich and a headache for their trouble.

When you've reached the door, three of the melonheads lie in your wake, cerebral fluid spurting amidst brays of agony.

The rest of the throng is unphased, though. And your drawer skills, formidable as they are, won't even these odds.

Time to go.</column>
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            <column name="strName">Pry open the roof!</column>
            <column name="strDesc">Good thing you packed for the trip.

Hoisting your crowbar up, you precariously balance on feet and one handhold while you wrench it into a roof panel. There are some awful metallic creaking noises as flimsy metal bends and strains.</column>
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            <column name="strName">Try to light some blankets on fire!</column>
            <column name="strDesc">You start frantically working to get a flame. Hands shaking, you hold the flame to some nearby blankets, but the blanket isn't catching fast enough.

Giving up, you start running for the door, but it's too late. The wailing masses of melonheads have completely encircled you, their horrible, gaping eyes boring into you as they close.

You shove one back as it approaches, but two more tackle you. As you tear at them, trying to free yourself, bites and claws pierce skin all over your body, and you shriek in agony.

The last thing you see is a cinder block held aloft over a melonhead being brought down onto your face.</column>
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            <column name="strName">Maybe they have a weakness?</column>
            <column name="strDesc">Could these creatures be hydrocephalitic? Excess cerebral fluid causing lateral ventricle swelling?

That'd explain their appearance. The smell of urine would make sense, too.

If that's the case, they're probably not too sure on their feet. Up might be the safest route.</column>
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            <column name="strName">Run for the exit!</column>
            <column name="strDesc">No time to lose, run for it!

You push off, toward the exit, and the melonheads shriek and close on you. Two manage to jump on you as you pass, and you shake one loose.

The other manages to get his teeth on you, and starts kicking and tearing at you.

You steer towards one of the melonheads in the doorway, using the attached one as a plow, then shoulder him against the edge of the doorway on your way out.

He cries in pain, and you pivot quickly to try and wrench him free. He falls loose, and you use your moment of freedom to bolt from the scene.

Rabble and moaning fade into the distance as you exit the Fairgrounds.</column>
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            <column name="strName">Use the air vent to escape!</column>
            <column name="strDesc">Buildings like this, with only one main entrance, usually have some way of venting air. And it'd be up.

You jump up onto a booth, and start scrambling up scaffolding to the rafters.

The melonheads swarm the area below you, but aren't making any moves to climb yet. So you've got a minute.

You don't spot any ducting to the gables up here, but it looks like a chain and pulley further in might be the ticket.</column>
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            <column name="strName">Climb towards the rafters!</column>
            <column name="strDesc">You jump up onto a booth, and start scrambling up scaffolding to the rafters.

The melonheads swarm the area below you, but aren't making any moves to climb yet. So you've got a minute.

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Feeling around for a good place to apply force, you wedge yourself between the rafter and roof, and start pushing.

You hear corrugated metal creak and pop, and the panel above you starts to bend outward. Gathering your strength, you push one more time, ignoring all except the effort.

The panel pops loose on one corner, and you're greeted with chilled, fresh air. You pull yourself through the opening, and onto the rooftop.</column>
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You start pushing on roof panels, looking for any sign of weakness. There isn't much give, though. You're just not that strong.

Next, you try kicking. Hanging from both arms, you attempt kicking upward, trying to pop the roof open. Except your trouble almost earns you a trip down to the ground.

Becoming desperate, you right yourself, and start slamming into the roof with your shoulder and back. Over and over, you ram into the corrugated metal, the whole process bruising and slicing your flesh.</column>
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Hoisting your crowbar up, you precariously balance on feet and one handhold while you wrench it into a roof panel. There are some awful metallic creaking noises as flimsy metal bends and strains.</column>
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You maneuver yourself to get a better look.

Yep, looks like a pull chain for a rooftop vent. That's your ticket out of here!</column>
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Cold, fresh air never felt so comforting.</column>
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            <column name="strDesc">There's a sudden &quot;pop&quot; as a corner gives way, and the sudden drop in resistance causes you to nearly lose your balance. 

You reach for a rafter with your free hand, but drop the crowbar in the process. It falls through the air, thunking into a melonhead with a spectacular spray of cerebral fluid and blood.

Ugh, what a mess down there. The wailing melonheads seem no happier with this new development.

Regaining your balance, you finish forcing the panel open, and squeeze out onto the rooftop.

Cold, fresh air was never so welcome.</column>
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Cold, fresh air was never so welcome.</column>
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            <column name="strDesc">&quot;Wham!&quot;

Despite trying to cushion your fall, it feels like every part of you hit the ground in rapid succession. Sharp pains shoot through your body, your nose tingles, and you lose focus momentarily until you hear the melonheads round the corner of the Exhibitor's Hall.

Biting back the pain, you gather your stuff and hobble away, out of the Fairgrounds.</column>
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            <column name="strDesc">Not much time for anything fancy. Just shimmy as close to the edge as you can, and drop.

You climb to the edge, lower your feet over, and give a little push...</column>
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            <column name="strDesc">It's a long drop, but you think you can manage. You shed your things in preparation, then inch towards the edge.

Sitting, legs over the side, you push off, controlling your angle so you can roll on impact.

You land hard, and the impact is jarring. But you're able to turn some of that momentum into a roll, and when you stop, it feels like all of you is still there.

Scrambling to gather your things, you're gingerly moving away as the melonheads exit the Exhibitor Hall, looking for where you went.</column>
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            <column name="id">982</column>
            <column name="strName">Run for the exit!</column>
            <column name="strDesc">You start running for the door, but it's too late. The wailing masses of melonheads have completely encircled you, their horrible, gaping eyes boring into you as they close.

You shove one back as it approaches, but two more tackle you. As you tear at them, trying to free yourself, bites and claws pierce skin all over your body, and you shriek in agony.

The last thing you see is a cinder block held aloft over a melonhead being brought down onto your face.</column>
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            <column name="strName">Fight your way out!</column>
            <column name="strDesc">The bastards might've moved in to block your exit, but that doesn't mean you can't *unmove* them.

Grabbing a wooden drawer from a nearby furniture stall, you rush forward, using it to shield bash your way through. Any of those little buggers eager enough to try you gets a wood sandwich and a headache for their trouble.</column>
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            <column name="strName">Fight Your Way Out cont'd</column>
            <column name="strDesc">You immediately put a fist through the face of the melonhead at your feet. Her skull gives way, and the sensation is sickening. Like punching a pumpkin full of warm, viscous fluid.

Holding back vomit, you push forward, swinging your drawer wildly. Melonheads are flattened with each swing, but several land on your back, gnawing and tearing your flesh.

You back into a booth, and drop your weight on one, crushing it between you and the wood frame. With your free hand, you pull another from your back to the ground.</column>
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            <column name="strDesc">Gathering your strength, you bring the drawer to bear, and charge towards the door.

Wood splinters inward as the drawer's base smashes wobbly, gushy skulls. Another melonhead lands a painful bite before you can plant your fist on him.

As you barrel out the door, into the fresh air, the last of the melonheads is thrown to the ground.

You drop the remains of the wooden drawer, and hobble towards the surrounding neighborhood.</column>
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            <column name="id">986</column>
            <column name="strName">Sprint for the exit!</column>
            <column name="strDesc">If anyone doubts the usefulness of track and field, you wish they were here.

You push off down one of the aisles, starting a wide arc toward the door. They've cut off direct escape, but they weren't expecting you to go the long way.

Several booths down the aisle, you vault left, over a folding table, and plow into a melonhead. She goes down with a wail, but another was close enough to latch on.

You start moving again, enduring the bites and claws in order to regain momentum.

As you pass the next craftperson's sign, you swing by close, and clip the melonhead from your shoulder.</column>
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            <column name="strName">Sprint for the Exit, cont'd</column>
            <column name="strDesc">Once again unencumbered, you dodge and weave more of the scrabbly little bastards. One manages to clonk you with a board, though, and you have to stumble not to fall flat.

Regaining speed, you elbow past the last group of melonheads, out into the open air.

Free of the building, you put the melonheads way behind you with ease.</column>
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You jump up onto a folding table, and start climbing a booth to reach the rafters.

The melonheads are too close, though. They start scrabbling up onto the table with you, and one set of the table's legs gives way. You fall, and slide down the  sloped tabletop into a writhing mass of wailing melonheads.

As you tear at them, trying to free yourself, bites and claws pierce skin all over your body, and you shriek in agony.

You lose consciousness from the shock of being rendered into tiny morsels of melonfood.</column>
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But there is still useful material left here, which is odd. Looters are nothing if not thorough, and you know there's no way some of this would be left behind for long.

Okay, nobody's gonna hurry to carry off this...fast-food clown head or anything. But why hasn't this place been picked clean?</column>
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            <column name="strDesc">It looks like things may have finally calmed down again at the Fairgrounds. You don't see any signs of wandering melonheads from here.</column>
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            <column name="strDesc">This is a bad place. Time to set it on fire.

You toss the flame onto a pile of blankets, and start heading for the door. Three melonheads, silhouetted by the door, begin closing ranks.

Suddenly, there's a burst of orange light, accompanied by a &quot;whoosh!&quot; The three silhouettes are momentarily bathed in the glow, expressions of horror wrenching their faces.

Using the brief distraction, you bowl over one, staggering into the open air, and then resume running from the building.

Squealing and shrieking echo maddeningly in the exhibitor hall as columns of black smoke usher upward into the sky.</column>
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            <column name="strName">Inside Zom Zom's Again</column>
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            <column name="strName">Collect Your Things and Go cont'd</column>
            <column name="strDesc">Grabbing your things, you sidestep back towards the stairs, and step out into the air. Compared to inside, the outdoors is deadeningly quiet, made evident by the ringing in your ears. You head off again towards the treeline.</column>
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            <column name="strDesc">Zom Zom's.

Home of angry mobs, loud music, the human rendering pit, and questionably sourced barbecue. It was a narrow escape that delivered you from this place before, but now you're back.

Why are you back, exactly?</column>
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            <column name="strDesc">Screw the risks. There's a pit in your stomach, and the only thing that can fill it is some double-zed's barbecue.</column>
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&quot;Stock or Spectator,&quot; the attendant drones, looking disinterestedly past you.</column>
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            <column name="strName">&quot;Spectator&quot;</column>
            <column name="strDesc">&quot;Whatcha got?&quot; Looking behind her, you see iSlabs, shoes, and sundry items. It looks like there are definitely some items they'll accept more than others, at least today.</column>
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Around some more trees and over a mound, you see the treeline ahead. You explode into the clearing, foliage trailing behind you, and continue putting distance in until you're sure nothing is behind you.</column>
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More than a few times now, you could swear you've seen something in the periphery. You never do catch it, but it's there.</column>
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You're going in.</column>
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You squeeze yourself up to the counter, and do your best to out-wave, out-glance, and outmaneuver the dirty masses around you.

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            <column name="strDesc">Uh oh. Skeleton bones alert. Looks like this contestant hasn't been eating his barbecue. A greasy, bony man gets tossed into the pit, falling to his knees, with hardly enough energy to stand again.

And what's this? &quot;Wedgebot&quot;?

A low, sharp-edged dome skitters in from the other side, and immediately charges the man.

The fight goes pretty much as expected: a few tiring dodges, a stumble, then &quot;plop-plop&quot;, two ankles severed, followed by a high-speed ram into the prone victim.

It may take longer to dislodge Wedgebot from the man's face than the whole fight.</column>
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Pressing your way back toward the door, you step into brightly lit trailer, and present your chit to the guard.</column>
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Morning Star straightens again, and accelerates towards the wall, ramming her in a messy, dusty puff of flesh and rags.

Man, these fights are getting shorter.</column>
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And facing off against it, T-shirt and jeans guy. Whoa, he looks pissed. I guess he wasn't planning on being the entertainment.

As the gates close, the combine-chipper fires up, and all sorts of things start spinning on it. Big blades, some sort of blower, and that sweeper.

Oh, now you get it! The sweeper runs backwards, and kicks up a plume of dust and high velocity dirt.</column>
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            <column name="strName">Zom Zom's Fight, Chippy cont'd</column>
            <column name="strDesc">Like some mechanical dragon spewing a dusty breath weapon, combine-chipper closes in on the man, who's stumbling and reeling in the sandblasting.

The combine blades suck him under, and a moment later, red mist comes shooting out the top of the bot.

Folks down in the front rows seem to revel in the blood spray, which is kind of disturbing on several levels, now that you think of it. I mean, even just the hygiene angle is...

Anyway, not a trace of the man remains as the combine-chipper trundles back out the door.</column>
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            <column name="strName">No items for trade.</column>
            <column name="strDesc">Uh-oh, you don't have anything to trade.</column>
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            <column name="strName">Leave the forest.</column>
            <column name="strDesc">Having no desire to penetrate its forbidding depths, you leave.

Maybe you'll try the next forest, provided it isn't seemingly designed to frighten people.

As if to punctuate that thought, the path seems to become lost in overgrowth, leaving behind nothing but a barrier of weeds, thorns, and bark.</column>
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            <column name="strName">Awaken Later</column>
            <column name="strDesc">Later, much later, your eyes open. Skin tingling, and blood surging, you wriggle your toes.

You're alive, though still in this forsaken forest. You think you can see a way out, though, and start making your way towards it.</column>
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            <column name="strName">Beast is Gone</column>
            <column name="strDesc">When the beast has passed beyond earshot, you notice a path opened through the dense vegetation. It definitely wasn't there before. Was it?

Time to get out of this place.</column>
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            <column name="strName">Edge of the Forest Return</column>
            <column name="strDesc">You've returned to the site of that unusual forest. However, upon a second examination, it seems much less alien.

True, the density of vegetation here is unusually high. Navigating the foliage would be an arduous task. But you no longer see those reptilian shapes you saw (imagined?) before.</column>
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            <column name="strName">Exit the forest.</column>
            <column name="strDesc">You decide to leave the forest behind.

You do put some distance between you and the forest before you turn your back on it, though.</column>
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            <column name="strName">Examine the forest tracks.</column>
            <column name="strDesc">That's odd.

You notice a couple sets of tracks approaching the forest, but then disappearing. They're fairly unremarkable tracks for fauna in this area. But the way they just vanish at the forest's edge is not normal, to say the least.

No tapering off, no disturbed foliage, no signs of a struggle, not even doubling back.

Just a complete cessation of tracks beyond a certain point.

That, and absolutely *zero* tracks in the other direction.</column>
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            <column name="strName">Notice a scent.</column>
            <column name="strDesc">Noses are hard to fool, and something doesn't smell right here. Familiar, but wrong.

Every biome has a signature scent. Some may be sweet, almost syrupy. Others are earthy, or floral. Whatever the place, you can often tell what grows there by the scent.

This place... still has a lingering smell, and it doesn't go with what you're seeing. Traces of that thick, almost sweaty air, and rotting flesh, are still hovering about here, as if left by something passing.

The &quot;right&quot; scent is here, too. It's all but overpowered that lingering scent. But there's no mistaking it.</column>
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            <column name="strName">Locked!</column>
            <column name="strDesc">Sweaty palms grasp at the door handle and madly yank at it.

It's locked!

What feels like a subcompact slams you half into the door, and half into its adjoining wall. Both you and tiger bounce back a little, and land on hard, wet floor.

As the tiger rights itself, you scramble forward on hands and feet towards the exit, screaming through the pain.</column>
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            <column name="strDesc">Falling through, you kick out wildly, and the door slams shut just as the sabre-toothed tiger crashes into it.

Panting, gasping, you concentrate on staying still and calming your racing heartbeat.

It doesn't seem to be coming after you.

Still, better put some distance in, just in case.</column>
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            <column name="strName">Return to Isotope Mine</column>
            <column name="strDesc">You've returned to the mini trash alley that leads to the Isotope Mine.

It doesn't look like anyone's home, though. Or at least, like anyone wants visitors. And you're not keen enough on getting raked by gore-infected claws to knock.

</column>
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            <column name="strName">Locked!</column>
            <column name="strDesc">Sweaty palms grasp at the door handle and madly yank at it.

It's locked!

You immediately sidestep, narrowly avoiding a heap of fur and bone as it careens into the wall where you just were. You push off the wall, out into the air, acting purely on adrenaline.</column>
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            <column name="id">1033</column>
            <column name="strName">That door lamp looks wrong...</column>
            <column name="strDesc">There's something wrong with the way that door is lit. In fact, even the conduits seem out of place there.

It looks more like an interior bulkhead than an exterior door.

Sure, it'd hold up okay out here a while. But nobody'd build 'em like that on purpose.

There's a good chance you're actually standing in what used to be a basement, not a ravine.</column>
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            <column name="strName">Look for a way in.</column>
            <column name="strDesc">Taking a step back, you start scouring the area for any signs of an opening. The ground is pretty level here, so you may just be on a buried rooftop or floor.

That's when you notice it: buried under a tangle of tall grass and dirt, a concrete cistern lid.</column>
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            <column name="id">1035</column>
            <column name="strName">Leave the Isotope Mine.</column>
            <column name="strDesc">That's enough dallying in a trash-laden killzone for one day. Off you go.</column>
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            <column name="strName">Use magnetometer to find another way in.</column>
            <column name="strDesc">You know, most of these old tablets and smartphones had magnetometers built into them. Pretty sensitive ones, too.

The right collection of small parts, tools, and an iSlab or smartphone, and you might just be able to follow one of these live conduits from above ground to another entrance.</column>
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            <column name="strName">Rig the device to follow the conduits.</column>
            <column name="strDesc">Finding a clear spot to work out of sight, you set about wiring up the device to one of the live conduits, charging its deteriorated cell for the task ahead.

Then, you run a bypass to the display so its backlight changes intensity with magnetometer output. A few calibrations later, and you've got a power dowsing tool! 

Albeit a short-lived one.</column>
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            <column name="strName">Follow the power.</column>
            <column name="strDesc">On your feet, you start tracing the lines from where they disappear into the moss. The walk leads you back over the doorway, and suddenly veers to the side. 

After a dozen paces or so, the screen lights up, and you lose the conduit's signal in the noise. 

Whatever is below you is bigger than a conduit.</column>
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            <column name="strDesc">There's a concrete cistern lid here, half-buried under a tangle of tall grass and dirt.

It's gonna take more than optimism to get that thing open, though.</column>
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            <column name="strName">Use brute strength.</column>
            <column name="strDesc">Fortunately, you have arms like an Austrian bodybuilder.

You pull the overgrowth away, and settle down next to the lid. Pushing with your legs, and pulling with your arms, you nearly start shaking from the strain. 

But the lid finally budges, and strands of grass tear as the lid swings open.</column>
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            <column name="strName">Pry the lid open.</column>
            <column name="strDesc">Fortunately, you have a tool for this purpose.

Threading the crowbar through one of the rusted loops of metal, you position yourself to maximize your leverage, and pry.

At first, it doesn't seem like anything's going to happen. But the lid finally budges, and strands of grass tear as the lid swings open.</column>
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            <column name="strName">Dark Cistern</column>
            <column name="strDesc">Your nose is immediately greeted with warm, dry air from the hole. No moldy or musty smells, which is odd.

An old, metal ladder hangs down from the cistern opening, and disappears into impenetrable darkness below.

</column>
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            <column name="strName">Use a light to see better.</column>
            <column name="strDesc">You hold a light as close to the hole as possible without losing your balance.

The ladder leads down to a catwalk, which is suspended over some plumbing and a pumping apparatus. Pipes lead from the pump to the sides of the cistern.

Unfortunately, that's about all you can see.</column>
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            <column name="strName">Use night vision to see better.</column>
            <column name="strDesc">Shielding your view from the ambient light, you peer into the darkness below.

The ladder leads down to a catwalk, which is suspended over a large, sealed container. Quite a bit of plumbing and a pumping apparatus stick out from the top, feeding pipes into the sides of the cistern.

The container itself extends downward, beyond what your vision can see.</column>
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            <column name="strName">Leave the area.</column>
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            <column name="strName">Climb down the ladder.</column>
            <column name="strDesc">Grabbing ahold of the ladder, you start your descent.

As you pass through the opening, the air becomes warm and dry, almost artificially so. And the sounds of the outdoors fall away, leaving a claustrophobic humming and ticking from below.

At the bottom, the catwalk creaks when you apply pressure. It's still hard to make out much detail, though. Below, you still only see pipe work, pumps, and the top of an inner cistern. 

You do notice an exhaust vent nearby, however.</column>
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            <column name="strName">Catwalk Breaks</column>
            <column name="strDesc">Within seconds, there's a loud &quot;pop&quot; from the catwalk braces, which resounds through the chamber. Another immediately follows, and the catwalk drops a few centimeters.

More creaking ensues, and you're pretty sure this catwalk's gonna go.</column>
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            <column name="strName">Grab the ladder!</column>
            <column name="strDesc">You opt for safety, and grab hold of the ladder again. One of the catwalk's moorings pulls free from the wall with a spout of concrete dust, and the walkway swings downward violently, smashing against a pipe.

With nowhere to go but up, you start climbing, and emerge on the surface again.

Whatever awaits down there will have to wait for someone better prepared.

Or suicidal.</column>
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            <column name="strName">Jump for the vents!</column>
            <column name="strDesc">You push off quickly from the ladder, plant a foot hard, and dive for the vent opening.

One of the catwalk's moorings pulls free from the wall with a spout of concrete dust, and the walkway swings downward violently, smashing against a pipe.

You're left, hanging over a black void, bits of concrete and metal pinging as they rain down from the collapse.

Throwing one leg up, you're able to crawl into the horizontal shaft, and catch your breath.</column>
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            <column name="strName">Inside the Vent Shaft</column>
            <column name="strDesc">You're lying in some sort of exhaust vent leading from the warm, dry cistern.

The ladder you came down on is still there, but it'd be a bit of an acrobatic feat to reach it. You'd have to hang way outside the vent and get a good jump in.

And the drop is pretty unforgiving if you miss.

The vent leads away from the cistern, and two goggle-like, white lights peer at you from the other end.

You don't have a lot of room to move, though. You wouldn't be able to defend your head or feet very well once committed to the shaft.</column>
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            <column name="id">1051</column>
            <column name="strName">Take a closer look at those lights.</column>
            <column name="strDesc">Peering through the zoom lens, you're able to focus better on the two lights.

In fact, they're two openings in the shaft, probably leading outside. Something lies immediately below them, a nondescript shape rim-lit from the light.</column>
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            <column name="id">1052</column>
            <column name="strName">Crawl further into the shaft, towards the lights.</column>
            <column name="strDesc">You start crawling into the shaft.

It's hard, slow work, moving in this cramped space. You feel like a worm or caterpillar, inching forward and prone.

Further in, you notice the two lights are exhaust ports: tapered sections of the shaft, about 30cm in diameter each, that lead outside. And upon close inspection, the form under the openings is a decaying body. 

A lab tech, by the looks of it.</column>
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            <column name="strDesc">Hanging one leg outside the shaft, you squish yourself sideways to get a look at the jump. You'll have to lean out of the shaft to get any momentum.

Looking down, your heart starts to pound, as you realize that you never really had a plan for escaping again.

There's a very good chance you're going to fall here.</column>
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            <column name="strName">Jump</column>
            <column name="strDesc">Steeling your resolve, and blinking tears from your eyes, you bend your knees, and push off...</column>
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            <column name="strName">Jump cont'd</column>
            <column name="strDesc">Using one sweaty hand as an anchor against the shaft's ceiling, you lean out as far as you can towards the ladder.

It seems an impossible jump, now. Your skin starts to moisten despite the dry air, and frustration mounts.

The thought of chickening out crosses your mind. You could just climb back in the shaft and wait.

You shake your head. You'll just get weaker the longer you wait.</column>
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            <column name="strName">Jump Fail</column>
            <column name="strDesc">...A shock of butterflies wells up in you as you miss your mark, and fall short of the ladder's rung.

You slam into a pipe, and continue falling into the darkness. Air rushes past your ears in a crescendo of noise.

And blinding light, sound, pain.

Everything on your body jars and floods with agony.</column>
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            <column name="id">1057</column>
            <column name="strName">Jump Choke</column>
            <column name="strDesc">You inhale sharply after having the wind knocked out of you. A choking, acrid dust fills your lungs, and you cough weakly.

A burning sensation fills the inside of your throat, chest, and mouth. Your eyes become bleary with pain. Even your hands are starting to blister and sting.

If feels as if every cell in your body is disintegrating as you writhe in pain and darkness, your screams echoing up the smooth-walled cistern...</column>
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            <column name="strName">Jump Success</column>
            <column name="strDesc">The rung hits your hand before you see it in this darkness, and you scramble to grab on before it slips away. Pulling with desperation, you manage to hook an elbow over the rung, and catch your breath.

The sounds of dislodged concrete clang from below, disturbed by your jump.

You throw your free arm upward to the next rung, and pull with both arms to get a knee up. And then, it's just a ladder.

You slow your breathing, concentrate on not slipping, and climb back to the surface.

The outside world seems loud and windy by comparison. 

But also safe.</column>
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            <column name="strName">Athletic Jump</column>
            <column name="strDesc">It's a decent jump, but you think you can see yourself doing it.

Using one hand as an anchor against the shaft's ceiling, you lean out as far as you can towards the ladder.

Focusing on the rung you need to grab, you bend your knees, and push off...</column>
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            <column name="id">1060</column>
            <column name="strName">Lab Tech</column>
            <column name="strDesc">What's a lab tech doing in here?

They must've come from the same direction as you. The exhaust ports are way too small for a human to fit.

But then, why didn't they just leave again? What caused them to choose to die here?

</column>
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            <column name="id">1061</column>
            <column name="strName">Lab Tech cont'd</column>
            <column name="strDesc">The body's been here a while, whatever the case.

Most of the flesh has rotted away, leaving dusty, moth-eaten clothes and bones. There are some pill bottles in the pockets, though.

Lots of pills.

In fact, maybe the positioning of this body is less strange the more pills you pull from it.</column>
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            <column name="id">1062</column>
            <column name="strName">Return to the Ledge</column>
            <column name="strDesc">You finish unloading Mr. PharmaCon here, and shimmy your way back to the edge of the cistern.

You still need to figure out how to get back to that ladder.</column>
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            <column name="strName">Jump Success, Lose Right Hand Item</column>
            <column name="strDesc">The rung hits your hand before you see it in this darkness, and you scramble to grab on before it slips away.

You lose your grip on what you were holding, though.

Pulling with desperation, you manage to hook an elbow over the rung, and catch your breath.

The sounds of dislodged concrete clang from below, disturbed by your jump.

You throw your free arm upward to the next rung, and pull with both arms to get a knee up. And then, it's just a ladder.

You slow your breathing, concentrate on not slipping, and climb back to the surface.

The outside world seems loud and windy by comparison. 

But also safe.</column>
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            <column name="strName">Jump Success, Lose Left Hand Item</column>
            <column name="strDesc">The rung hits your hand before you see it in this darkness, and you scramble to grab on before it slips away.

You lose your grip on what you were holding, though.

Pulling with desperation, you manage to hook an elbow over the rung, and catch your breath.

The sounds of dislodged concrete clang from below, disturbed by your jump.

You throw your free arm upward to the next rung, and pull with both arms to get a knee up. And then, it's just a ladder.

You slow your breathing, concentrate on not slipping, and climb back to the surface.

The outside world seems loud and windy by comparison. 

But also safe.</column>
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            <column name="id">1065</column>
            <column name="strName">Jump Success, Lose Backpack Item</column>
            <column name="strDesc">The rung hits your hand before you see it in this darkness, and you scramble to grab on before it slips away.

Your backpack slips loose, though.

Pulling with desperation, you manage to hook an elbow over the rung, and catch your breath.

The sounds of dislodged concrete clang from below, disturbed by your jump.

You throw your free arm upward to the next rung, and pull with both arms to get a knee up. And then, it's just a ladder.

You slow your breathing, concentrate on not slipping, and climb back to the surface.

The outside world seems loud and windy by comparison. 

But also safe.</column>
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            <column name="id">1066</column>
            <column name="strName">Survey the area.</column>
            <column name="strDesc">But as you round Delano St. and turn up Park Dr., things start to feel...off. 

One house has some white lace curtains that won't stop moving. Another features a gaping hole in the second-story exterior wall, as if the wall was sucked in by a powerful force. A third has some sort of menagerie or diorama of dolls in the front yard, in varying states of decay.

And at the end of the street, a glaring ten-foot rooster statue stands on the leftmost of a series of brick booths that cross what must be the Fairgrounds entrance. Roosters, you decide, are creepier when they are twice your size and have an army of disfigured dolls as backup.</column>
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            <column name="id">1067</column>
            <column name="strName">Return to cistern lid</column>
            <column name="strDesc">You've returned to the mini trash alley that leads to the Isotope Mine. You retrace your steps to that cistern lid you discovered.</column>
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            <column name="id">1068</column>
            <column name="strName">Return to Broken Isotope Mine Ladder</column>
            <column name="strDesc">You've returned to the hole leading down into the cistern. Below, there's nothing but darkness and silence, and with most of the scaffolding collapsed, there's little else you can do but leave.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">396,412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-24184,-8083</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1069</column>
            <column name="strName">Return to Isotope Mine Ladder</column>
            <column name="strDesc">You've returned to the hole leading down into the cistern.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">590</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">397,-396,412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1042x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-23592,-8099</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1070</column>
            <column name="strName">Cross the Lobby cont'd</column>
            <column name="strDesc">You vividly recall the alpha male sinking his fangs deep into the neck of the mammoth. Working his big jaw from side to side until blood gushed in a torrential outpouring straight towards the camera. 

Backing away slowly, so as not to disturb its... whatever it's doing, you step back outside.

You're careful not to lose sight of that doorway until you're clear of the ravine.</column>
            <column name="strImg">EncIsotopeMine.png</column>
            <column name="nTreasureID">590</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-337</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-16750,-3982</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1071</column>
            <column name="strName">Use a light source to look around.</column>
            <column name="strDesc">Deciding to bring technology to bear on this problem, you fish out a light, and switch it on.

Your field of view turns white with glare, and instantly, the light is violently swatted from your hand. Fat, cold hands grip your throat, a menacing silhouette all you can see in the spinning shadows.

You try to wrench free, clawing at the hands around your neck. The grip tightens, lifting you and smashing your head against the rafters. A red flash crosses your vision, and you fall suddenly before a sharp snap ends it all...</column>
            <column name="strImg">EncHiddenLake.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">112</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">6201,10367</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents">0</column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1072</column>
            <column name="strName">Hypothermic Car</column>
            <column name="strDesc">Up ahead, it looks like there's some sort of abandoned car. 

It's covered in filth, and what glass remains is almost opaque with grime, so it's been here a while. Hard to tell if anything's inside from here.

The door on this side is open, though, and it looks like a tattered sleeping bag spills through the opening.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-420</column>
            <column name="aPreConditions">10,-18,420</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.65x1=1073x1x0x0x0,=1074x1x0x0x0,91.5x1=1076x1x0x0x0,90.10x1=1077x1x0x0x0,90.66x1=1078x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">431</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">9587,3379</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1073</column>
            <column name="strName">Throw something at the car.</column>
            <column name="strDesc">You pick up something you can toss, and lob it at the metal husk, ducking out of sight.

There's a hollow bang and rattle as it hits the roof and rolls off. Things seem to get quieter for a few moments after.

But soon, the ambient critter noise level resumes.

No sign of movement.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-422</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1074x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">10671,2463</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1074</column>
            <column name="strName">Discovered a car</column>
            <column name="strDesc">You have discovered an abandoned car, showing extreme distress from age.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">91.5x1=1076x1x0x0x0,90.65x1=1073x1x0x0x0,90.10x1=1077x1x0x0x0,90.66x1=1078x1x0x0x0,=1074x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">431</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">11484,3464</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1075</column>
            <column name="strName">Cracking Software w/Insufficient Charge</column>
            <column name="strDesc">Not enough charge left in the laptop.

You start up the application, but before long, it becomes clear that the algorithm could run as long as half an hour, and you'll need at least that much charge in the laptop to complete the process.</column>
            <column name="strImg">EncLaptopHack.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-16223,4648</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1076</column>
            <column name="strName">Look for signs of activity.</column>
            <column name="strDesc">There was definitely a lot going on here at one point. The vandalism alone is testament to that.

But you see little to suggest this vehicle was recently occupied.

Looking at the sleeping bag, you'd wager, from its orientation, that someone crawled out of it.

Or maybe they were dragged.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-421</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1079x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">10674,5081</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1077</column>
            <column name="strName">Leave the car.</column>
            <column name="strDesc">You leave the husk of a car behind.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">10678,1725</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1078</column>
            <column name="strName">Take the sleeping bag.</column>
            <column name="strDesc">It's filthy, and you shudder to think of all the things that might've lived in here over the years.

But it's warmth, and not freezing to death beats hygiene any day.

Note: Sleeping bags must be on the ground or in your camp when ending a turn to have any effect.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">430</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">422</column>
            <column name="aPreConditions">-422</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1074x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">10686,5830</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1079</column>
            <column name="strName">Follow the trail from the bag.</column>
            <column name="strDesc">On a hunch, you search in the direction the mouth of the sleeping bag indicates. Debris and weeds have covered most signs of a trail.

However, a short ways off, you notice it: the remains of a body.

Most of it has been picked clean over years of decay, ruining any clothes it may have worn.

However, it looks like a boot fell off along the way.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">119</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">421</column>
            <column name="aPreConditions">-421</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1074x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">12138,5061</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1080</column>
            <column name="strName">Using Computer</column>
            <column name="strDesc">Welcome to NanoSoft Home!

Please choose your desired software from the list below.</column>
            <column name="strImg">EncLaptop.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">35.1x1=1085x1x0x0.5x0,90.10x1=1092x1x0x0x0,35.2x1=1095x1x0x0x0,35.3x1=1095x1x0x0x0,35.1x1=1095x1x0x0x0,35.0x1=1095x1x0x0x0,35.2x1=1096x1x0x0.5x0,35.3x1=1075x1x0x0x0,35.3x1=1093x1x0x0.5x0,35.2x1=1075x1x0x0x0,35.1x1=1075x1x0x0x0,=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-13897,5203</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1081</column>
            <column name="strName">Hack the locked laptop.</column>
            <column name="strDesc">However, thanks to the meddling of the NSA, TSA, CIA, and other three-letter government agencies, there are handy spying backdoors any hacker worth his salt can leverage.

Bingo bango, thank you Uncle Sam!</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">434</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-11135,5264</column>
            <column name="nType">3</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1082</column>
            <column name="strName">Cracking Target w/Insufficient Charge</column>
            <column name="strDesc">Not enough charge left in the target device.

You start up the application, but before long, it becomes clear that the algorithm could run as long as half an hour, and you'll need at least that much charge in the device to complete the process.</column>
            <column name="strImg">EncLaptopHack.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12509,4245</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1083</column>
            <column name="strName">Using iSlab</column>
            <column name="strDesc">Choose the app you'd like to launch from the list below.</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">35.4x1=1099x1x0x0x0,90.10x1=1100x1x0x0x0,35.5x1=1103x1x0x0.1x0,=1083x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-18324,9100</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1084</column>
            <column name="strName">Using smartphone</column>
            <column name="strDesc">Choose the app you'd like to launch from the list below.</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">35.6x1=1101x1x0x0x0,90.10x1=1102x1x0x0x0,35.7x1=1104x1x0x0.2x0,35.10x1=1793x1x0x0x0,=1084x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15268,10472</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1085</column>
            <column name="strName">Tablet Cracking Software</column>
            <column name="strDesc">****iSl-AK Cracker****

Scanning for compatible devices...
Done.

Select target device:</column>
            <column name="strImg">EncLaptopHack.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">8.7x1=1088x1x0x0.5x0,90.10x1=1090x1x0x0x0,8.7x1=1082x1x0x0x0,=1085x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12059,5826</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1086</column>
            <column name="strName">Quit</column>
            <column name="strDesc">Quitting application...</column>
            <column name="strImg">EncLaptop.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-13864,4141</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1087</column>
            <column name="strName">Finish using the locked laptop.</column>
            <column name="strDesc">Unfortunately, there probably isn't a customer support center left to call, even if there was a national phone service to call them on.</column>
            <column name="strImg">EncLaptopLocked.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-11175,4209</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1088</column>
            <column name="strName">Run iSl-AK on Locked Tablet</column>
            <column name="strDesc">Destination device unlocked. 

Have a nice day!</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">441</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12046,7073</column>
            <column name="nType">3</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1089</column>
            <column name="strName">Run iSl-AK on Locked Tablet</column>
            <column name="strDesc">Unlock attempt failed. 

Exiting.</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12780,7279</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1090</column>
            <column name="strName">Quit</column>
            <column name="strDesc">Quitting application...</column>
            <column name="strImg">EncLaptop.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-13836,6399</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1091</column>
            <column name="strName">Run Br1nG on Locked Cellphone</column>
            <column name="strDesc">Destination device unlocked. 

Have a nice day!</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">442</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15776,3644</column>
            <column name="nType">3</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1092</column>
            <column name="strName">Quit</column>
            <column name="strDesc">You finish using the laptop.</column>
            <column name="strImg">EncLaptop.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-14246,7237</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1093</column>
            <column name="strName">Cellphone Cracking Software</column>
            <column name="strDesc">Br1nG v1.2

Scanning for compatible devices...
Done.

Select target device:</column>
            <column name="strImg">EncLaptopHack.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">8.15x1=1091x1x0x1x0,90.10x1=1086x1x0x0x0,8.15x1=1082x1x0x0x0,=1093x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15684,5173</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1094</column>
            <column name="strName">Run Br1nG on Locked Cellphone</column>
            <column name="strDesc">Unlock attempt failed. 

Exiting.</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-14870,3476</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1095</column>
            <column name="strName">Let's crack some stuff!</column>
            <column name="strDesc">You launch the program, but it doesn't take long to realize you're in over your head.

What does this software even do? Does it work on devices like these? Do you plug the target device in somewhere? Or do you need to start the software first?

You wish there was a tutorial or something.

Or even some menus.

Oh well, no 1337 h4x0r5 for you.</column>
            <column name="strImg">EncLaptopHack.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-13410,7125</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1096</column>
            <column name="strName">Smartphone Cracking Software</column>
            <column name="strDesc">****5MR-7 Cracker****

Scanning for compatible devices...
Done.

Select target device:</column>
            <column name="strImg">EncLaptopHack.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=1090x1x0x0x0,8.11x1=1098x1x0x0.5x0,8.11x1=1082x1x0x0x0,=1096x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15694,5894</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1097</column>
            <column name="strName">Run 5MR-7 on Locked Smartphone</column>
            <column name="strDesc">Unlock attempt failed. 

Exiting.</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-14800,7589</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1098</column>
            <column name="strName">Run 5MR-7 on Locked Smartphone</column>
            <column name="strDesc">Destination device unlocked. 

Have a nice day!</column>
            <column name="strImg">EncLaptopHackResult.png</column>
            <column name="nTreasureID">443</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1080x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15604,7512</column>
            <column name="nType">3</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1099</column>
            <column name="strName">Launch Lamp App</column>
            <column name="strDesc">You launch the Lamp app, and the iSlab's screen brightens, casting a pale light around you.</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">444</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-19792,8785</column>
            <column name="nType">3</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1100</column>
            <column name="strName">Quit</column>
            <column name="strDesc">You finish using the iSlab.</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-19736,9548</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1101</column>
            <column name="strName">Launch Lamp App</column>
            <column name="strDesc">You launch the Lamp app, and the phone's screen brightens, casting a pale light around you.</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">445</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-14054,10498</column>
            <column name="nType">3</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1102</column>
            <column name="strName">Quit</column>
            <column name="strDesc">You finish using the smartphone.</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-14055,11212</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1103</column>
            <column name="strName">Use GPS App</column>
            <column name="strDesc">Even after civilization has crumbled, some of the GPS satellite network remains operational.</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.69x1=2195x1x0x0x0,90.14x1=1879x1x0x0x0,90.15x1=2192x1x0x0x0,90.9x1=2196x1x0x0x0,90.10x1=1083x1x0x0x0,=1103x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">729</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-17090,8968</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1104</column>
            <column name="strName">Use GPS App</column>
            <column name="strDesc">Even after civilization has crumbled, some of the GPS satellite network remains operational.</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.15x1=1880x1x0x0x0,90.14x1=2193x1x0x0x0,90.69x1=2194x1x0x0x0,90.9x1=2197x1x0x0x0,90.10x1=1084x1x0x0x0,=1104x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">729</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-16478,10477</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1105</column>
            <column name="strName">Using Locked Laptop</column>
            <column name="strDesc">To the average user, laptops could be a beast to get access to without a password. Usually, this involved a unique PIN assigned to the owner, and could often involve contacting the manufacturer if that PIN was lost.</column>
            <column name="strImg">EncLaptopLocked.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">412</column>
            <column name="fPrice">0</column>
            <column name="aResponses">8.3x1=1081x1x0x0x0,=1087x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-9795,5065</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1106</column>
            <column name="strName">Detroit Savings Bank</column>
            <column name="strDesc">You're outside the Detroit Savings Bank's Gate 11 microbranch.

A secure, climate-controlled booth, slightly larger than a covered bus stop, sits on the sidewalk here. 

It has the requisite self-serve terminal on the exterior, but looking through the transparent walls, there appears to be an actual human teller inside!</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=1109x1x0x0x0,91.5x1=1108x1x0x0x0,90.70x1=1107x0.1x0x0x0,90.70x1=1115x0.8x0x0x0,90.70x1=1116x0.1x0x0x0,90.52x1=1122x1x0x0x0,90.12x1=1125x1x0x0x0,91.14x1=1130x1x0x0x0,91.15x1=1133x1x0x0x0,91.14x1=1167x1x0x0x0,91.2x1=1176x0.5x0x0x0,91.2x1=1175x0.5x0x0x0,=1106x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">461</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">19072,-8580</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1107</column>
            <column name="strName">Wait for the teller to leave.</column>
            <column name="strDesc">You find a position with a good vantage point, and stare at the booth like a psycho for a while.

Fortunately, it appears something has come up, and it doesn't involve calling the police on a stalker.

The teller gathers some things, exits the booth, and locks it behind her.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-122</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1110x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">20288,-9112</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1108</column>
            <column name="strName">Look for weaknesses.</column>
            <column name="strDesc">The microbranch isn't a fortress, but trying anything too overt would attract a lot of attention, and likely warrant a quick visit from the police.

You do, however, notice that the facility lacks a restroom. Between potty breaks and lunch, the teller's going to have to step out sometime.

The trick will be doing it without looking like a creep.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1106x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">17411,-10171</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1109</column>
            <column name="strName">Leave the bank.</column>
            <column name="strDesc">You decide to leave the DSB microbranch.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">22701,-7918</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1110</column>
            <column name="strName">Booth Empty</column>
            <column name="strDesc">You're outside the DSB Gate 11 microbranch, now empty and locked.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">41.0x1=1111x1x0x0x0,90.10x1=1109x1x0x0x0,90.70x1=1118x1x0x0x0,90.70x1=1168x1x0x0x0,=1110x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">349</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21489,-9037</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1111</column>
            <column name="strName">Pick the booth's lock.</column>
            <column name="strDesc">Under normal circumstances, picking a lock in plain view on some busy sidewalk is a dumb move.

Under these circumstances, it still is. You work your magic on the lock, but by the time you're seated at the terminal, someone outside is already on their mobile. Probably talking to the police.

There's no sign of the teller yet, but you're betting your time here is limited.

Damn that good Samaritan.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">441</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.68x1=1112x1x0x0x0,91.0x1=1113x1x0x0x0,90.68x1=1135x1x0x0x0,90.10x1=1109x1x0x0x0,=1111x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">457</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">22692,-9041</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1112</column>
            <column name="strName">Log in to the terminal.</column>
            <column name="strDesc">Using the login info you pilfered earlier, you unlock the banking terminal.

It takes some time to familiarize yourself with the system. Opaque acronyms litter the interface, and nothing but trial and error eventually lead you to the &quot;Client Services&quot; menu.

Movement outside catches your eye, and it appears multiple witnesses are gathering around, exchanging expressions of shock.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">433</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.68x1=1136x1x0x0x0,90.10x1=1109x1x0x0x0,=1112x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">457</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">24548,-7871</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1113</column>
            <column name="strName">Hack the terminal.</column>
            <column name="strDesc">Despite the level of physical security banks typically employ, you're happy to see that banks continue to use outdated software on their teller terminals.

It takes some time to familiarize yourself with the system. Opaque acronyms litter the interface, and nothing but trial and error eventually lead you to the &quot;Client Services&quot; menu.

Movement outside catches your eye, and it appears multiple witnesses are gathering around, exchanging expressions of shock.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">91.0x1=1114x1x0x0x0,90.10x1=1109x1x0x0x0,=1113x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23893,-9862</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1114</column>
            <column name="strName">Look up the cryo account.</column>
            <column name="strDesc">Shuddering at the painful interface, you just decide to go straight to the source, and run a DB query on the account.

Better Banking Checking Account (...1117)

McAllen, Cale

Concrete Forest Apartments
#3935, Tower 48
23140 Halsted Rd.
Detroit, G11 09-01

Balance: $0.00

Huh. Well, that probably explains why your cryo visit came to such an abrupt stop.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">434</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1173x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">25213,-10701</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1115</column>
            <column name="strName">Wait for the teller to leave.</column>
            <column name="strDesc">You find a position with a good vantage point, and stare at the booth like a psycho for a while.

The booth doesn't garner a lot of foot traffic, which might explain why there are so few of them around town.

As soreness overcomes your feet, you realize this is going to take long than you thought.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-122</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1106x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">18637,-10829</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1116</column>
            <column name="strName">Wait for the teller to leave.</column>
            <column name="strDesc">You find a position with a good vantage point, and stare at the booth like a psycho for a while.

The booth doesn't garner a lot of foot traffic, which might explain why there are so few of them around town.

As you're waiting, you think she spots you, but you can't be sure. Waiting a bit longer, she starts talking on her mobile, and glances your way, looking down again when she sees you.

It appears you've been made.

As you hurry down the sidewalk, faint sirens can be heard echoing through the canyon of skyscrapers.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">441</column>
            <column name="aPreConditions">-122</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">17993,-11137</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1117</column>
            <column name="strName">Watch the teller log in.</column>
            <column name="strDesc">When the login screen appears, the teller rattles off some keystrokes, but it's way too hard for you to see from here. 

Without some sort of optical zoom to help, this isn't going to work.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1106x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">19958,-7116</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1118</column>
            <column name="strName">Wait for the teller to return and log in.</column>
            <column name="strDesc">Several minutes later, the teller walks back up to the booth, and unlocks the door. She spreads a few personal effects on her desk, and draws the keyboard near.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-443</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.34x1=1117x1x0x0x0,47x1=1121x1x0x0x0,=1118x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">460</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">20774,-5834</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1119</column>
            <column name="strName">Search the terminal.</column>
            <column name="strDesc">You find a query tool, and locate the account ID field. Recalling the ID from the cryo computer, you key in the digits, and hit Enter.

You hazard a look outside, and bystanders have started rubbernecking. 

On-screen, a turning hourglass seems to mock you as the faint sound of sirens, echoing off skyscrapers, grows louder.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="nCreatureID">0</column>
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            <column name="ptEditor">25232,-9892</column>
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            <column name="fAccidentChance">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1120</column>
            <column name="strName">Teller Flees, Calls Police</column>
            <column name="strDesc">You've got access to the computer now, but not much time. The threatening of a bank employee is sure to be high on the police priority list.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">441</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="nItemsID">458</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23886,-10613</column>
            <column name="nType">0</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1121</column>
            <column name="strName">Watch the teller log in with optical zoom.</column>
            <column name="strDesc">When the login screen appears, the teller rattles off some keystrokes, and it's almost too quick to discern.

However, you think you have it down to a couple possible permutations. It should be few enough to try manually without a lockout.

Now, to get your mitts on that keyboard...</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">433</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">19730,-5861</column>
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            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1122</column>
            <column name="strName">Threaten the teller.</column>
            <column name="strDesc">Screw delicacy. Let's get this done.

You step into the booth, and stride toward the teller purposefully. She is visibly surprised at your brazenness, and stammers, &quot;H-hello, sir. Can I help you?&quot;

You march around the desk, and tell her to get lost, staring at her as she scrambles to get away from you.

She steps outside, and hurries away, rummaging through her purse.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">433</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">20300,-11432</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1123</column>
            <column name="strName">Leaving the City</column>
            <column name="strDesc">Merging with the line of people and vehicles, you make your way through the exit tunnel into the muddy tent city of the Sprawl.</column>
            <column name="strImg">EncMegacityGates.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">56,193</column>
            <column name="ptEditor">-624,620</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1124</column>
            <column name="strName">Detroit Savings Bank</column>
            <column name="strDesc">Detroit Savings Bank turns out to be a surprisingly tricky business to find.

It has a presence, for certain. Self-service terminals are near-ubiquitous, winking at passers-by from countertops, ad-walls, and alcoves. But there's little more to these terminals than signage, lights, and a screen. 

There doesn't even appear to be a place to dispense cash, nor insert a card.

After a bit of walking, though, you eventually find a Detroit Savings Bank microbranch with more than a screen. </column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aPreConditions">432,-440,-441,-434</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1125</column>
            <column name="strName">Enter the booth.</column>
            <column name="strDesc">You pull the transparent door open, and step through. Inside, you're greeted with bright, colored light and dry, tepid air.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1126</column>
            <column name="strName">Teller First Contact</column>
            <column name="strDesc">The teller, a presentable-looking young woman with straight brown hair, looks up from her terminal warmly.

&quot;Hello,&quot; she says. &quot;Is there anything with which I can assist you today?&quot;</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">1127</column>
            <column name="strName">Ask about the Gyges Cryo Facility account.</column>
            <column name="strDesc">You begin explaining your situation, starting with the cryo facility, your amnesia, and the clues you followed to reach this point.

She feigns interest as you tell your tale, but at the first opportunity, interjects.

&quot;I'm sorry, uh, Mr. Kindred, but do you hold an account with us?&quot;

&quot;I think so,&quot; you consider answering, but she continues.

&quot;Or perhaps you have some form of identification?&quot;</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="nCreatureID">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1128</column>
            <column name="strName">Show her your bracelet.</column>
            <column name="strDesc">You hold forward your bracelet, plaintively.

&quot;Oh,&quot; she says, switching subtly from attentive to deflective, &quot;I'm afraid we can only service clients who presently hold an account with Detroit Savings Bank, or citizens of Detroit opening new accounts.&quot;

&quot;However, you're still welcome to use our payment network at any participating vendor. Your mobile device can both send and receive payments.&quot; 

She indicates a brightly illustrated placard on the wall, depicting overwhelmingly inoffensive young people conducting transactions in an unnaturally happy fashion.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1129</column>
            <column name="strName">Go Back Outside</column>
            <column name="strDesc">You smile and thank the young lady, and head back outside. The humid, city air seems palpable after the crisp environs of the booth.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
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            <column name="fPrice">0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">17548,-8718</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1130</column>
            <column name="strName">Look for a junction box.</column>
            <column name="strDesc">Temporary structures like these are usually wired to an exposed junction box nearby. If you can locate it, perhaps you could power-cycle the booth?

It wouldn't get you the information you seek. At least, not directly. But you could probably sneak a peek at her logging back in if you had a sharp eye.

You'll still need a way to access the terminal to use that info, though.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-439</column>
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            <column name="ptEditor">18086,-7445</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1131</column>
            <column name="strName">Trigger the power cycle.</column>
            <column name="strDesc">Sure enough, you spot a stainless pipe snaking its way from one corner of the microbranch. You spot where it connects to the grid, and look for the usual maintenance access.

You make like you're waiting for someone as you watch for the right moment. And then, as traffic hits a lull, you trip the breaker.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1132</column>
            <column name="strName">Trigger Power Cycle cont'd</column>
            <column name="strDesc">The microbranch goes dark, as does a nearby lamp. Nary a person blinks, though, in this city of flashing signage and flying cars.

You quickly reset the breaker, and make for the far side of the microbranch, trying to find the perfect blend of vantage point and inconspicuousness.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1133</column>
            <column name="strName">Look for an HVAC intake.</column>
            <column name="strDesc">Climate-control means this thing has an intake someplace. Finding and obstructing that will make it downright uncomfortable in there.

If she leaves, though, it'll be to await a technician, so your window of opportunity will be short.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1134</column>
            <column name="strName">Block the HVAC intake.</column>
            <column name="strDesc">Grabbing a couple posters from a nearby wall, you nonchalantly place them on the side of the booth, over the HVAC intake. 

Given the number of posters slapped on all surfaces around this part of town, nobody seems to pay you any mind.

There's a slight fluttering as the last poster buffets in the draft, but you smooth it out, and you hear a change in the fan pitch.

Over the next several minutes, you notice the booth start fogging up, and the teller makes a phone call. She gathers some things, exits the front door, and locks it behind her.

Now's your chance.</column>
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            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1135</column>
            <column name="strName">Use the terminal.</column>
            <column name="strDesc">You pull the keyboard towards you, look at the screen, and...

...it's logged out.

You don't have the slightest idea what username or password to use here. You could probably start trying them at random, but even if the system didn't lock you out, you're pretty sure you don't have the time.</column>
            <column name="strImg">EncMicroBank.png</column>
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            <column name="nRemoveTreasureID">3</column>
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            <column name="id">1136</column>
            <column name="strName">Search the terminal.</column>
            <column name="strDesc">You find a query tool, and locate the account ID field. Recalling the ID from the cryo computer, you key in the digits, and hit Enter.

You hazard a look outside, and the bystanders continue their vigil. 

On-screen, a turning hourglass seems to mock you as the faint sound of sirens, echoing off skyscrapers, grows louder.</column>
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        <table name="encounters">
            <column name="id">1137</column>
            <column name="strName">Wait for search results.</column>
            <column name="strDesc">Search results finally appear, and you click on the lone entry.

Better Banking Checking Account (...1117)

McAllen, Cale

Concrete Forest Apartments
#3935, Tower 48
23140 Halsted Rd.
Detroit, G11 09-01

Balance: $0.00

Huh. Well, that probably explains why your cryo visit came to such an abrupt stop.</column>
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            <column name="id">1138</column>
            <column name="strName">Busted!</column>
            <column name="strDesc">Sirens blare suddenly in the street, in a high, warbling burst. Blue and red strobes light up the area as fan jets scatter moisture and debris around.

A loudspeaker booms across nearby building facades.

&quot;This is SkyCorps security. Step into the street, and place your hands on top of your head.&quot;

</column>
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            <column name="strName">Comply.</column>
            <column name="strDesc">You step into sight slowly, careful not to give that sky jockey any reason to pull the trigger.

A pinpoint flash of red emits from the skybike's undercarriage, and your body is painted in a flickering cross-hatched pattern.

You're instructed to kneel, and you hear more sirens approaching through the canyons of buildings.</column>
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            <column name="strName">Run away from the skybike!</column>
            <column name="strDesc">You steel your nerves, and bolt, veering left immediately.

A flash of red emits from the skybike's undercarriage, and your body is painted in a flickering cross-hatched pattern.

You hear a beep, followed by a loud &quot;pow!&quot;

Something slams into you, and you collapse instantly, muscles seizing uncontrollably. Unable to move, see, or even hear straight, the world is an agonizing blur as you flop on the asphalt.</column>
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            <column name="id">1141</column>
            <column name="strName">Sprint away from the skybike!</column>
            <column name="strDesc">You steel your nerves, and bolt, veering left immediately.

A flash of red emits from the skybike's undercarriage, and your body is painted in a flickering cross-hatched pattern.

You hear the engines change pitch as the vehicle reorients, a beep, followed by a loud &quot;pow!&quot;

Something smacks against the ground near your feet, flashing arcs of electricity as it skitters.</column>
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        <table name="encounters">
            <column name="id">1142</column>
            <column name="strName">Comply cont'd</column>
            <column name="strDesc">Moments later, an armored, multi-wheeled personnel carrier appears, bearing the same colors and flashing lights as the SkyCorps bike.

Bulky silhouettes emerge from the APC's glaring lights, their shapes defined by heavy riot gear. They approach you, bind your hands, and half-escort, half-carry you up a ramp into the APC's holding area. 

All the while, the red beam from the SkyCorps bike traces your moves, only shutting off as you pass through the APC's bulkhead.</column>
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        <table name="encounters">
            <column name="id">1143</column>
            <column name="strName">Comply cont'd</column>
            <column name="strDesc">Inside, you're stripped of anything useful, and strapped into a restraining seat. The guards then step through another bulkhead, and climb a step or two before sealing you in.

You're left there, sitting in your restraints, looking around a reinforced room with no windows. The sound of duct fans can be heard, but little else.

Nothing seems to happen for an annoyingly long time, and then the APC begins moving. The acceleration is surprisingly subtle for such a big machine, though the ride is still pretty rough back here.</column>
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        <table name="encounters">
            <column name="id">1144</column>
            <column name="strName">Comply cont'd</column>
            <column name="strDesc">When your ride comes to an end, the interior bulkead opens again, and the guards emerge to unfasten you. You're lead to an exterior doorway, which blinds you when opened. 

The sounds of the city spill in through the door, along with damp exterior air. You're guided down a ramp, and just as your eyes begin to adjust, you're dropped into a seat.</column>
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        <table name="encounters">
            <column name="id">1145</column>
            <column name="strName">DMC Questioning Return</column>
            <column name="strDesc">Well, this is familiar. You're back in the beige fortress, awaiting processing by DMC Perimeter Services.

Same old ceiling tiles. Same old filing cabinets. Same old missing persons...</column>
            <column name="strImg">EncMegacityGates.png</column>
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            <column name="id">1146</column>
            <column name="strName">Exiled from DMC</column>
            <column name="strDesc">You're escorted from the interview area, and brought into an on-site clinic, where you're strapped to a table, and anesthetized.

When you wake, you're on a bench in a painted cinder block room, leaning against a corner. Both your head and right shoulder ache. A piercing bleep fills the room as an intercom comes to life.

&quot;You have been charged as follows:
-First-degree criminal trespassing
-Unauthorized access to a computer with intent to commit an offense
-Fraud and misuse of visas
-Conspiracy to defraud the city of Detroit
-Consorting with a known felon
-Failure to disclose personal information&quot;</column>
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            <column name="id">1147</column>
            <column name="strName">DMC Questioning</column>
            <column name="strDesc">This time, when the case handler arrives, there's no talking. Just scribbling notes, cross-checking a nearby monitor, and a stern glance telling you you're not worth the effort.

A guard grabs your shoulder, and pushes you into the cinder block room with the blaring speakerphone.

A voice blares, &quot;Repeated violation of exile order is cause for term of sentence to be extended by 2 years. Subsequent violations may be subject to penalties including capital punishment, at the discretion of the arresting officer.&quot;

A door on the opposite wall buzzes, and swings open to the familiar muddy streets outside the DMC walls.</column>
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        <table name="encounters">
            <column name="id">1148</column>
            <column name="strName">Enter Detroit Mega City</column>
            <column name="strDesc">At the front of the line, the guard motions you closer. A moment of pregnant silence precedes a satisfying chirp, and the monitor flashes.

&quot;Suspect Flagged: Detain for Questioning.&quot;

Your gut suddenly feels like a vacuum. The guard places a heavy-gloved hand on your shoulder. &quot;Alright, buddy, let's go.&quot;

You're led to a gray door at the base of the south buttress, alongside a thin slit of mirrored windows.</column>
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        <table name="encounters">
            <column name="id">1149</column>
            <column name="strName">See what you're up against.</column>
            <column name="strDesc">You take a moment to peer outside at the source of the noise.

Hovering some ten meters above is a skybike, bristling with lights, exhaust nacelles, and a semi-enclosed rider atop.

More concerning is that nasty-looking turret on the undercarriage. It looks like one part sensor suite, and one or more parts muzzle. It's aimed in your general area, but looks to be in some sort of pending acquisition mode.

The thing'd no doubt tag you if you ran, but it might have some trouble with transverse tracking if you moved fast enough crossing underneath it.

You'd have to be damned fast, though.</column>
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        <table name="encounters">
            <column name="id">1150</column>
            <column name="strName">Run away from the skybike!</column>
            <column name="strDesc">You steel your nerves, and bolt, veering left immediately.

A flash of red emits from the skybike's undercarriage, and your body is painted in a flickering cross-hatched pattern.

You hear a beep, followed by a loud &quot;pow!&quot;

Something slams into you, and you stagger a few steps as muscles clench near the impact.</column>
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        <table name="encounters">
            <column name="id">1151</column>
            <column name="strName">Run underneath the skybike!</column>
            <column name="strDesc">You steel your nerves, and bolt, charging directly under the skybike.

A flash of red emits from its undercarriage, and your body is painted in a flickering cross-hatched pattern.

You hear the engines change pitch as the vehicle reorients, a beep, followed by a loud &quot;pow!&quot;

Something smacks against the ground near your feet, flashing arcs of electricity as it skitters.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">437</column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">31322,-3707</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1152</column>
            <column name="strName">Runaway Tough Guy</column>
            <column name="strDesc">Instead of collapsing, though, you emit a lung-tearing scream, and resume barreling ahead.

What bystanders had accumulated suddenly flip out and start running in a panic, as you full-tilt in hulk mode across the street.

The skybike winds up, and starts pursuit.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">32392,-5079</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1153</column>
            <column name="strName">Fleeing the Skybike</column>
            <column name="strDesc">Dodging down a side street, you hear the engines whirring behind you enter a steady crescendo. 

You caught the jockey unaware, but this chase is going to be over pretty quick if you don't upgrade your strategy from &quot;outrun the high-performance flying motorcycle&quot;.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1154</column>
            <column name="strName">Fleeing the Skybike</column>
            <column name="strDesc">Dodging down a side street, you hear the engines whirring behind you enter a steady crescendo. 

It was an impressive feat, but this chase is going to be over pretty quick if that thing tags you again.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1155</column>
            <column name="strName">Hide amongst the crowd.</column>
            <column name="strDesc">The street here is open, but there are sources of cover for those trained to find it.

Crowds of people shuffle to and fro on the sidewalks. Awnings, signs, and overhead pedways block whole sections. And a steady stream of traffic, both on the ground and on-level with the skybike, provides an ever-changing screen from view.

Ducking into the crowd, you pass under a canopy, switch back, walk alongside another person, bounce through traffic as a truck passes, and use the temporary lead to disappear in plain sight.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1156</column>
            <column name="strName">Merge with the crowd.</column>
            <column name="strDesc">People on the sidewalk here are thick enough that you could probably make yourself a risky target if you weaved through them.

Dashing towards the sidewalk, you begin bobbing and weaving, though the skybike's flickering red target hashmarks follow you.

You do your best to present as few clear shots as possible, shoulder-brushing one person, side-stepping the next.

</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">1157</column>
            <column name="strName">Duck into a building!</column>
            <column name="strDesc">Scanning for doorways, there's at least one greasy spoon you could see entering with no fuss. Maybe they have a back door?

You dash inside, pushing past a line of annoyed patrons, then to a set of interior glass doors.

You press through, and end in a mall-like corridor, lined with stores and doors emptying onto either side of the block.

Quickly gauging which way the skybike will guess, you choose the opposite.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">35245,-4943</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
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            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1158</column>
            <column name="strName">Use other ground and hover traffic as cover.</column>
            <column name="strDesc">It's not bumper-to-bumper, but there are a fair number of vehicles on this street.

Most are at ground level, though enough sky traffic at the skybike's altitude means that it won't have free movement.

You cross at an opportune moment, putting a stream of hover traffic between you and the skybike, forcing it into a high arc to regain a shot.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1159</column>
            <column name="strName">Duck into an alley!</column>
            <column name="strDesc">You duck into an alley.

It's dark, with high walls too narrow for the bike to follow effectively. The bike slows down, instead gaining altitude to vault the buildings and get overhead.

No place to hide in here, though. Not much cover, either.

Maybe this wasn't such a good idea.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1160</column>
            <column name="strName">Escape!</column>
            <column name="strDesc">You risk a brief glance to see what the bike's doing now.

Its targeting system has switched back to acquisition mode, and it's clear the jockey's lost eyes-on. 

It continues to hover in a futile vigil, awaiting backup to flood the streets, but you're gone before they arrive.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1161</column>
            <column name="strName">Caught!</column>
            <column name="strDesc">Pow!

Something slams into you, this time dropping you like a sack of potatoes to the sidewalk. Your body twitches and convulses from the shock round embedded in your skin, and everything smears into a wash of sound and light.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1162</column>
            <column name="strName">Still Pursued</column>
            <column name="strDesc">You managed to buy yourself a few more moments, but that thing's far from shaken off. </column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1163</column>
            <column name="strName">Still Pursued</column>
            <column name="strDesc">You managed to buy yourself a few more moments, but that thing's far from shaken off. 

In fact, it seems to have an unshakable bead on you, no matter what you do. Even tracking you through obstacles!</column>
            <column name="strImg">EncSkybike.png</column>
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        </table>
        <table name="encounters">
            <column name="id">1164</column>
            <column name="strName">Caught!</column>
            <column name="strDesc">Pow!

Something slams into you, this time dropping you like a sack of potatoes to the sidewalk. Your body twitches and convulses from the shock round embedded in your skin, and everything smears into a wash of sound and light.</column>
            <column name="strImg">EncSkybike.png</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1165</column>
            <column name="strName">Fleeing the Skybike</column>
            <column name="strDesc">The SkyCorps bike continues its vigil, targeting turret twitching for the right shot.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1166</column>
            <column name="strName">Check for tracking devices.</column>
            <column name="strDesc">That thing's gotta be tracking you somehow. Check your things to see if something's giving your position away.</column>
            <column name="strImg">EncSkybike.png</column>
            <column name="nTreasureID">456</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1167</column>
            <column name="strName">Trigger the power cycle again.</column>
            <column name="strDesc">You sidle up to the junction box again, watching for the right moment. And then, as traffic hits a lull, you trip the breaker.

Once more, the microbranch goes dark, and powers back up.

You position yourself to sneak another peek at the login, but this time, the teller's not bothering.

Gathering some things, she begins talking on her mobile, and exits the booth. You hear something about &quot;Yeah, again. I don't know!&quot; as she locks the front door, and walks away.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">440,443</column>
            <column name="aPreConditions">439</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1110x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">18834,-7174</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1168</column>
            <column name="strName">Wait for the teller to return and log in.</column>
            <column name="strDesc">You spot the teller crossing the street towards the bank again, just as a moped slows to a halt on the sidewalk nearby. 

The moped is emblazoned with &quot;Descartes Kiosks and Enclosures&quot;, and has one of those weather shells looping over the rider's seat. Large, rigid saddlebags protrude from the rear.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">443</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1169x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21837,-7663</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1169</column>
            <column name="strName">Teller Returns with Maintenance Crew</column>
            <column name="strDesc">The moped rider dismounts, and it appears to be a gangly woman in a drab blue-gray windbreaker and slacks. She pulls a toolkit from the moped's storage, and meets the teller at the door.

They both enter, the teller taking her seat, and the technician begins reviewing something on her tablet.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">91.2x1=1170x1x0x0x0,90.10x1=1109x1x0x0x0,90.34x1=1171x1x0x0x0,47x1=1171x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">459</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">22797,-5982</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1170</column>
            <column name="strName">Use Hiding to sneak a peek at the log in.</column>
            <column name="strDesc">With two sets of eyes roaming around the bank, *plus* passers-by, this is going to be tricky.

You decide to use timing and confidence here, rather than stealth.

Carefully pacing yourself, you manage to time it just right so that the teller is logging in as you pass by the window.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">47x1=1121x1x0x0x0,90.34x1=1117x1x0x0x0,90.10x1=1109x1x0x0x0,=1170x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">459</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21788,-5146</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1171</column>
            <column name="strName">Watch the teller log in.</column>
            <column name="strDesc">Positioning yourself for optimal viewing, you await the teller's login.

However, a shout startles you out of your vigil. The technician's checklist goes on hold as she notices your staring, and starts speaking into her earpiece.

The teller's been alerted, too, and is standing up.

Things are about to get pretty hot here. Time to jet.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">441</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">24002,-5463</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1172</column>
            <column name="strName">Detroit Savings Bank</column>
            <column name="strDesc">You return to the site of the DSB microbranch, but stop suddenly when you notice it's gone.

A sign in its place says, &quot;We're sorry. This DSB location has been removed for maintenance. We look forward to serving you again soon!&quot;

Damn. Looks like this trail's cold for now.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">440,-441,-434</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">17353,-7218</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1173</column>
            <column name="strName">Look Up Account cont'd</column>
            <column name="strDesc">Speaking of abrupt, that's the word they'll use to describe your life of crime if you don't get out of here fast. The accumulating number of bystanders and echoing sirens mean it's time to go.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">26382,-10722</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1174</column>
            <column name="strName">Detroit Savings Bank</column>
            <column name="strDesc">You return to the site of the DSB microbranch, but stop suddenly when you notice it has a new feature: a private security guard.

DSB probably amped up security at their microbranches after your escapades. Looks like you'll need to find another way to locate the info you need.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">441,-434</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">17349,-6465</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1175</column>
            <column name="strName">Hide and wait for the teller to leave.</column>
            <column name="strDesc">You take up position far enough away to be dissociated from the booth, and find something to occupy your time as you wait.

The booth doesn't garner a lot of foot traffic, which might explain why there are so few of them around town.

As soreness overcomes your feet, you realize this is going to take long than you thought.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">122</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1106x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">19378,-11092</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1176</column>
            <column name="strName">Hide and wait for the teller to leave.</column>
            <column name="strDesc">You take up position far enough away to be dissociated from the booth, and find something to occupy your time as you wait.

Fortunately, it appears something has come up, whether growling stomach or not. The teller gathers some things, exits the booth, and locks it behind her.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">122</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1110x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">20302,-9828</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1177</column>
            <column name="strName">Pretend to be a mentally retarded patient.</column>
            <column name="strDesc">Striking your best &quot;I don't know what's going on&quot; expression, you feign delight upon meeting the teller's gaze. 

Ambling toward her, you fish out something ridiculous, and hold it forward for her, like &quot;ta da!&quot;

&quot;Oh ho ho, what have we here?&quot; she says, turning it over slowly, in mock awe. &quot;Wow! This is impressive! We should deposit this right away.&quot;

Reaching for a deposit slip, she asks, &quot;and to which account should we deposit this?&quot;</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.23x1=1178x1x0x0x0,89.0x1=1179x1x0x0x0,90.20x1=1181x1x0x0x0,=1177x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">466</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">15375,-9745</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1178</column>
            <column name="strName">Give the account number.</column>
            <column name="strDesc">Using your off-hand, you scrawl the account number in child-like handwriting. An idea seems to occur to her, and she starts typing into her console.

A few moments later, she turns to you. &quot;Do you know Cale? Are you looking for Cale McAllen?&quot;

She starts writing on her notepad.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1180x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">13981,-10764</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1179</column>
            <column name="strName">Show the teller your medical bracelet.</column>
            <column name="strDesc">You extend your arm, revealing the disposable medical bracelet on your arm. She examines it more closely, turning it side-to-side.

&quot;Hmm,&quot; she checks something on her computer, then says, &quot;nope, not there. What about...&quot; followed by more searching.

Then, an idea seems to cross her mind. &quot;Wait, let's see...&quot; and a few more moments pass.

&quot;A-ha!&quot; she exclaims, and you blurt out an excited noise for effect.

She begins writing something on her notepad.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1180x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">13979,-9879</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1180</column>
            <column name="strName">Get Address</column>
            <column name="strDesc">You furtively sneak a peek:

McAllen, Cale
Concrete Forest Apartments
#3935, Tower 48
23140 Halsted Rd.
Detroit, G11 09-01

Then, she picks up her mobile, and starts making a phone call. Already having what you came for, you begin shuffling back towards the door.

&quot;Oh, wait- Mr. Kindred!&quot; she calls after you, &quot;yes, sorry. May I have the number for a Cale McAllen...&quot;

Once outside, you duck out of sight and put a block or two between you and the booth. Never know if someone might actually come looking!</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">434</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">12955,-10288</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1181</column>
            <column name="strName">I dunno.</column>
            <column name="strDesc">You shrug, smiling.

&quot;Oh, ooookay. I think I see now. Are we lost?&quot; she picks up the phone. &quot;Looks like someone lost their chaperone?&quot;

A few moments pass. &quot;Yeah, hi. Are you possibly missing a patient?&quot;

You get up, and start shuffling towards the door.

&quot;Oh, wait- Sir!&quot; she calls after you, &quot;yes, sorry. I'm at the DSB microbranch. Yeah, Gate 11...&quot;

Once outside, you duck out of sight and put a block or two between you and the booth.</column>
            <column name="strImg">EncMicroBank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">14017,-9130</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1182</column>
            <column name="strName">Hatter Levels with You</column>
            <column name="strDesc">&quot;Hm,&quot; he says, leaning back in his creaky chair. &quot;Turns out maybe you *are* worth the extra attention you seem to have garnered.&quot;

He looks down at a blank spot on his desk, considering something a moment, and starts talking at it. &quot;Your, let's call him 'employer', had a particular interest in you.&quot;

He leans forward, and starts interacting with his security console. &quot;Interested enough to open this urn contract with express instructions that it only be assigned to you. Said I'd find you trying to enter the DMC. Said he'd front the cost of the visitor's pass if I got you to do it.&quot;

He finishes a keystroke, then gestures to the wall monitors.</column>
            <column name="strImg">EncHatter.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
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            <column name="fPrice">0</column>
            <column name="aResponses">=82x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">5584,4177</column>
            <column name="nType">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1183</column>
            <column name="strName">Wendigo 1 (Cooked)</column>
            <column name="strDesc">This meat...

It's like good, fully developed veal. Not young, but not yet beef. Yes, very definitely like that, and not like any other meat you've tasted. In fact, so much so that you think no person with a palate of ordinary, normal sensitiveness could distinguish it from veal. It is mild, good meat, with no other sharply defined or highly characteristic taste such as, for instance, goat, high game, and pork have.

The steak is slightly tougher than prime veal, a little stringy, but not too tough or stringy to be agreeably edible. The roast is tender, and in color, texture, smell as well as taste, strengthens your certainty that of all the meats you habitually know, veal is the one meat to which this meat is accurately comparable.</column>
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            <column name="id">1184</column>
            <column name="strName">Wendigo 1 (Raw)</column>
            <column name="strDesc">This meat...

It's like good, fully developed veal. Not young, but not yet beef. Yes, very definitely like that, and not like any other meat you've tasted. In fact, so much so that you think no person with a palate of ordinary, normal sensitiveness could distinguish it from veal. It is mild, good meat, with no other sharply defined or highly characteristic taste such as, for instance, goat, high game, and pork have.</column>
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            <column name="id">1185</column>
            <column name="strName">Wendigo 2</column>
            <column name="strDesc">It is good that you've found more of this meat. There is nothing else quite like it. It has a unique, satisfying effect that you cannot seem to supplant. 

This, this is the only thing you crave. The only thing that will satisfy your hunger.</column>
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            <column name="strName">Wendigo 3</column>
            <column name="strDesc">It is good. Yes, this meat is good. And it fills the emptiness inside.

It also fills you with fear, though. Is there enough? Will there be enough? Can it keep pace with your hunger?</column>
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            <column name="id">1187</column>
            <column name="strName">Human Meat Peddler</column>
            <column name="strDesc">You place a slab of meat on the scale, and wait as the butcher comes over to verify. He picks up the slab, inspecting it for signs of spoilage, and then freezes.

&quot;Just what the-&quot; he drops the slab, and with his other hand, grabs a scattergun. He begins ringing a bell, its clanging reverberating through the honeycomb of shipping containers.

Everyone stops, turning. Craning their necks to see around the crowd at the commotion.

&quot;Flesh peddler!&quot; he shouts. &quot;Cannibal!&quot;</column>
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            <column name="strName">Human Meat Peddler: Killed</column>
            <column name="strDesc">People begin shouting, some exchanging glances, while others closing rank.

Your arms are grabbed by some of the bigger patrons, and you're held restrained. The crowd immediately starts rummaging through your belongings. Scrabbling and tearing anything of value they can from your body as you're dragged out into the street.

Then, you're thrown to the ground, the muck &quot;splurping&quot; as you land. The scrabbling hands change to fists and stomping feet, as your body begins snapping and twisting from the blows.

Shards of pain stab your body. Flashes of light assault your vision. The shouting of crowds bleeds into watery brown noise as your vision fades...</column>
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            <column name="strName">Yezinka!</column>
            <column name="strDesc">YEZINKAAAAAAA!

Yezinka!yezinkayezinka
yez-yezinkayezinkayezinka
yezinkayezinkayezinkayezinkaaaahaha
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            <column name="strName">The Great Black Swamp</column>
            <column name="strDesc">Devastation on a monumental scale mars the land before you.

It looks as if someone hosed down an entire county with toxic chemicals, set it on fire, then bombarded it with artillery for good measure.

Pools of caustic liquid are everywhere. Most everything that once was here has dissolved, melted, burned, or turned to dust. Hardier materials have eroded more slowly, leaving skeletal evidence of small towns, farmsteads, tree trunks... and creatures.

Toxic miasmas float in some places, clinging to the ground where reactions released them into the air. And warning signs, both official and homemade, litter the boundary.</column>
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            <column name="strName">The Great Black Swamp cont'd</column>
            <column name="strDesc">And the silence here is deafening. No birds, nor critters. Not even insects. Nothing stirs in this caustic swamp of destruction.

Nothing lives here.

Or at least, nothing is alive here.</column>
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            <column name="id">1192</column>
            <column name="strName">Human Meat Peddler: Second Offense</column>
            <column name="strDesc">&quot;Hey!&quot; the butcher's voice booms.

&quot;Didn't I tell you?&quot; The market quiets to a murmur.

&quot;I done told you, didn't I?&quot; He points his knife at you. &quot;I ever see you and human meat together, under this roof...&quot; and he draws the knife across his neck, in a cutting motion.</column>
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            <column name="strName">See what you're up against.</column>
            <column name="strDesc">You take a moment to peer outside at the source of the noise.

Hovering some ten meters above is a skybike, bristling with lights, exhaust nacelles, and a semi-enclosed rider atop.

More concerning is that nasty-looking turret on the undercarriage. It looks like one part sensor suite, and one or more parts muzzle. It's aimed in your general area, but looks to be in some sort of pending acquisition mode.

The thing'd almost certainly tag you if you ran.</column>
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            <column name="id">1194</column>
            <column name="strName">Ask about the power cell.</column>
            <column name="strDesc">&quot;Oh,&quot; he says, distracted. Then, he becomes more animated. 

&quot;Oh! Ya mean the hot bricks! Sure! Sure. Think I've got a spare 'round here...&quot; Boxes are pushed about. Papers displaced.

&quot;Whatchu got ta offer?&quot;</column>
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            <column name="id">1195</column>
            <column name="strName">Trade for the &quot;Hot Brick&quot;</column>
            <column name="strDesc">&quot;I think that'll work,&quot; he says, handing you the cell. He starts looking for a good place to put your payment, and ultimately just places it in a container on a counter.</column>
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            <column name="id">1196</column>
            <column name="strName">Never mind.</column>
            <column name="strDesc">&quot;That's a real shame,&quot; he says, visibly disappointed. &quot;Could use some supplies.&quot;</column>
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            <column name="strName">Help Gerty?</column>
            <column name="strDesc">Turning back to you, he asks, &quot;How about ol' Gerty. Think ya can help 'er?&quot;

He adds, &quot;Be a reeal help, you know?&quot;</column>
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            <column name="id">1198</column>
            <column name="strName">Entering Merga's Realm</column>
            <column name="strDesc">The Wraith crumples to the ground, its face disappearing as it collapses into a lightless pool. Patches of black continue to fly off the shape, like ash from a fire.

Then, a flash of blue radiates from beneath it, and the blackness starts drawing into itself, leaving no residue behind. 

At first, it simply becomes smaller as if pulled into nothingness. But as the edges recede, it becomes clear that it's falling into some sort of portal on the ground.</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1199</column>
            <column name="strName">Look in.</column>
            <column name="strDesc">You peer over the edge, and see steps leading to the floor of a cluttered chamber, as if viewing from its ceiling. Items crowd every surface, though you see no signs of an occupant.

The air intermingles between the two worlds, the other side having a dry, sterile quality compared to the moist, musty air here.</column>
            <column name="strImg">EncMergaWraith.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.9x1=1200x1x0x0x0,90.10x1=1219x1x0x0x0,=1199x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">345</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">19666,2852</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1200</column>
            <column name="strName">Jump In</column>
            <column name="strDesc">You step forward, and allow your weight to drop onto the hole...</column>
            <column name="strImg">EncMergaWraith.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">476</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1201x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">19659,4391</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1201</column>
            <column name="strName">Jump In cont'd</column>
            <column name="strDesc">...and land firmly on the step. Despite your expectations to the contrary, you feel only a temperature gradient where the portal intersects your body. It feels like entering a museum from outdoors.

Inside, you're surrounded by a small chamber, cluttered with items on shelves and work surfaces. It's warm here, and smells of desert and stone. Light spills in from a large opening on one wall, and you nearly stagger from the view.

A vast, open space lies beyond, filled with columns of impossible height. Far below, dozens, maybe hundreds of figures dot the floor. Some are interacting with strange pools of light, others crossing the floor or entering doorways at the base of the columns.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.68x1=1202x1x0x0x0,90.34x1=1203x1x0x0x0,47x1=1204x1x0x0x0,90.8x1=1205x1x0x0x0,=1201x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">492</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">20610,4397</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1202</column>
            <column name="strName">Examine items around the room.</column>
            <column name="strDesc">The room resembles an arcane study. Shelves are stuffed with artifacts from ancient to modern, and some completely alien to your eyes. There are also organic samples, possibly mummified or preserved trophies. It looks like one part evidence locker and one part wizard's laboratory.

You take note of some of the more recognizable items.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.8x1=1205x1x0x0x0,99.0x1=1209x1x0x0x0,38.0x1=1207x1x0x0x0,90.97x1=1206x1x0x0x0,99.1x1=1208x1x0x0x0,37.0x1=1210x1x0x0x0,90.96x1=1212x1x0x0x0,=1202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">493</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21815,4420</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1203</column>
            <column name="strName">Look at the figures.</column>
            <column name="strDesc">It's hard to discern their shapes, at first. You can see silhouettes, but their edges blur together.

A moment later, however, it occurs to you why. They're more wraiths. Dozens of these frightful things are down there, attending to devices, or passing into and out of columns. Including this one. 

You yank your head back before any turn to see you.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1201x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21808,3668</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1204</column>
            <column name="strName">Look closely at the figures.</column>
            <column name="strDesc">They're more wraiths. Dozens of these frightful things are down there, attending to devices, or passing into and out of columns.

Those devices they're using look like pools or globes, each of which shows a distant scene or person. The rest appear to be entering the bases of columns, including this one.

You yank your head back before any turn to see you.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1201x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21807,2970</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1205</column>
            <column name="strName">Climb back through the portal.</column>
            <column name="strDesc">You mount the stairs, and push your way up as quickly as you can. 

Your head breaches the portal back into Michigan's cold air, and you turn to assess whether you're being followed.

Instead, the gateway shrinks like an old tube television being turned off, returning the area to its original topology.

Even after closing, your mind is distrustful of the ground where you saw it. You decide to keep it in view as you leave, and only turn away when it's out of sight.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">20644,5581</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1206</column>
            <column name="strName">Examine the clay and stone engravings.</column>
            <column name="strDesc">Fragments of clay with some sort of cuneiform engravings. There's even a small, faceted pillar with writing on each side. They're interesting to look at, but reveal little to your modern eyes.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">719</column>
            <column name="aPreConditions">-719</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23296,4408</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1207</column>
            <column name="strName">Examine the children's book.</column>
            <column name="strDesc">A book, written in an unfamiliar language, but illustrated in a manner suggesting it was for children. 

Imagery seems to be of children fabricating a world of their own imagination. The more friends they involve, the more elaborate the world becomes.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">496</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">718</column>
            <column name="aPreConditions">-718</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23304,3704</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1208</column>
            <column name="strName">Examine the sheaf of letters.</column>
            <column name="strDesc">A sheaf of letters from Ambrose Bierce, cataloging creatures and occurrences that lack any rational explanation. 

More interestingly, the letters appear to be part of a series trying to draw connections between the events and participants. 

The series stops abruptly, however, before any conclusion is made.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">497</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">720</column>
            <column name="aPreConditions">-720</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23300,5108</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1209</column>
            <column name="strName">Examine the sheaf of old papers.</column>
            <column name="strDesc">Sheaf of papers labeled &quot;I.K., Opus Postumum&quot;. You don't speak German, so this document is largely opaque to you. However, it appears to be excerpts of a larger work. Whole sections are missing.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">498</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">717</column>
            <column name="aPreConditions">-717</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23313,2985</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1210</column>
            <column name="strName">Examine the film canister.</column>
            <column name="strDesc">A 60mm film spool in a canister, labeled &quot;Woodhouse Moor Lodges - Louis Le Prince&quot;.

The footage seems rather mundane to you, as you examine the individual frames against the light. Mostly a fascination with capturing passing carts, horses, and people. 

However, a shot of fear runs through you when you notice a disembodied, white mask staring at the camera from one of the lodges' windows.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">495</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">721</column>
            <column name="aPreConditions">-721</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23292,5813</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1211</column>
            <column name="strName">Reclaimers Arrive</column>
            <column name="strDesc">Your exploration is cut short when sounds arise from outside the chamber. 

You turn in time to see two figures, each wearing intricate masks, raising some sort of device with a nozzle. A billowing blackness pours out, threatening to inundate the room in seconds.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">785,785,785,785,785,785,785,785,785,785,786,786,786,786,786,786,786,786,786,786</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1205x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">20649,6512</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1212</column>
            <column name="strName">Examine the large ring with a projection inside.</column>
            <column name="strDesc">A ring of polished stone, or metal, stands on one of the work surfaces, with lines of text projected in its center. 

As you look closer, the image seems to shift, resolving so you can read. It's in English, and it looks to be a website, of all things. Probably cached from before the crash.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1213x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23296,6521</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1213</column>
            <column name="strName">The New Earth Ostracon</column>
            <column name="strDesc">It's entitled &quot;The New Earth Ostracon&quot;, and it appears to be a collection of cross-referenced, unexplained occurrences. 

The entries are not only descriptive, but include links and captures of references in other media, search trends, related entries, and maps of where and when known references were discovered.

It seems to care as much about the propagation of the idea as the subject itself.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">766</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">91.0x1=1214x1x0x0x0,90.68x1=1218x1x0x0x0,90.8x1=1205x1x0x0x0,=1213x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">494</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">23315,7547</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1214</column>
            <column name="strName">Try to see more.</column>
            <column name="strDesc">Desiring more context, you begin looking for navigation controls. There don't appear to be any, however.

You recall that the image shifted when you looked closer, and a thought occurs to you. Craning your neck, you try to look around the object in the screen. As you picture what might be beyond it, it actually moves correspondingly to the side. But there is only a blank surface there.</column>
            <column name="strImg">EncMergaDimension.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">425</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1215x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">21855,9443</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1215</column>
            <column name="strName">Try to See More cont'd</column>
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The text view recedes, revealing that the website is part of a chamber rendered in the ring's view.

Huh, that's interesting. Sort of like a thought-driven memory palace as an OS.

As you look around the virtual space, you notice a figure, and other images on vertical surfaces.</column>
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            <column name="strDesc">Each feature you notice, however, causes your stomach to sink a bit more.

A life-size replica of you stands in the room, staring blankly ahead. Your talisman is in plain view.

Dozens of nearly identical images of you line one wall, apparently taken on different days while you were in stasis.

Even maps which seem to plot your movements...</column>
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A life-size replica of you stands in the room, staring blankly ahead. Your talisman is in plain view.

Dozens of nearly identical images of you line one wall, apparently taken on different days while you were in stasis. Was that what caused the tracks you saw there?

Even maps which seem to plot your movements...</column>
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            <column name="strDesc">Desiring more context, you begin looking for navigation controls. There don't appear to be any, however.

Whatever this device is, it was designed with another user in mind. One who, no doubt, speaks the arcane language engraved in its materials.</column>
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Stepping back from the portal, you watch as it closes on itself, like the image on an old tube TV switching off.</column>
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            <column name="strName">Activate the mechanical doll.</column>
            <column name="strDesc">Well, you've got this...thing. It's a long shot, but maybe it'd draw that bike's attention?

You locate a crude power switch, take a deep breath, and flip...</column>
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            <column name="strDesc">...and the doll goes ballistic. Almost literally.

Piercing wails echo through the booth, light beams strobe from its eyes, the arms and legs start flailing about, and you drop the thing in a panic.

It wobbles and lurches around the floor, painting the area in dots of light, and causing people outside to backpedal in fear.

Another chirp from outside is barely audible over the ruckus, red patterns appear near the doll, and suddenly the booth's window shatters as a shot from the skybike ricochets off the floor.</column>
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            <column name="strDesc">Air rushes in through the newly formed hole in the wall, and you burst outside, taking advantage of the commotion.

The skybike is repositioning to intercept, but its turret seems fixated on that doll, unable to break contact.

You duck around the corner, blend with foot traffic, and it isn't long before the bike loses you in the crowd, its main tracking system occupied.</column>
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            <column name="strName">Concrete Forest Apartments</column>
            <column name="strDesc">Arriving at Concrete Forest Apartments, you immediately see the resemblance. Towering structures stand at regular intervals, like giant, artificial trees. Criss-crossing laundry lines, string lights, and contra-code balcony modifications complete the illusion.

Below, the ground is an organic patchwork of community gardens and trash heaps; gutted husks of cars and playgrounds; those who call the Forest home, and those who sleep in its shadow.

It feels a bit like a street fair collided with a refugee camp in the ghetto.</column>
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            <column name="strName">Concrete Forest Apartments cont'd</column>
            <column name="strDesc">There's a canteen truck strategically positioned curb-side near the main walk. People are lined up at the illuminated side window, and a mixture of steam and smoke stream from its openings.

Nearby, music booms from where a crowd has gathered. It's all bobbing shoulders and legs from here, but you do see a car's hatchback sticking up from near the center.

One of the towers has a c-store at ground level. A lonely few are inside, but it doesn't seem very popular.

And there's the ubiquitous knock-off vendor, barking at passers-by.</column>
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            <column name="strDesc">Judging by the signage, tower 48 is a few rows south of here. You strike off in that direction, weaving your way through the complex network of buildings, people, and detritus.

Deep in the center of the block, you find number 48. The thing is easily 40 stories high, and like all the towers here, has an X-shaped cross-section.

Also like all the other towers, there's a secure entryway. Some sort of card lock, likely to keep troublemakers like you out. And judging by the dents and marks all over the frame and glass, it's done its job handily over the years.</column>
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            <column name="strName">Check out the canteen truck.</column>
            <column name="strDesc">As you get closer, you smell fried food. You catch an unfamiliar, savory scent. Spicy, but also a bit sweet. And a bit artificial.

No menu, though. Folks here must be regulars. Just line up, a few words, then pay and go.

Dude in the truck probably makes a tidy profit at the rate he's going.</column>
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            <column name="strName">Check out the C-Store.</column>
            <column name="strDesc">In major towers like this, you'll often find a convenience store on ground level. Like what one would find at a gas station, it's filled with things that work in an emergency, but nothing for which you'd dedicate a visit.

The cramped space is filled with bottled drinks, junk foods, over-the-counter drugs, and impulse buys.</column>
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            <column name="strName">Check out the crowd.</column>
            <column name="strDesc">The sidewalk is vibrating with bass as you approach, and the scene begins to make a bit more sense.

A wide-body, metallic red hatchback is parked near the center, its doors and hatch wide open to expose an array of lights, speakers, and subs. You can almost feel the air move in time with the beat.

Meanwhile, b-boys are taking turns, mixing moves and styles both familiar and strange. It astounds you how the human body can do these things. How humans still push the boundaries of an art form older than you can imagine.</column>
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            <column name="strName">Get in line.</column>
            <column name="strDesc">Whatever's cooking, you want some in your stomach.

You find the end of the line, and take your place. It moves at a pretty good clip, and as you reach the middle, you try to sneak a peek at what's up there.

Looks like combos of fried sprouts, spiced meat shavings, cabbage, and fried tofu sticks.

As you reach the counter, you notice the shaved meat comes from a vertical rotisserie of molded meat. However, there's also a real animal of some sort roasting back there.

&quot;Yowhatchuwant?&quot; Truck guy's already looking impatient.</column>
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            <column name="strName">Never mind.</column>
            <column name="strDesc">You shake your head, and back away. 

The truck guy's eyes have some choice words for you, but he just lets out an &quot;Aaah, whatever. Whatchuwant?&quot; as he turns to the next patron.</column>
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&quot;Trackrabbit,&quot; he says, before you finish. Then, sensing your confusion, &quot;Catch-of-the-day,&quot; in annunciated syllables.

So much for licensed food providers, it seems.</column>
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            <column name="strDesc">&quot;Roast up!&quot; he shouts over his shoulder.

His assistant carves some meat from the roast, and they tumble onto the cabbage when cut loose. He hands the plate to the vendor, who almost literally throws a splash of red-colored sauce onto the edges of the meat.

You settle your payment, and step away with grub in hand.</column>
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Taking a long, serrated knife from a metal tray, his assistant saws thin strips of the mystery meat slab onto a bed of shredded cabbage.

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            <column name="strDesc">&quot;Donner 2!&quot; he shouts at the back.

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            <column name="strDesc">&quot;Fingers!&quot; he shouts at the back.

His assistant lifts a basket of thick, golden brown sticks, and shakes out a portion.

The sticks are drizzled in a dark juice, probably soy, and you exchange your money for the grub.</column>
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            <column name="strName">Eating the Donner</column>
            <column name="strDesc">The meat has a powerful, mostly pleasant taste. Combined with the sauces, it's spicy, salty, and sweet. Probably engineered that way.

And the texture is homogenous and unoffensive. No fibers, fats, nor bone.

Though after a few bites, you can see where the veggies come in. Roughage, something to chew on, and actual nutrients are not amiss here.

Still, it helps fill the pit inside, and you can see how this might become a habit for locals.</column>
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            <column name="strDesc">A crispy, salty-sour shell gives way to a softer, more flavor-neutral center. It's a pleasant sensation, the initial flavor and crunch.

However, the plate is gone almost too soon, and you're left feeling about as satisfied as if you'd eaten the equivalent volume of cheese puffs.

At least this was healthier.</column>
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            <column name="strDesc">The roast isn't bad, in fact. Gamey, to be sure. And a bit milder than the stuff one finds &quot;out there&quot;.

There's some stringiness and gristle to it, too. Less desirable in days past, but proof you have actual meat in this case. Meat of what, you're probably better off not knowing.

The cabbage is actually a nice touch, despite its rank among cheap nutrients. Fresh-cooked veggies are not common fare these days.

You gulp down the last bites, and get your bearings again.</column>
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            <column name="strName">Check Out the Crowd cont'd</column>
            <column name="strDesc">The high, positive energy feels so foreign after days in the wild. Everything out there seems to be forgotten in this hot bath of sound and energy.

You stick around a few moments more, soaking up raw culture, then turn back to matters at hand.</column>
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You cannot sell items here, however.</column>
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            <column name="strName">In the Elevator</column>
            <column name="strDesc">Inside, it's pretty spartan. Industrial-strength carpeting and tile, and some ugly lavender paint. Good to see the anti-ballistic, fake wood paneling industry is still in business, too.

The elevator bank is pretty impressive, though. Probably has to be with this many people here.

You step into an elevator, and punch the button for floor 39. Dented metal doors slide closed, and you feel the car accelerate.</column>
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            <column name="strDesc">Hmph. You're not surprised. Low-cost, government housing subcontracted the cheapest security they could find.

It's just an RFID reader, and residents probably carry apps on their smartphones to buzz-in. Printed RFID cards for those too poor to own phones.

Provided you had the right software loaded onto an RFID-enabled device, you could probably just spoof your way through this door, no eyelashes batted.</column>
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            <column name="strDesc">After some time, when you've almost become desensitized to the elevator dings, something rolls off the elevator. Literally, in fact.

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He's handsome, too, though he seems immediately distressed that you're hovering outside his door.</column>
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            <column name="strName">Use the intercom.</column>
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There's a list of names and room numbers on the wall, but you doubt anyone's updated it in years. Some entries are blank, blocked out, or have disparaging graffiti next to them.

No matter, though. You punch in the apartment number you learned from the bank, and wait as the speaker emits a staticky call tone.</column>
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            <column name="id">1247</column>
            <column name="strName">Door shadow someone.</column>
            <column name="strDesc">The three Ts to door shadowing are targeting, timing, and telegraphing.

Targeting means waiting for the right mark. Someone lost in their own thoughts, or antisocial enough to weigh politeness over making a stink.</column>
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            <column name="strName">Wait for Somebody to Use the Door cont'd</column>
            <column name="strDesc">Sure enough, in a matter of minutes, you spot a tired-looking woman in scrubs coming up the walk. 

You push off from the fence, and take up stride behind her.

A few steps later, however, she stops and turns. &quot;The *hell* you think you're doin'?&quot; 

She doesn't wait for a reply. &quot;Boy, I *know* you ain't livin' here. So git your ass back wherever you came from, and I better not see you hoverin' out here again.&quot;

She had courage to call your bluff, and now the commotion has attracted a few onlookers.</column>
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            <column name="id">1249</column>
            <column name="strName">Wait for her to leave, then try again.</column>
            <column name="strDesc">No. No, that's not happening. She isn't leaving. If her stare could will you away, it would. But since it can't, and you're hovering like a creep, she's decided to now make this &quot;official business&quot;.

She's just dialed a number. A SHORT number. And she's speaking into the phone while looking at you.</column>
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            <column name="id">1250</column>
            <column name="strName">Leave the area.</column>
            <column name="strDesc">Better put some distance between you and tower 48. Let things cool down for a bit.</column>
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            <column name="id">1251</column>
            <column name="strName">Wait for Somebody to Use the Door cont'd</column>
            <column name="strDesc">You waiting pays off in minutes.

Shuffling down the walk, you spot your ticket to indoors: drunk dude at eleven o'clock, sporting a shiny shirt that's way too thin for the weather, and following an imaginary wobbly line to the door. His rivet-focused tunnel vision on that cardlock cinches it.

Falling in behind him, you catch an overpowering scent of cologne and whiskey. You apply a bit of sway and swagger to your balance for show, and await his next move.</column>
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            <column name="id">1252</column>
            <column name="strName">Wait for Drunk Guy to Use the Door</column>
            <column name="strDesc">It takes a while, though.

Inches from the wall, the drunkard tries raising his hip to the cardlock. But nothing happens.

He does it again. Nada.

This time, with a little hop for added distance, his hip bumps the reader, and he stumbles back a few steps, defeated again.

He's staring at his pocket, and you can just imagine him working out drunken math to get that pocket lined up with the cardlock.</column>
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            <column name="strName">Wait for Drunk Guy to Use the Door cont'd</column>
            <column name="strDesc">Sensing he's not alone, he begins turning his attention from his hip pocket towards you. First on your foot, then slowly lifting his gaze, so as not to lose sight of you with a sudden movement.

His eyes finally reach your face, and he almost loses balance.

&quot;Sorr,&quot; he almost whispers, then licks the inside of his mouth. &quot;Sorry,&quot; he repeats, annunciating.

Reaching into his pocket, he awkwardly removes a smartphone, and finally connects it with the reader.

&quot;Bzzzzz&quot; goes the door, and a click precedes its opening. You both shuffle inside.</column>
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            <column name="id">1254</column>
            <column name="strName">Door Shadow Someone cont'd</column>
            <column name="strDesc">Timing means arriving at the door at just the right moment. You can't give them time to think about it, or they'll be suspicious.

Appearing at the last possible moment puts them into a split-second decision between being polite or not about holding the door.</column>
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            <column name="id">1255</column>
            <column name="strName">Door Shadow Someone cont'd</column>
            <column name="strDesc">And telegraphing means pantomiming your intent to play by the rules. Be fishing in your pocket just too slowly for the keys, so it looks like they're just helping you do what you were already authorized to do.

Fumbling awkwardly for your nonexistent phone, you pretend to be startled by the other tenant. He smiles shyly, holding the door open, and you nod as you pass each other.

Easy peasy.</column>
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            <column name="id">1256</column>
            <column name="strName">Use an RFID spoofer to open the door.</column>
            <column name="strDesc">Taking up position by the door, you fire up the spoofer app in &quot;listening&quot; mode, then take a seat against a wall not too far away. You thumb through some apps on your device, and pretend to be uninterested in the door.

A few folks come and go over the space of several minutes, and you keep an eye on the spoofer to see what it picks up. Once they've passed, you count two verified hits, and slot the second one for broadcast.</column>
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            <column name="id">1257</column>
            <column name="strName">Use RFID Spoofer to Open Door cont'd</column>
            <column name="strDesc">You approach the door, and tag the reader like you're a regular. The door goes &quot;bzzzzzt&quot;, then begins swaying open.

You're in.</column>
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            <column name="id">1258</column>
            <column name="strName">Use the Intercom cont'd</column>
            <column name="strDesc">A &quot;click&quot; interrupts the tone, and there's a pause.

&quot;...H-hello?&quot; 

Hm, not much to go on. Sounds like a kid answering the door while his parents are out.

</column>
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        <table name="encounters">
            <column name="id">1259</column>
            <column name="strName">Wait for somebody to use the door.</column>
            <column name="strDesc">You might've had a few minutes of luck loitering last time, but suspicious glances are all you're getting now. 

People around here have obviously had their fair share of freeloaders, vagrants, and worse. And they're quick to call for assistance.

You'll need to find another way, this time.</column>
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            <column name="id">1260</column>
            <column name="strName">Jam the main door.</column>
            <column name="strDesc">Looks like you could probably jam the main, motorized door in order to force folks to prop open the overflow door. 

Even if they call maintenance, they'll likely keep the doors open while working on them.</column>
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            <column name="id">1261</column>
            <column name="strName">Jam the Main Door cont'd</column>
            <column name="strDesc">Finding a suitably small, hard piece of junk, you cram it into the main door jamb, out of sight. Then, you take up position nearby, so as to avoid suspicion.

A few minutes later, the first victim arrives from outside, and you hear the &quot;bzzzzzt&quot;, followed by a straining hum. He flicks his card again, emitting another &quot;bzzzzzt&quot;, but no luck.

There are a few acrobatic attempts to activate the card lock while yanking on the door, but he only succeeds in tiring himself out.</column>
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            <column name="strName">Jam the Main Door cont'd</column>
            <column name="strDesc">From inside, another tenant appears. She, too, is foiled by the door. And no combo of pushing and shoulder-checking seems to help.

Both tenants share silent, sympathetic exasperation through the glass, as you think to yourself, &quot;Come ON, already.&quot; 

There are a few more half-hearted attempts, and then she starts looking around the second door.

&quot;Thaaaat's it,&quot; you mutter to yourself.

She reaches down to where the door meets the ground, and works a stubborn latch loose. Then, she pushes the second door open, dropping its foot to keep it open.</column>
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            <column name="strName">Jam the Main Door cont'd</column>
            <column name="strDesc">They share a genuine laugh over the spectacle, then continue on their way.

You cross to the door and step inside without missing a beat.</column>
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            <column name="strName">Look for another way in.</column>
            <column name="strDesc">Ignoring the main door for a moment, you look around the area to see what your options are.

There's a fire exit at the end of each wing, but those are likely alarmed. Probably locked, too. So no easier.

You do notice, however, that there is a makeshift pedway that some enterprising tenants slapped together. It runs from an adjoining tower to #48, into a room's window.

Even better, it looks as if someone's moving furniture into the adjoining tower. The doors are propped open.</column>
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            <column name="strDesc">Waltzing into the other tower, you take the stairs up a few flights, and open the door into the hall.

A few doors down, you notice bits of paper and other trash have visibly collected in the hall around one open door.

You chance a peek inside, and discover an empty room, disused and long-ago charred in a fire. The window opens into a dark tunnel, likely the pedway you saw from below.

Unfortunately, it looks like a dead-end. While this side has the benefit of a burnt-out apartment, the other end looks rather occupied.

What's more, they seem keenly displeased with the pedway, and have gone through great lengths to bar their window.</column>
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            <column name="strName">Jump to an open balcony.</column>
            <column name="strDesc">Although...

Looks like there might be an open balcony within jumping distance from the other end of the pedway.

It's the next floor down, and it'd hurt if you missed. But you could probably jump the gap, and try the room attached to that balcony.

Trying to ignore the pedestrians far below, you focus on picturing the successful jump. You begin rocking back and forth, getting your momentum, then leap!</column>
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            <column name="strName">Jump to an Open Balcony cont'd</column>
            <column name="strDesc">There's a &quot;crack!&quot; and some grinding as you land, and the balcony dips threateningly under the impact.

You're alive, though, and you hit your mark. You rise to a crouch, and slip inside the room before anyone sees what all that noise was.

Like the tower you left behind, this appears to be another room with nobody in it. No telling why or how long the government leaves these rooms in disrepair. 

But no matter. You're in. Now about that room...</column>
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            <column name="strName">SkyCorps Coming</column>
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Trying not to attract too much attention to yourself, you change direction towards the nearest cover you can find: a dumpster near the overpass.</column>
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            <column name="strDesc">&quot;Is this Cale McAllen?&quot;

Another pause. &quot;Yeah.&quot; His tone is getting a bit more confident.

Well, this is it. This is him. You've tracked clues from across the state to end up here. Does he have any answers to your questions? Can he tell you anything?

Does he even know who you are?</column>
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            <column name="strName">Mention the bank account link.</column>
            <column name="strDesc">&quot;I think we have a bank account in common.&quot;

That elicits a snicker. &quot;Yeah, THAT figures.&quot; His tone is more cynical now. More driven. &quot;You know? Thank you, Mr. Kindred.&quot; Something's clicked inside him.

&quot;You have no idea. No, really. THANK you.&quot;</column>
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&quot;Yeah.&quot; His temerity is pretty much gone now. &quot;Yeah, I know who you are.&quot;</column>
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            <column name="strName">&quot;You're...welcome?&quot;</column>
            <column name="strDesc">&quot;You're... wel-?&quot;

He interrupts you.

&quot;All these years, I had to wonder. My dad,&quot; there's a pause. &quot;God. Do you have any idea? I mean, do you have any idea how MESSED UP things were?&quot;

This isn't going well.</column>
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            <column name="strName">Cale's Tirade</column>
            <column name="strDesc">&quot;No, it's good that you showed up. It's good, because now I know you're just an ass-hole.&quot; He takes the time to sound out that last bit.

His breath catches. &quot;Why my father, huh? Why'd you have to pick him? Why not some other loser on the Deep Web. Your fucking little drama.&quot; He's losing it.

&quot;Why are you even still alive? Why couldn't you just, you know, fucking disappear like your asshole friend up in Grayling?&quot;

Whoa, that's news. Grayling?</column>
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            <column name="strName">Cale's Tirade cont'd</column>
            <column name="strDesc">&quot;Actually,&quot; he's suddenly driven. &quot;Actually, yeah. You know what?&quot;

He's moving. It sounds like he's across the room. It's unintelligible over the city. But he comes back.

&quot;...exactly what you need. You hear that? You HEAR THAT? Huh? Ass-hole?&quot;

There's some beeping. Sounds like he's dialing. Another pause.</column>
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            <column name="strName">Cale Calls Cops</column>
            <column name="strDesc">&quot;Yeah. Cale McAllen.&quot;

This isn't good.

&quot;Police.&quot;

It might be time to go, here.

&quot;There's a man outside my apartment building...&quot;</column>
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        <table name="encounters">
            <column name="id">1277</column>
            <column name="strName">insert name here</column>
            <column name="strDesc">In the midst of all this, though, you hear sirens. And given what's passed recently, you get the distinct feeling they're looking for you, specifically.

Trying not to attract too much attention to yourself, you change direction toward the nearest cover you can find: a dumpster near the overpass.</column>
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        <table name="encounters">
            <column name="id">1278</column>
            <column name="strName">No, Really, Who Am I?</column>
            <column name="strDesc">You backtrack. &quot;Wait, that came out wrong. I mean-I can't remember anything. Who am I?&quot;

&quot;Oh. Oh, that's nice. Yeah, that actually works pretty well, doesn't it?&quot; He's agitated now.

&quot;A real tragedy that you can't remember. You know. All THIS.&quot;

You're guessing there's a gesture you're missing.</column>
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        <table name="encounters">
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            <column name="strName">No, Really, Who Am I? cont'd</column>
            <column name="strDesc">&quot;Meanwhile, the rest of us-you know, out here in REALITY-the rest of us just have to deal with it.&quot;

&quot;I don't-&quot;

&quot;You don't remember?&quot; he cuts you off. &quot;Well, let me give you a rundown. You know. A fucking REFRESHER.&quot;

This isn't going well.</column>
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You hear occasional voices and music as you pass some floors, but it's a long, boring ride. 

Smells like stale fried food, too.</column>
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&quot;And whatever compels him to agree, fuck if I know. But he does. Whatever hold you had on him, it's enough. Enough to make you his fucking life mission. And the rest of us-&quot;

He cuts himself off. &quot;You know what? Fuck you. You want your past back, you can't have it. It's GONE.&quot;</column>
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&quot;Why are you even still alive? Why couldn't you just, you know, fucking disappear like your asshole friend up in Grayling?&quot;

Whoa, that's news. Grayling?</column>
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CRACK! The door swings open, shredded moulding where the latch used to be.

You step through, hoping that noise wasn't as loud as you thought.</column>
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Must be out.</column>
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With the proper software and RFID-enabled device, you could probably walk right through this one.</column>
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            <column name="strDesc">When you finally arrive on the 39th floor, the doors open to muffled, echoing TVs, music, and the voices of those down the long hall.

You turn right, and make your way to Cale's room. There doesn't seem to be any sound from within, but it's hard to be sure in this noise.</column>
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            <column name="strDesc">Doing your best to look casual, you lean against the wall, and find something to fidget with.

One tenant asks, &quot;Everything alright?&quot; But you nod and say, &quot;Yeah, I'm just waiting for Cale,&quot; and that seems to satisfy him.</column>
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            <column name="strDesc">Unlike downstairs, it won't help much up here to wait for a valid card to be used. That'd require Cale showing up, which is something you're hoping to avoid.

Instead, you switch the software to &quot;brute&quot; mode, and just start running codes. It'll take a while this way, but at least you won't *look* like you're trying to break in.

Several minutes pass, and you make your best impatient friend impression as tenants walk by.

Finally, the software registers a hit, and the door clicks.</column>
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            <column name="strDesc">With the door closed behind you, pale aquarium lights cast a glow on everything. 

You flick the overhead switch, and find yourself in a veritable shrine to mer-people. Posters, statuettes, seashells, and other paraphernalia crowd the studio apartment.

One could almost mistake it for a gift shop, were it not for the unmade bed and other personal effects.</column>
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            <column name="strDesc">There's also an old, spare wheelchair in here, stacks of skin cream, and...some sort of catheter device?</column>
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            <column name="strName">Inside Cale's Apartment cont'd</column>
            <column name="strDesc">There's also an old, spare wheelchair in here, stacks of skin cream, and a combination colostomy/ileal diversion system.

A hemicorporectomy? 

No, there's no way. It'd have to be an accident that- you look around the room again, noting all the mer-people.

...that removed everything below the waist.

A shiver overtakes you, and you wiggle your toes for comfort.</column>
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            <column name="strName">Inside Cale's Apartment cont'd</column>
            <column name="strDesc">Then, you spot it. 

Peeking out from another picture's frame, a photograph of someone pushing you in a wheelchair.

The young man pushing you looks vaguely familiar, and is the same one in many of the photos on this shelf. You can't remember who, though.

The building looks familiar, too. &quot;Saginaw Mental Institution&quot; reads a nearby sign in the photo.</column>
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            <column name="strDesc">Saginaw? What were you doing up there? And were you on your way in or out?

The idea of a mental institution in your past shakes your confidence a bit.

Your thoughts are interrupted, however, by the door opening.</column>
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            <column name="strDesc">A young man sits in a modified wheelchair, a broad socket supporting him where his legs and pelvis should be. Despite his handicap, he seems quite muscular.

He's handsome, too, though his face doesn't look so pleasant with the expression he's making at you.

&quot;The fu- What?&quot; There might've been a moment of shock, and then fear, but it's transformed into rage now.

&quot;The HELL are you doing in my apartment?&quot;

He pushes himself through the door.

&quot;HEY!&quot;</column>
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He yanks it from your hand. &quot;-your hands off that, man. This is MINE, get it? You're in MY apartment!&quot;</column>
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Time to go.</column>
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            <column name="strDesc">&quot;That's right,&quot; you begin, &quot;this is the apartment tied to the bank account that was keeping me in stasis.&quot;

You step closer.

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            <column name="strDesc">&quot;Oh! You want YOUR life back? That's rich.&quot; He turns the photo back toward you, pointing to the other man in it.

&quot;You see this guy? Yeah?&quot; He tosses the picture on his shelf. &quot;I have a picture of HIM, asshole, not you. That was my dad, and he probably still would be if it wasn't for your bullshit.&quot;

He looks aside for a moment. &quot;Fucking Saginaw. He should've just put you right back in there!&quot;</column>
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            <column name="strDesc">&quot;Wait. Why was I there? How did your father know me?&quot;

His head snaps back toward you. &quot;Because you BELONG there! Don't you get it? God, he was such an idiot for bothering.&quot;

He stares downward. &quot;Going on about your stupid mission. Your fucking... I don't know what. Babysitting mission?&quot; 

&quot;Serves him right, I guess,&quot; he mutters, &quot;trolling the Deep Web for kicks.&quot;</column>
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            <column name="strDesc">His eyes dart back to your face.

&quot;He stopped living because of you! Who does that? I mean, who just drops everything like that? For so long!&quot;

Someone else is at the doorway now. Cale continues, &quot;you're just some asshole. You show up one day, sweep him into some goddamned 'mission'.&quot;

&quot;Cale,&quot; the man in the hall says. &quot;Cale, you okay?&quot;</column>
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            <column name="strDesc">Cale turns to him. &quot;No, man. This guy needs to go. Call the cops.&quot;

You hear more activity in the hall.

&quot;Get the fuck out of here, man.&quot; Cale wheels back, out of the way. &quot;Or, you know what? Don't. Get arrested. Do me a favor and get yourself jacked by SkyCorps.&quot;

Not really interested in obliging, you step around him. Heads are peeking out of doorways, and you see the man from before on his cell.</column>
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            <column name="strDesc">The elevator ride is unnerving. Dozens of floors go by too slowly, and you wonder how much time you have before SkyCorps arrives.

Surely they're busy. It'll take a while. And by then, Cale's neighbor will have seen there's no point.

They've probably cancelled the call by now.

The doors slide open, and you step into the empty lobby.</column>
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            <column name="strDesc">You're escorted from the interview area, and brought into an on-site clinic, where you're strapped to a table, and anesthetized.

When you wake, you're on a bench in a painted cinder block room, leaning against a corner. Both your head and right shoulder ache. A piercing bleep fills the room as an intercom comes to life.

&quot;You have been charged as follows:
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-Unauthorized access to a computer with intent to commit an offense
-Fraud and misuse of visas
-Conspiracy to defraud the city of Detroit
-Consorting with a known felon
-Failure to disclose personal information&quot;</column>
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            <column name="strDesc">In the hall, you see a man with a phone to his ear, and a murmur of commotion from further away.

Looks like your expert burglary skills stirred up some attention.

And judging by the part of that cellphone conversation you can hear, the party's just getting started.

Better get a move on. You push back through the doorway past the gathering crowd, and hit the elevator call.</column>
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            <column name="strName">Call him out on the bank account.</column>
            <column name="strDesc">&quot;Cale McAllen,&quot; you begin with confidence. &quot;Made any interesting bank withdrawals recently?&quot; You look around, feigning interest in his apartment. &quot;Doesn't look like you spent it on rent...&quot;

That stops him. &quot;Wha- I- You can't just break in here!&quot; 

He's on the defensive now.</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">&quot;And by recently,&quot; you continue, &quot;I mean around the time that my cryo facility ejected me for non-payment.&quot;

He looks panicked now. You step closer, menacingly.

&quot;So, tell me, Cale. Tell me why I'm here.&quot; Your voice lowers to a growl. &quot;Tell me why I slogged through wilderness, ruins, and dead bodies, instead of staying blissfully unaware of trouble with my bank account.&quot;</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">Cale's bravado has shrunken considerably in the face of your display. 

&quot;I-&quot; He seems to be mentally scrambling, looking for a way to placate you.

&quot;I just figured,&quot; he starts again.

&quot;I mean, come on! Look around!&quot; He gestures. &quot;The world's gone to shit AGES ago! No way you survived out there in shitstorm central. And hell if I was gonna walk out there and check!&quot;</column>
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            <column name="strName">Ask about Cale's surgery.</column>
            <column name="strDesc">&quot;Don't you mean wheel?&quot;

&quot;Huh?&quot; He looks confused.

You nod at his chair. &quot;The surgery. Must've cost a pretty penny.&quot;

&quot;What, are you some doctor or something?&quot;

You just stare at him.

&quot;Yeah, fine, okay? I used what was left for surgery. What's it to you?&quot;</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">&quot;Why are you even on the bank account?&quot;

&quot;You tell me!&quot; he barks. &quot;You're the one who reached out from the Deep Web to rope him into your scheme.&quot;

&quot;Dude was obsessed with it. With you. Fucking ruined his life! All of our lives! So you tell ME!&quot;

He seems genuinely distressed about it.</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">&quot;What scheme?&quot; This isn't making sense. &quot;Does this have something to do with Saginaw?&quot;

&quot;God, I don't know. He went to pick you up there. And he took you to that cryo facility.&quot;

&quot;Gyges?&quot;

&quot;I guess. Yeah, Gyges. But it didn't stop there. You had this 'plan'. You needed my dad to meet you again when you got out.&quot;</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">&quot;Well, where is he?&quot;

&quot;He's fucking dead!&quot; His voice nearly cracks. You're both quiet for several seconds.

&quot;Yeah,&quot; he continues, nodding. &quot;Yeah! Because of you! Because of his obsession with whatever shit you needed him for. Whatever fucking hold you had on him.&quot;

People are starting to appear at the doorway.

&quot;Just dropped life. His life. Mom. Me! Hell, I don't even know if it registered that I was his kid, except that I might pick up where he left off.&quot;</column>
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            <column name="strName">Ask About Cale's Surgery cont'd</column>
            <column name="strDesc">&quot;It's my money to me, for one thing! I doubt I went to sleep and left a bank account for you to go all reverse-Little-Mermaid! Why the hell would I?&quot;

He's stunned. &quot;Wait, how did you-&quot;

&quot;The fucking posters! The statues! You're in a god-damned wheelchair because your pelvis was amputated!&quot; 

You glance around. &quot;Where the hell is it, anyway?&quot;</column>
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            <column name="id">1315</column>
            <column name="strName">Ask About Cale's Surgery cont'd</column>
            <column name="strDesc">&quot;What, the tail?&quot;

&quot;Yes, the tail!&quot;

&quot;It's at work,&quot; he says without irony.

&quot;What? Where the- whatever. Why are you even on the bank account?&quot;

&quot;You tell me!&quot; he barks. &quot;You're the one who reached out from the Deep Web to rope him into your scheme.&quot;

&quot;Dude was obsessed with it. With you. Fucking ruined his life! All of our lives! So you tell ME!&quot;

He seems genuinely distressed about it.</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">&quot;Well, you know what? Fuck that. I ain't doing shit for you. Or for him!&quot;

&quot;Cale,&quot; the man in the hall says. &quot;Cale, you okay?&quot;</column>
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            <column name="strName">Wait for Cale cont'd</column>
            <column name="strDesc">&quot;Cale McAllen,&quot; you begin with confidence. &quot;Made any interesting bank withdrawals recently?&quot; You look around, feigning interest in his building, &quot;Doesn't look like you spent it on rent...&quot;

&quot;Wha- I- What do you want?&quot;</column>
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            <column name="strName">Call Him Out On the Bank Account cont'd</column>
            <column name="strDesc">&quot;What scheme?&quot; This isn't making sense. &quot;Does this have something to do with Gyges Cryo Facility?&quot;

&quot;I guess. Yeah, he drove you to Gyges. But it didn't stop there. You had this 'plan'. You needed my dad to meet you again when you got out.&quot;</column>
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            <column name="strName">Search for clues.</column>
            <column name="strDesc">The dust on the ground makes it easy for your trained eye to pick out one set of tracks in particular.

They seem to belong to a humanoid dragging something, probably a mantle or cloak. It was here fairly recently, probably in the past 24 hours. It entered through the doorway, walked to your stasis tank, went to the control console, and then left.</column>
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            <column name="strName">Dump the CEO.</column>
            <column name="strDesc">Punching in the code for the CEO, you rush back to your own tube, and re-seal it.

Tank #6 starts to hum, and the seal breaks with a roaring rush of fluid. The room squeals and flexes with the chilling cold of the liquid nitrogen covering the floor.

Within moments, the nitrogen has boiled off at room temperature, leaving a frozen mansicle on the floor.

Initially, the dogman backs off, unsure of the commotion that just occurred. However, hunger quickly replaces concern, as the smell of thawing flesh catches his attention. He starts dragging the body off, probably to his lair.

Here's one meltdown Lloyd won't escape...</column>
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            <column name="id">1321</column>
            <column name="strName">Check your inventory for tools.</column>
            <column name="strDesc">You rummage through your things, looking for something that might help.</column>
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            <column name="id">1322</column>
            <column name="strName">Check your inventory for tools.</column>
            <column name="strDesc">You rummage through your things, looking for items that might help.</column>
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            <column name="strName">Wendigo 1 Zom Zom's</column>
            <column name="strDesc">This meat...

It's like good, fully developed veal. Not young, but not yet beef. Yes, very definitely like that, and not like any other meat you've tasted. In fact, so much so that you think no person with a palate of ordinary, normal sensitiveness could distinguish it from veal. It is mild, good meat, with no other sharply defined or highly characteristic taste such as, for instance, goat, high game, and pork have.

The steak is slightly tougher than prime veal, a little stringy, but not too tough or stringy to be agreeably edible. The roast is tender, and in color, texture, smell as well as taste, strengthens your certainty that of all the meats you habitually know, veal is the one meat to which this meat is accurately comparable.</column>
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            <column name="strName">Wendigo 3 Zom Zom's</column>
            <column name="strDesc">It is good. Yes, this meat is good. And it fills the emptiness inside.

It also fills you with fear, though. Is there enough? Will there be enough? Can it keep pace with your hunger?</column>
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            <column name="strName">Wendigo 2 Zom Zom's</column>
            <column name="strDesc">It is good that you've found more of this meat. There is nothing else quite like it. It has a unique, satisfying effect that you cannot seem to supplant. 

This, this is the only thing you crave. The only thing that will satisfy your hunger.</column>
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            <column name="id">1326</column>
            <column name="strName">Tell Bob you can't help.</column>
            <column name="strDesc">&quot;Well, guess I'll keep lookin',&quot; he concedes. &quot;Least you ain't one of those bastards try ta steal my stuff. And no guvmint agent, neither!&quot;

His jovial outburst sobers. &quot;You jus' watch out fer them, I tell ya'.&quot;

Bob holds the door open for you, as a sign of good faith. You still can't help stepping hurriedly through the antechamber, though.

Once outside, you cast a final glance over your shoulder, and then exit the ravine.</column>
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            <column name="strName">Scavenge a locked storage shed.</column>
            <column name="strDesc">Locked storage sheds are a good sign. Somebody thinks there's something valuable inside, and nobody else has been able to remove it yet.

The question is: can you get past the lock?</column>
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            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;Yo I ain't got time fa' this.&quot; His words come fast and fluid.</column>
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            <column name="vLoot">0</column>
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        <table name="encounters">
            <column name="id">1329</column>
            <column name="strName">Ask about his story.</column>
            <column name="strDesc">&quot;So, what's your story?&quot; you ask, looking for more info.

&quot;What the- You kiddin' me? Does it look like I have time for stories? Get outta here!&quot;

He walks away agitated, muttering under his breath. &quot;...He kiddin'? Who the hell...&quot;</column>
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            <column name="vLoot">0</column>
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        <table name="encounters">
            <column name="id">1330</column>
            <column name="strName">Ask him to wait.</column>
            <column name="strDesc">&quot;Wait, I just want-&quot; you begin.

&quot;Son, are you deaf? I ain't lookin' for a friend. Now git!&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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            <column name="id">1331</column>
            <column name="strName">Ask about the toxic swamp.</column>
            <column name="strDesc">&quot;What the heck happened in that swamp south of here?&quot;

&quot;Shit's crazy down there, man. Don't matter me none what's goin' on in that place.&quot;

&quot;No, I mean how'd it get that way?&quot;

Surprise stalls him a moment. &quot;Yo, man. You been asleep fa' the last, I dunno, few decades?&quot; He seems pretty proud of his joke, but his smile fades.

&quot;Like, really dude. You serious?&quot;</column>
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            <column name="id">1332</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;Hey.&quot; He seems tired.</column>
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            <column name="id">1333</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;Hey, man, I'm not lookin' for no trouble.&quot;</column>
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            <column name="nTreasureID">3</column>
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            <column name="id">1334</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;Hey, man, you inbound or outbound?&quot; His head is on a swivel, glancing to and fro as he talks.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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            <column name="vLoot">0</column>
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            <column name="id">1335</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">He gives you a sidelong look. &quot;What now? What you want?&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="id">1336</column>
            <column name="strName">Mention your cryo sleep.</column>
            <column name="strDesc">&quot;Yeah, I've been in cryo, and it looks like I missed a lot.&quot;

His face takes on a serious expression. &quot;Cryo, huh? Where's this cryo place you talkin' 'bout?&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1337</column>
            <column name="strName">Sorry, nevermind.</column>
            <column name="strDesc">Sensing his impatience, you just apologize and let him get back to whatever he was doing.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1338</column>
            <column name="strName">Never mind.</column>
            <column name="strDesc">&quot;Never mind,&quot; you say, anxious to change the subject.

&quot;Oh, yes, I mind,&quot; his posture becomes more menacing, &quot;I mind a lot, man. I got, you know, mouths ta feed. Bills ta pay, as they say.&quot;

He's taken on all the charm of a snake now. &quot;How about we review our little chat. You mentioned cryo, and now I want to know where.&quot;</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1339</column>
            <column name="strName">Run for it!</column>
            <column name="strDesc">No way you're giving this scum the keys to your castle, even if it's just a pile of rubble.</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1340</column>
            <column name="strName">Tell him where it is.</column>
            <column name="strDesc">You begin describing where the facility can be found.

&quot;Nah-ah. I'm gonna need somethin' a bit more reliable than your word. You feel me?&quot;</column>
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            <column name="nTreasureID">3</column>
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            <column name="id">1341</column>
            <column name="strName">Show him the bracelet.</column>
            <column name="strDesc">You hold your bracelet out for him a few moments, and he seems concerned.

&quot;That's Bad Mutha territory,&quot; he says, mostly to himself. &quot;Gonna be tricky movin' through there.&quot;

He steps back. &quot;Still might be worth a look.&quot; Then he looks at you. &quot;An' hell, if YOU made it,&quot; he chuckles.

Anxious to start doing something profitable again, he heads off. &quot;See ya 'round, son!&quot;</column>
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        <table name="encounters">
            <column name="id">1342</column>
            <column name="strName">Show him who's boss.</column>
            <column name="strDesc">&quot;How about we review my fist in your face,&quot; you retort, brushing his threat aside.

&quot;Whoa, dude, easy,&quot; he folds like a glove. &quot;I'm just kiddin' wit' ya, right?&quot;

You continue to bore into him with your eyes, for emphasis.

&quot;Right, right. I get it. Ah'm goin'.&quot;</column>
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        <table name="encounters">
            <column name="id">1343</column>
            <column name="strName">Mention you're not from around here.</column>
            <column name="strDesc">&quot;I'm not from around here.&quot; You're pretty sure that lie stinks out loud.

&quot;Oh, yeah?&quot; He seems to agree. &quot;Where'd you say you's from again?&quot;</column>
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        <table name="encounters">
            <column name="id">1344</column>
            <column name="strName">I didn't.</column>
            <column name="strDesc">&quot;I didn't,&quot; you say flatly.

&quot;Right, right. I get it.&quot; Strangely, cold impoliteness seems to set him at ease.

&quot;All you gots to know is, stay away. Ain't nobody goes in there comes back.&quot;

Seems likely, given what you saw.

He looks around, continuing, &quot;Agrisanto or some shit. One o' them secret experimental projects got loose. Government hosed the place wit' some nasty-ass chemicals. Killed everything.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1345</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;Mashugana.&quot;

&quot;What?&quot; Was that even English?

&quot;Mashugana, mashugana, mashugana. I ain't talkin' to you. Go.&quot;

&quot;Away.&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-506</column>
            <column name="aPreConditions">376,-499,506,-522</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1346</column>
            <column name="strName">Ask him what's up?</column>
            <column name="strDesc">&quot;What you up to?&quot;

&quot;Man, what's it look like I'm doin',&quot; he says, exasperated. He adds, muttering, &quot;talkin' to a retard...&quot;

&quot;Sorry,&quot; you offer.

&quot;Sorry, my ass.&quot; He continues on his way.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1347</column>
            <column name="strName">Swamp history cont'd</column>
            <column name="strDesc">He looks back to you, and starts laughing. &quot;Still doin' it's job, yo!&quot;

Then, it's back to business for him. &quot;I gots stuff ta find, man.&quot; And he's off.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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            <column name="aConditions">508</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1348</column>
            <column name="strName">Heard any rumors?</column>
            <column name="strDesc">&quot;Heard any good rumors lately?&quot;

His brow furrows. &quot;Yo, man, I got shit to do. And this ain't it!&quot;

He storms off.</column>
            <column name="strImg">EncConvo.png</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1349</column>
            <column name="strName">From the south.</column>
            <column name="strDesc">&quot;I came here from down south,&quot; you lie.

&quot;The hell you did. Unless you flew. An' like hell you'd be out here askin' stupid questions if you had wings.&quot;

He turns in disgust, and leaves. &quot;Suckas be wastin' my time...&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">1350</column>
            <column name="strName">Huh?</column>
            <column name="strDesc">&quot;Huh?&quot; You have no context, and no idea what he's talking about.

&quot;Psssh. Whatever.&quot; He just leaves.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">1351</column>
            <column name="strName">Outbound.</column>
            <column name="strDesc">&quot;Outbound,&quot; you say confidently.

&quot;Aight, aight.&quot; He immediately looks past you and moves on, as if searching for someone else.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">1352</column>
            <column name="strName">Inbound.</column>
            <column name="strDesc">&quot;Inbound,&quot; you say confidently.

His head focuses on you. &quot;Aw, great, man. Great. Hey, if you headin' in, you should take this.&quot;

He holds forth a cellphone.

&quot;It's got paydata on it, man. Gotta be at least a couple grand on there. Make you a tidy sum. I'll give it to ya cheap, too. Just need some supplies.&quot;

He looks over his shoulder again, then back. &quot;You down?&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        </table>
        <table name="encounters">
            <column name="id">1353</column>
            <column name="strName">Leave.</column>
            <column name="strDesc">You take the hint, and move on.</column>
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        </table>
        <table name="encounters">
            <column name="id">1354</column>
            <column name="strName">Ask who he's looking for.</column>
            <column name="strDesc">&quot;Who you looking for?&quot;

&quot;Ah, nothin', man. Nothin'.&quot; He moves on.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">1355</column>
            <column name="strName">Ask why he doesn't sell it himself.</column>
            <column name="strDesc">&quot;Any reason you're not selling this yourself? Seems an awful shame to give up all that profit.&quot;

&quot;Oh, haha,&quot; he starts. &quot;I'm not heading in there a while yet. You know. I just need a few things, and I'm not heading in there for a while.&quot;

&quot;Besides, you're heading in anyways, right? You're helpin' me out, and you get a little somethin' extra. Everybody wins,&quot; he chuckles.

&quot;So, whaddya say?&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        </table>
        <table name="encounters">
            <column name="id">1356</column>
            <column name="strName">Offer something in trade.</column>
            <column name="strDesc">&quot;How about this,&quot; you offer.

&quot;Yeah! Yeah. Thanks! Here, here you go.&quot; He hands you the cellphone, and pumps your hand with gratitude.

Leaving, he calls over his shoulder, &quot;Thanks again, man. Enjoy your fortune!&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">1357</column>
            <column name="strName">No thanks.</column>
            <column name="strDesc">&quot;Maybe next time,&quot; you say, trying to sound less disappointing.

His face sours. &quot;Wha- there is no next time! You're turning away a profit! This helps you!&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1358</column>
            <column name="strName">No way.</column>
            <column name="strDesc">&quot;No way, man,&quot; you say, firmly.

&quot;Man, what is WRONG with you? I'm just tryin' ta help, is all!&quot; He's all flustered now, and it's getting annoying.

He turns to leave, mumbling to himself. &quot;...'s no kindness out here, man. Just JERKS who don't know ta take a good deal when they see one...&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1359</column>
            <column name="strName">Fine, offer something in trade.</column>
            <column name="strDesc">&quot;How about this,&quot; you offer.

&quot;Hm. I guess I can part with it for that. Gonna lose me some profit, but better 'n nothin'.&quot;

He hands you the phone, and quickly wraps up his business. &quot;Safe travels back, man. God bless.&quot;

He begins walking away.</column>
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        <table name="encounters">
            <column name="id">1360</column>
            <column name="strName">Threaten him.</column>
            <column name="strDesc">You look him square-on. &quot;You're right, MAN. There is no next time. I'm tired of your act, AND your petty scam.&quot;

&quot;What? What scam? This is a legit dea-&quot;

&quot;You little maggot!&quot; You reach for his wiry neck, and he recoils, dropping the phone.</column>
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        </table>
        <table name="encounters">
            <column name="id">1361</column>
            <column name="strName">Leave him alone.</column>
            <column name="strDesc">Better to leave this guy alone, you guess.</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1362</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;This better be good, yo,&quot; he says, impatiently.</column>
            <column name="strImg">EncConvo.png</column>
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            <column name="vLoot">0</column>
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        <table name="encounters">
            <column name="id">1363</column>
            <column name="strName">Ask him about any rumors he's heard.</column>
            <column name="strDesc">&quot;Heard any good rum-&quot;

&quot;Don't you be askin' me that. Don't you do it. I kill a man who be askin' me that! I got better things to do than this!&quot;</column>
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            <column name="aConditions">-499,513</column>
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        <table name="encounters">
            <column name="id">1364</column>
            <column name="strName">Never mind.</column>
            <column name="strDesc">&quot;Never mind,&quot; you say, leaving him to his business.</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1365</column>
            <column name="strName">Ask about the apocalypse.</column>
            <column name="strDesc">&quot;Can you tell me something about the apocalypse?&quot;

He repeats your question in a mocking voice. &quot;Yeah, I can tell you something. Once upon a time, shit went berserk. Now we livin' in the apocalypse. The end.&quot;

He wanders off. &quot;...unbelievable...&quot;</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1366</column>
            <column name="strName">Ask about the dogmen.</column>
            <column name="strDesc">&quot;Where did the dogmen come from?&quot;

&quot;Dude, where do YOU come from? Seriously, did aliens jus' drop you on this planet? My god, how are you alive this long?&quot;

&quot;I-&quot; you start.

&quot;No, don't. I don't even wanna hear dat.&quot; He puts his hand up, stopping you.

&quot;You an alien is what you is.&quot; He starts walking away. &quot;Well, alien, we got dogmen here. They gonna eat yo' clueless ass.&quot;</column>
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            <column name="nTreasureID">3</column>
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            <column name="aConditions">-499</column>
            <column name="aPreConditions">130,-782</column>
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            <column name="id">1367</column>
            <column name="strName">Looter Conversation (John 1)</column>
            <column name="strDesc">&quot;How's it goin'?&quot; He continues before you can answer. 

&quot;Look, I appreciate you taking it easy on me and all. There's enough shit going on out here without all the fighting. So, thanks, bro.&quot; His thanks seem pretty earnest.

&quot;But I got something I need to take care of right now. I'll catch you later.&quot; And with that, he heads off purposefully.</column>
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        <table name="encounters">
            <column name="id">1368</column>
            <column name="strName">What happened to the world?</column>
            <column name="strDesc">&quot;How did the world get so messed up?&quot;

He laughs. &quot;Yeah, it's pretty effed up, isn't it? I dunno. Been like this as long as I can remember.&quot;

He continues. &quot;All I know is, we weren't ready for it. I mean, look at this,&quot; he nods over his shoulder for effect. &quot;Place is like a warzone. Except no war.&quot;

&quot;People probably just got greedy, man. Too greedy.&quot;</column>
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            <column name="id">1369</column>
            <column name="strName">Ask where he's from.</column>
            <column name="strDesc">&quot;Where you coming from?&quot; you casually ask.

&quot;Just another junk-rusher from the Sprawl,&quot; he confesses. &quot;You?&quot;

You try to think of the best way to be friendly and cautious at the same time. &quot;Midlands.&quot; No, too cautious. You add, &quot;I think.&quot;

A bemused grin belies his otherwise gruff voice. &quot;Rough night, huh? I've had a few of those.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1370</column>
            <column name="strName">What about dogmen?</column>
            <column name="strDesc">&quot;Yeah, but what about those dogmen,&quot; you ask.

&quot;I dunno, man. Those things are serious business. I hear a lot of them are up north.&quot; 

Something occurs to him. &quot;Maybe some sort of science experiment? Military?&quot; He's asking as much as telling. &quot;Doesn't explain some of the stuff out there, though.&quot;

&quot;I dunno. I just wanna live my life. You know? I don't wanna get involved in that shit.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1371</column>
            <column name="strName">Gotta go.</column>
            <column name="strDesc">&quot;Listen, I gotta go. My wife's gonna kill me if I don't score something useful out here. Later, bro.&quot;</column>
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        <table name="encounters">
            <column name="id">1372</column>
            <column name="strName">Find anything good?</column>
            <column name="strDesc">&quot;Anything good out here?&quot;

&quot;Nah,&quot; you ramble. &quot;Some dirty rags and a piece of rebar.&quot;

&quot;Ah, that's too bad. The good pickin's are gone.&quot;

&quot;Yeah.&quot;

&quot;Well, better luck, eh?&quot;

&quot;Yeah, you, too.&quot;

&quot;Later, bro.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1373</column>
            <column name="strName">Leave</column>
            <column name="strDesc">&quot;Actually, I have a thing.&quot; You point over your shoulder.

&quot;Whatever, man. Later.&quot; He seems relieved.</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">1374</column>
            <column name="strName">Too bad.</column>
            <column name="strDesc">&quot;Well, it found you just the same,&quot; you growl.</column>
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        <table name="encounters">
            <column name="id">1375</column>
            <column name="strName">Tell him not to worry.</column>
            <column name="strDesc">&quot;I'm fresh out, anyway,&quot; you joke.

&quot;Damn,&quot; he laughs. &quot;I was hoping for at least a little trouble. Maybe just a little?&quot;

&quot;Okay, maybe I've got a bit here after all...&quot;

&quot;Haha, thanks, man.&quot;

&quot;It's no trouble.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1376</column>
            <column name="strName">Looter Conversation (Rita 1)</column>
            <column name="strDesc">&quot;Hooooo! Fresh meat off the farm,&quot; she cackles. 

&quot;This place is gonna pick you cleeeean,&quot; she adds, walking past you.</column>
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        </table>
        <table name="encounters">
            <column name="id">1377</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;Well, well, well. Dis my knight in shinin' armor? Or my dark prince?&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">1378</column>
            <column name="strName">Dark prince.</column>
            <column name="strDesc">&quot;I'm your dark prince.&quot; You immediately regret how stupid that sounds.

&quot;Huh,&quot; she snorts. &quot;Don' look so dark to me.&quot; She shakes her head with a scowl, &quot;Mm mm. No.&quot;</column>
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        <table name="encounters">
            <column name="id">1379</column>
            <column name="strName">Neither.</column>
            <column name="strDesc">&quot;Neither.&quot;

&quot;Ooh, I get it. Gon' tussle wit' the boys, eh? Get a little Kenny Loggins up in 'dere? Mmmm mm.&quot;

She laughs as she walks away, &quot;Watch out, boys. Woooo!&quot;</column>
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        <table name="encounters">
            <column name="id">1380</column>
            <column name="strName">Knight.</column>
            <column name="strDesc">&quot;I guess I'm your knight.&quot; If we're choosing options...

&quot;Oooh. A knight,&quot; she exclaims. &quot;You all gonna...lay down your coat fa me? Huh? You gonna...hold open some doors?&quot;

&quot;Nuh uh,&quot; she retorts. &quot;Chivalry is dead, yo. You din't get the memo?&quot;</column>
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            <column name="id">1381</column>
            <column name="strName">What?</column>
            <column name="strDesc">&quot;What?&quot;

&quot;You damn right!&quot; She walks off.</column>
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            <column name="id">1382</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;You just hold it right there,&quot; she warns. &quot;That's close enough.&quot;</column>
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        <table name="encounters">
            <column name="id">1383</column>
            <column name="strName">Looter Conversation (Rita 3)</column>
            <column name="strDesc">&quot;I jus' have two words for you, &quot;she says, then sticks her face forward as if transmitting thoughts into your mind.

Satisfied, she walks away.</column>
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            <column name="id">1384</column>
            <column name="strName">Looter Conversation (Shifty 2)</column>
            <column name="strDesc">&quot;Man, I wish these bags had a condition gauge on them or somethin'. You be walkin' along one day, and 'pow!' Thing just falls apart!&quot;</column>
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            <column name="id">1385</column>
            <column name="strName">Introduce yourself.</column>
            <column name="strDesc">&quot;My name's Philip Kindred,&quot; you explain.

&quot;Congratulations,&quot; is her flat reply.</column>
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            <column name="id">1386</column>
            <column name="strName">Leave her alone.</column>
            <column name="strDesc">&quot;Sorry,&quot; you say. &quot;Just trying not to get killed.&quot;

&quot;In that case, good luck.&quot; She passes without another word.</column>
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            <column name="id">1387</column>
            <column name="strName">Ask about the apocalypse.</column>
            <column name="strDesc">&quot;Sorry. Can I ask you a question?&quot;

She considers a moment. &quot;Maybe.&quot;

Taking that as the best &quot;yes&quot; you'll get, you continue. &quot;Does anyone know what caused the apocalypse?&quot;

She's silent a moment. &quot;Are you for real?&quot; 

To her credit, that probably does sound pretty ridiculous.

&quot;No- I mean yes, but, it's just,&quot; this isn't going smooth.</column>
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            <column name="id">1388</column>
            <column name="strName">Ask what she's doing out here.</column>
            <column name="strDesc">&quot;What brings you out here?&quot;

&quot;Same as everyone else,&quot; she says. &quot;Lookin' to get by, is all.&quot;</column>
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        <table name="encounters">
            <column name="id">1389</column>
            <column name="strName">Apocalypse, cont'd</column>
            <column name="strDesc">&quot;Nobody seems to want to explain how the world ended up this way, is all.&quot; There. Just spit it out.

&quot;I see.&quot; After a pause, she loosens up a bit. &quot;Probably 'cause nobody knows. Or at least, because they don't like what they know.&quot;

&quot;How do you mean?&quot;

&quot;Some places got their own story. Somethin' that fits their needs. Others, well, just bury that shit. Too hard.&quot;</column>
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        <table name="encounters">
            <column name="id">1390</column>
            <column name="strName">Apocalypse cont'd</column>
            <column name="strDesc">&quot;So what's your place say?&quot;

She takes a deep breath. &quot;Little bit of everything, I guess. Far as I can tell from the scraps I read, the seams just started coming apart all over the place. First a little here, then a little there.&quot;

She gathers herself, ready to leave. &quot;Doesn't matter now, though. All's matters now is what you're gonna do about it.&quot;

She heads off, turning and backpedaling long enough to earnestly say, &quot;Good luck with that.&quot;</column>
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            <column name="id">1391</column>
            <column name="strName">Looter Conversation (Kim 1)</column>
            <column name="strDesc">&quot;I've had nighmares nicer than this place,&quot; she huffs.

She doesn't seem interested in waiting for a response.</column>
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            <column name="id">1392</column>
            <column name="strName">Leave her alone.</column>
            <column name="strDesc">&quot;Well, I won't waste any more of your time, then.&quot;

After a visibly impressed pause, &quot;Much obliged.&quot;</column>
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            <column name="id">1393</column>
            <column name="strName">Need a hand?</column>
            <column name="strDesc">&quot;Need a hand?&quot;

&quot;Don't need no friends,&quot; she recites. &quot;I can handle myself.&quot;

Okey-dokey, guess that's it. &quot;Well, take care.&quot;

&quot;You as well.&quot;</column>
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        <table name="encounters">
            <column name="id">1394</column>
            <column name="strName">Looter Conversation (Shifty 3)</column>
            <column name="strDesc">&quot;I hear they found a cheater up at Zom Zom's. Hooo-boy, that was a party!&quot;</column>
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        <table name="encounters">
            <column name="id">1395</column>
            <column name="strName">Looter Conversation (Kim 2)</column>
            <column name="strDesc">&quot;Whoever decided that dogs needed to be bigger and walk on two legs needs to DIE!&quot;

She just storms past you.</column>
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            <column name="id">1396</column>
            <column name="strName">DMC Guard Conversation</column>
            <column name="strDesc">&quot;...was at the fifty-five by the two-oh.&quot; He stops speaking into a radio, disappointed at the interruption.

&quot;What you need?&quot;</column>
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            <column name="id">1397</column>
            <column name="strName">Blue Frog Conversation</column>
            <column name="strDesc">&quot;Purity brings its light in pain!&quot;</column>
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            <column name="nTreasureID">3</column>
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            <column name="id">1398</column>
            <column name="strName">Bad Mutha Conversation</column>
            <column name="strDesc">He laughs loudly. &quot;Ho ho, look! This meat talks!&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1399</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;I ain't talkin' to no asshole...I ain't talkin' to no asshole...&quot; he repeats into the air, ignoring you as he passes.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1400</column>
            <column name="strName">Conversation (No talk, Shifty)</column>
            <column name="strDesc">&quot;Can't be doin' this, man. I gots stuff to do.&quot; He continues on, purposefully.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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            <column name="id">1401</column>
            <column name="strName">Conversation (Rita, no talk)</column>
            <column name="strDesc">&quot;Honey, I'm tired of walkin',&quot; she admits. 

Then, in a lower voice, &quot;but I ain't *that* tired.&quot;</column>
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            <column name="id">1402</column>
            <column name="strName">Conversation (John, no talk)</column>
            <column name="strDesc">&quot;Sorry, man, I gotta go.&quot;</column>
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        <table name="encounters">
            <column name="id">1403</column>
            <column name="strName">Conversation (Kim, no talk)</column>
            <column name="strDesc">&quot;I make it a point not to talk to strangers out here,&quot; she cautions. &quot;So you just move along, and we don't need to bother each other none.&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1404</column>
            <column name="strName">Conversation (DMC Guard, no talk)</column>
            <column name="strDesc">&quot;Just you keep your nose clean, and we got no trouble,&quot; he says through his facemask.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1405</column>
            <column name="strName">How do I get into the DMC?</column>
            <column name="strDesc">&quot;What's it take to get through the gate?&quot;

He responds to his radio, ignoring you for a moment.

&quot;You gonna need a visitor pass,&quot; he recites. &quot;Applications at the gate, and processing time is 6-10 months.&quot;

His radio pipes up again, and he starts walking away, listening.</column>
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        <table name="encounters">
            <column name="id">1406</column>
            <column name="strName">Are there any other cities nearby?</column>
            <column name="strDesc">&quot;Are there any other cities near here?&quot;

His head is shaking before you finish. &quot;No, no. Closest thing you got is Fort Wayne down below the swamp. Gotta get there by air, though.&quot;

&quot;Is it like the DMC?&quot;

&quot;Naw, not like this. Never been there, myself, though.&quot;</column>
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            <column name="id">1407</column>
            <column name="strName">What's the story with the swamp?</column>
            <column name="strDesc">&quot;What's the story with the swamp?&quot;

&quot;Chemical wash,&quot; he responds, quickly. &quot;Nobody's permitted down there. Highly toxic.&quot;

&quot;Yeah, but why?&quot;

&quot;Some crops got out of control back in the day. Had to burn them with chemicals.&quot;

His radio pipes up, and he turns slightly from you. Then, he walks away, speaking into the mic.</column>
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        <table name="encounters">
            <column name="id">1408</column>
            <column name="strName">Never mind.</column>
            <column name="strDesc">&quot;Sorry, never mind,&quot; you say, excusing yourself.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1409</column>
            <column name="strName">Leave.</column>
            <column name="strDesc">&quot;Okay, thanks.&quot;

The guard wastes no time in moving on to other things.</column>
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            <column name="id">1410</column>
            <column name="strName">DMC Guard Conversation</column>
            <column name="strDesc">&quot;What seems to be the problem?&quot;</column>
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        <table name="encounters">
            <column name="id">1411</column>
            <column name="strName">Heard anything interesting?</column>
            <column name="strDesc">&quot;Heard anything interesting lately?&quot;

&quot;Why you people always ask that,&quot; he asks, rhetorically. &quot;Seriously. You think we just collect rumors for the first rag-man that wanders into town?&quot;

He leaves, incredulous.</column>
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        <table name="encounters">
            <column name="id">1412</column>
            <column name="strName">Any work around here?</column>
            <column name="strDesc">&quot;Any work available?&quot;

&quot;Psssh, what're you, nuts?&quot; He shakes his head.

&quot;You think we got some labor shortage in this hellhole? Look around! The one thing we got in spades is filthy immigrants!&quot;

He heads off, uninterested in anything else you have to say.</column>
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            <column name="strDesc">&quot;Any gangs I should be watching out for around here?&quot;

The guard seems suddenly interested. &quot;Yeah, definitely. Could be some crooked Sprawlers 'round, but gangs aren't unheard of around here, either.&quot; He looks past you.

&quot;Bad Muthas are the worst of 'em. Damn cannibals, you ask me. We get some Butcher Boys, too.&quot;

Looking back at you, &quot;You just keep close to town, though, and you're better off.&quot;

A message over the radio calls him away.</column>
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            <column name="strDesc">&quot;Police business,&quot; he holds up his hand, &quot;coming through.&quot;</column>
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            <column name="strName">Conversation (Blue Frog, no talk)</column>
            <column name="strDesc">&quot;Purity has no time for distractions!&quot;</column>
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            <column name="strName">Conversation (Bad Mutha, no talk)</column>
            <column name="strDesc">&quot;Lucky I ain't hungry, punk.&quot;</column>
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            <column name="strName">Something in the Forest</column>
            <column name="strDesc">You're in a forest and something is watching you. You're almost certain of it.</column>
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            <column name="strName">Check the local flora for clues.</column>
            <column name="strDesc">You stoop to the ground, and look at some of the plants here. If this is a creature's natural habitat, maybe there will be clues.

At first, you see little that catches your eye. You can't see anything to distinguish this forest from the last.

But then, you notice it: something has pruned some of the fruit-bearing plants here. It's subtle, and you almost dismissed it as critter activity. However, something deliberately and completely stripped these plants of anything edible.</column>
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            <column name="strName">Hide.</column>
            <column name="strDesc">Ducking behind a tree, you start looking for escape routes out of sight. But something collides with you, knocking you into the dirt. It has you. You can feel its grip on your arms, its weight on your back.</column>
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            <column name="id">1421</column>
            <column name="strName">Get ready to fight!</column>
            <column name="strDesc">You make it clear you're not going down without a fight, and wait for its next move.

It doesn't come, though. It continues to stand there, staring at you.

However, whipping leaves and footfalls approach rapidly from the side, and something collides with you in the dirt.

It has you. You can feel its grip on your arms, its weight on your back.</column>
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            <column name="strName">Call out to it.</column>
            <column name="strDesc">Trying not to tip the scales toward hostilities, you call out to it.

In return, it raises a hand, palm towards you. Simultaneously, several more seem to appear in a wide circle around you, seemingly from nowhere.

&quot;Traveler,&quot; says the first, &quot;we cannot let you pass through here. And there is an illness in you that threatens us if you leave.&quot;

Uh-oh.

&quot;You will come with us now.&quot; It's less an order than a statement of fact. The others begin closing in on you.</column>
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            <column name="id">1423</column>
            <column name="strName">Use forest as cover for your escape!</column>
            <column name="strDesc">You slip sideways, putting a thick tree between you and it, then duck down below some undergrowth. Immediately, you begin crawling in an unexpected direction.

Whipping leaves and footfalls approach rapidly, though, and something collides with you in the dirt.

It has you. You can feel its grip on your arms, its weight on your back.</column>
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            <column name="id">1424</column>
            <column name="strName">Choke Out</column>
            <column name="strDesc">With expert skill, it pins you and begins choking you out. Your vision tints red, then gets spotty, and then you're examining plants in a field... It's raining... There was this cryo facility... and maybe you forgot your...</column>
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            <column name="strName">Being Carried</column>
            <column name="strDesc">Your head is throbbing. And your neck's sore, too. Your head is lolling from being suspended from wrist and ankle bindings. You're being carried.

You can't see anything, but the sounds of forest are clear. Whatever's carrying you makes no sound, though. Like, really no sounds.

This can't be good.</column>
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            <column name="strName">Reaching Destination</column>
            <column name="strDesc">Minutes of silent traveling later, you begin to hear sounds. Not forest sounds, but people sounds. Tools being worked. A crack from a fire.

Voices startle you from your strained listening. Your captors are talking, but not in English. Not in anything you recognize.

One of them calls out, and a distant voice responds. It sounds like you're entering a camp of some kind. You smell wood burning. Your arrival causes a stir, and you stop moving for a moment.

More talking.</column>
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            <column name="strName">Taken to Wendigo Rehab</column>
            <column name="strDesc">You're turned in place a bit, and then taken away from the heat of the flame for a while. 

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            <column name="strName">Rehab Hut cont'd</column>
            <column name="strDesc">As the blurriness clears, you find yourself in a room. Figures stand around you, where you rest on a cot.

It's warm in here, and smells of smoke and cedar.

Your captors, white-faced and raccoon-eyed, silently turn and leave you alone, closing a flap of fabric behind them.

Dried roots hang in thatches around this dome-like room, with equal parts animal hide and repurposed junk for walls and flooring.

The smoke you smell trails from a small brazier.</column>
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            <column name="strName">Rehab Bear Fat</column>
            <column name="strDesc">You contemplate making a break for it, but you're pretty sure whoever runs this place has got it locked down. Still, maybe a peek outside is in order.

Before you do, however, the flap opens, and in steps an imposing figure. Her face is painted white like the others, and she stands to the side as a boy enters with a tray.

The boy has no face paint, and looks to be in his teens. There's a hint of disinterest in him as he lays the tray in the center of the room, and then turns to leave.</column>
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            <column name="strName">Say &quot;thanks&quot;.</column>
            <column name="strDesc">&quot;Thanks.&quot; 

You mean it, too. This has been a frightening ordeal, to be sure.

Viewed in retrospect, though, everything about it has been calculated, and no harm has come to you. This place may warrant some rethinking.

The teen turns, embarrassed, but the warrior's face softens. &quot;Michelle will explain, when it's time,&quot; she says, stepping into the opening.

Then, turning to face you, &quot;Eat. You need it.&quot;</column>
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            <column name="strName">Ask who they are.</column>
            <column name="strDesc">&quot;Wait,&quot; you exclaim. &quot;Wait, who are you? Where is this place?&quot;

The boy stops to look at you, then at the warrior. A faint, insistent scowl appears on her face, like they're having a staring match, and then he continues out the opening.

Her eyes follow him, disapprovingly, then turn to you.

&quot;I'm Misty. Michelle will explain, when it's time,&quot; she says, stepping into the opening.

Then turning to face you, &quot;Eat. You need it.&quot;</column>
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            <column name="strName">Demand to be released.</column>
            <column name="strDesc">&quot;You can't keep me here,&quot; you warn. &quot;I won't be your prisoner.&quot;

The boy steps back from the tray. The warrior steps forward, protectively.

&quot;That's the idea,&quot; she says. Noting your confused look, she continues.

&quot;This isn't a prison. You're in rehab.&quot;

Your confusion deepens, and a hint of anger surfaces.

&quot;Eat,&quot; she orders. &quot;Breathe. Cast off windigoo. He is the one imprisoning you.&quot; She turns towards the exit flap.</column>
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            <column name="strName">Examine the tray.</column>
            <column name="strDesc">The teen steps back as you approach, and both watch as you look over the tray.

It's a dish, piled high with succulent, fatty meat, with cooked squash, beans, and corn. Strangely, this meat brings your nostrils to life. The meat for which you so desperately clambered seems forgotten momentarily. Your mouth waters as you survey the food.

Even the veggies might offer some satisfaction.

The teen and warrior both leave, closing the flap behind them in silence.</column>
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            <column name="strName">Examine the tray.</column>
            <column name="strDesc">You move towards the tray.

It's a dish, piled high with succulent, fatty meat, with cooked squash, beans, and corn. Strangely, this meat brings your nostrils to life. The meat for which you so desperately clambered seems forgotten momentarily. Your mouth watering as you survey the food.

Even the veggies might offer some satisfaction.</column>
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            <column name="strDesc">Your hunger sated, you lean back in the warmth of the room. The scent of dinner mingles with cedar and tobacco.

Despite the weight in your stomach, there is a sense of unrest within you.

Anxiety is pulling you toward the door. A fear is trying to convince you that every moment in here is threatening your existence.

But there is a part of you wanting to stay. Instinct is holding you fast.

You're not sure whether laziness and contentedness is putting you in danger, or if addiction is dragging you away from recovery.</column>
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            <column name="strName">Dive at the warrior!</column>
            <column name="strDesc">Rolling your weight forward, you spring across the room at the warrior.

She's ready as fast as you are, though, and breaks your assault like a stone plowing waves.

Her knee drops onto your torso, and all of the air in your lungs expels in a gasping cough. You're paralyzed with wheezing as she drags you back to the cot, and drops you there.</column>
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            <column name="strName">Take the teen hostage!</column>
            <column name="strDesc">You lunge forward, grabbing the kid. He lets out a yell, and the warrior is moving at you before you can meet her wild glare.

Her shoulder smashes your mouth, and her weight carries you back several feet to the ground. She shouts in a piercing cry that fills the room, smashing your face with her hand, and then crushing your larynx with her forearm.

The teen crawls towards the opening as other warriors burst in, but your vision blackens in radiating, gasping pain from your neck.

You feel something give way, as she focuses all of her weight one last time...</column>
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            <column name="strName">Dive at Warrior cont'd</column>
            <column name="strDesc">With only a little breathlessness, she stands.

&quot;You will not hurt us,&quot; she begins. &quot;You aren't the one hurting us. The windigoo has taken you and controls you.&quot;

She steps back toward the opening. &quot;You will cast off this windigoo. You will heal.&quot;</column>
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            <column name="id">1439</column>
            <column name="strName">Dive at Warrior cont'd</column>
            <column name="strDesc">&quot;And if I don't?&quot;

She looks at you for a moment. &quot;The windigoog hurt us all. They threaten our safety. Scare off the animals we hunt.&quot;

&quot;The windigoog are not welcome here. We cast them out or we kill them.&quot;

She quits the room without another word.</column>
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            <column name="id">1440</column>
            <column name="strName">Rehab: First Night</column>
            <column name="strDesc">Footsteps approach, and the flap lifts to reveal two warriors. Their faces have the same white paint, and one signals for you to follow.

You're led outside, where you can see that you're in a small cluster of huts away from the main village. 

You catch glimpses of others in this camp. Maybe they're like you? The watchful eyes of nearby warriors suggest as much.</column>
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            <column name="id">1441</column>
            <column name="strName">To the Sweat Lodge</column>
            <column name="strDesc">You are being led to an oblong dome hut, from which steam emanates into the cool air. A man adorned in bear symbology seems to be preparing the hut.

&quot;Joe's midewinini of nooke doodem. He will help you in your struggle with windigoo.&quot;

The warriors stop, transferring your care into Joe's hands.</column>
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            <column name="id">1442</column>
            <column name="strName">Inside Sweat Lodge</column>
            <column name="strDesc">Inside the hut, Joe situates you near some heated rocks. It's warm in here. Downright hot, in fact. The air is thick with steam and the scent of burning sage.

&quot;Kiishig and wiingash,&quot; Joe says, stoking the fire and pouring a liquid onto the stones. There's sputtering as a new cloud of steam rises.

&quot;The windigoo wants you. But it will be driven out by the kiishig. By your fullness.&quot; He steps to the doorway.

Wait, what do you do now? Where's he going?</column>
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            <column name="strName">Inside Sweat Lodge cont'd</column>
            <column name="strDesc">&quot;How long?&quot; You try not to seem ungrateful.

&quot;It will take time.&quot; He stops, turning. &quot;Windigoo does not want to leave. You must concentrate on sending him out. It may take many sweats.&quot;

With that, he closes the flap, leaving you alone.</column>
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            <column name="id">1444</column>
            <column name="strName">Need More Sweat</column>
            <column name="strDesc">After what seems like a long while, you realize your mind has been wandering. You drifted into thoughts of days past, and the ordeals you suffered on your journey here.

Joe returns, his voice calling from outside before he enters. He guides you out into the cool, empty air.

&quot;Hm,&quot; he sighs heavily. &quot;I think windigoo is still with you.&quot;

He offers you water. &quot;Take this, and we will try again.&quot;

After a few draughts, and once you feel ready to try again, Joe leads you back inside.</column>
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            <column name="id">1445</column>
            <column name="strName">The Sweat</column>
            <column name="strDesc">You try to focus on casting out windigoo, and soaking up the warmth. 

Comfortable warmth soon turns to intense heat. You feel the steam and smoke in your lungs, and sweat begins beading on your skin.

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&quot;You look tired,&quot; he says knowingly.

&quot;Will it ever be gone?&quot; you ask.

He shakes his head. &quot;You've cast him out, but he will always remember you.&quot;

He puts a hand on your shoulder. &quot;You must be vigilant when he returns.&quot;

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Joe presses his lips together. &quot;If you don't have the strength, you are a danger to all.&quot;

He turns toward the great fire. &quot;Come.&quot;

You both begin walking, leaving the sweat lodge behind.</column>
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Around some more trees and over a mound, you see the treeline ahead. You explode into the clearing, foliage trailing behind you, and continue putting distance on until you're sure nothing is behind you.</column>
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            <column name="strDesc">One of them produces a blindfold, and fixes it over your eyes. Meanwhile, your hands are bound behind your back.

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You're turned in place, and led forward through the forest.</column>
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            <column name="strDesc">&quot;I don't mean any harm,&quot; you say.

The figure speaks again. &quot;We will take you to speak to one of our elders. You must wear this.&quot; It holds out a blindfold and restraints.</column>
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In front of you, a portly, middle-aged woman stands by one of the warriors. Her jacket is the color of a sunset, against which is silhouetted a majestic gray crane.

&quot;Hey, man,&quot; she says.</column>
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&quot;Oh,&quot; she reaches a hand forward, &quot;Michelle. I usually get roped into talking to foreigners. Sorta comes with the badge.&quot; She points her thumb at the crane. &quot;Ajijaak doodem.&quot;

&quot;C'mon,&quot; she turns toward the village. &quot;Let's walk.&quot;</column>
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&quot;I gotta ask,&quot; Michelle begins. &quot;You know a Philip?&quot;

She's being careful not to telegraph too much, but you can tell this is the big thing on her mind.</column>
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            <column name="strDesc">&quot;My name's Philip Kindred,&quot; you reply.  &quot;Does that count?&quot;

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            <column name="strDesc">&quot;Never heard of him,&quot; you say, trying to sound as nonchalant as possible.

&quot;Oh? Well, that's a shame,&quot; she says. You hear a warrior half snort, half snicker behind you.

&quot;Told you he was a graverobber,&quot; he says with satisfaction. His painted face looks scarier when he's pleased.</column>
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&quot;Yeah!&quot; she exclaims. &quot;Well, no. Not personally. Here...&quot; She steers you toward a hut.

Warm light spills from within, and she draws back a flap to reveal a mixture of handmade and recycled furnishings. 

Michelle reaches over a cluttered desk, and pulls a frame down from amidst dried roots, photos, and other mementos on the wall.

She hands the frame to you.</column>
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            <column name="strDesc">&quot;Ghost Face?&quot; you ask.

&quot;Oh, him? Nah, he's alright. You'd have to be pretty bad for him to slit your throat.&quot;

&quot;I see,&quot; you say, uncomforted.</column>
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            <column name="strName">Who are you people?</column>
            <column name="strDesc">&quot;Where am I?&quot; you look around. &quot;Who are you people?&quot;

&quot;You got it,&quot; she quips.

&quot;What?&quot;

&quot;Sorry, inside joke.&quot; Some of the warriors grumble. 

&quot;This is the Anishinaabe Tribal Nation.&quot; She sweeps her arm grandiosely. &quot;A bit like an alliance of former tribes from the area. Odawa, Ojibwe, and Potawatomi people.</column>
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It's you. Or at least someone who looks just like you.

&quot;You've been here before,&quot; she says, looking over your shoulder. &quot;And check out the talisman.&quot;

You look incredulously at her a moment, then closer at the photo. Sure enough, you're wearing the talisman.</column>
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            <column name="strName">Michelle's Frame cont'd</column>
            <column name="strDesc">The photo's caption reads: &quot;Local Website Editor Rekindles Interest in Native History&quot;.

You flip the frame over, looking for more, but there is only one thing scrawled on the back:

&quot;September 2019&quot;</column>
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            <column name="strName">Why am I in this photo?</column>
            <column name="strDesc">&quot;So,&quot; you're trying to process this. &quot;How did I end up in this photo?&quot;

&quot;Man, your brain was really fried, huh? This was, like, your THING back then.&quot;

&quot;What's that? What thing?&quot;

&quot;Well,&quot; she begins. &quot;It's like the caption says. You used to run a website.&quot;

&quot;A website?&quot; You're not sure whether to be relieved or disappointed.</column>
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            <column name="strName">How long ago was this?</column>
            <column name="strDesc">&quot;How long ago was this taken? What year is it now?&quot;

Michelle looks over the features of your face a moment. &quot;Yeah, I figured you might ask something like that. You hardly look a day older.&quot;

She turns the frame back over. &quot;You see that guy? That guy there?&quot; She indicates a young man, maybe in his twenties or thirties.

&quot;That was my dad,&quot; she says. &quot;He's had time to raise me, grow old, and pass on since then.&quot;

She's probably in her forties, if you had to guess. What's that make it? Fifty years ago? Ish?

Sensing your confusion, she lets out a &quot;psh, yeah. Wild, huh?&quot;</column>
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            <column name="strDesc">&quot;My turn,&quot; she says. &quot;Where you been hiding since this?&quot; She holds up the photo.

&quot;And more importantly, how come you don't look any older?&quot;</column>
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            <column name="strName">Lie and say you don't know.</column>
            <column name="strDesc">&quot;Honestly, I don't know,&quot; you lie. &quot;I can't seem to remember anything.&quot;

&quot;Oh, no,&quot; she puts the frame on her desk. &quot;No. That ain't gonna fly.&quot;

She squares her shoulders and faces you. &quot;I put my neck on the line bailing you out from the bear doodem. The bears'd play pin the boot on Stranger's ass if it weren't for me. So let's cut the bull and try this again.&quot;</column>
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            <column name="strName">Tell her about Gyges Cryo Facility.</column>
            <column name="strDesc">&quot;Ever heard of Gyges Cryo Facility?&quot;

Might as well cut to the chase.</column>
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            <column name="strName">Double down on your lie.</column>
            <column name="strDesc">You look into Michelle's eyes, and assert your point again. &quot;I told you. I have no idea what happened between that photo and now.&quot;

&quot;Also,&quot; you add, &quot;I don't appreciate being called a liar.&quot;

She snickers. &quot;Psh. Yeah. I don't appreciate talking to one, either.&quot;

She steps outside, and you hear her shout to someone.</column>
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            <column name="strName">Admit the truth.</column>
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&quot;No, I get it,&quot; she offers.

&quot;Ever heard of Gyges Cryo Facility?&quot; Might as well cut to the chase.</column>
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            <column name="strName">Kicked Out of ATN</column>
            <column name="strDesc">Her voice is a bit muffled as she speaks to someone outside, and then the flap opens. One of the warriors.

&quot;You may not look any different, Philip,&quot; says Michelle. &quot;But the years have definitely changed you.&quot;

She adds, &quot;and not for the better.&quot;

The warrior retrieves the blindfold and restraints again...</column>
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            <column name="strName">What is the talisman?</column>
            <column name="strDesc">&quot;So, wait. Do you know anything about the talisman?&quot; This is getting more complicated, not less.

&quot;Know anything about it?&quot; She chuckles. &quot;My man, we MADE it for you!&quot; Then, she adds, &quot;Well, sort of.&quot;

You just stare, dumbfounded.

&quot;Oh, this is good.&quot; She seems delighted at your confusion. &quot;Lemme 'splain,&quot; she begins, faking bad English.</column>
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            <column name="strName">The Talisman, Splained</column>
            <column name="strDesc">&quot;It's a protective talisman,&quot; she starts. 

&quot;Some ancestors carried pieces of copper, for both luck and protection.&quot;

&quot;This one,&quot; she points to yours, &quot;you brought to us. My father said you were hiding from a spirit, and that you needed protection from it.&quot;

She continues, &quot;The symbol isn't ours. I don't recognize it. And I'm not sure where you got it,&quot; she admits.</column>
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            <column name="strDesc">&quot;Yeah. And like I said, you were INTO it.&quot; She starts digging through some papers.

&quot;It was like a huge collection of unexplained happenings. Creature sightings, hauntings, mass extinctions. Like, you know, real conspiracy nut stuff.&quot;

Whatever she's seeking wasn't in the first pile. She moves to another.

&quot;Except,&quot; she adds, &quot;you treated it pretty scientifically. Like, cross-referenced and fact-checked and stuff.&quot;</column>
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            <column name="strName">PK's Past cont'd</column>
            <column name="strDesc">&quot;Here we go,&quot; she pulls a three-ring binder from under some papers.

&quot;Not the whole thing, mind you.&quot; She laughs, &quot;Thing would take up this room if we printed all that out.&quot;

She hands it to you. &quot;This is the entry you had on our tribes' histories.&quot;</column>
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            <column name="strName">The Talisman, Splained cont'd</column>
            <column name="strDesc">&quot;But my father asked the midewinini of nooke doodem- you call them medicine man- to give this talisman power to protect you. The spirit wouldn't harm you while it was on.&quot;

&quot;It was a powerful ritual,&quot; she recalls. &quot;It's one of the events my father recounted on several occasions.&quot;

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&quot;And, and,&quot; she interrupts, &quot;you were really keen on tracking propagation. Like, you had this whole section connecting dots between similar instances. Timelines. Even correlating rumors to occurrences.&quot;

&quot;My father, though,&quot; she says, &quot;he was just thrilled that our oral tradition was being shared again. And with everyone in the world.&quot;

&quot;That was a pretty big deal to him.&quot;</column>
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            <column name="strName">Oh! THAT Philip!</column>
            <column name="strDesc">&quot;Actually,&quot; you add quickly, &quot;if we're choosing between graverobber and Philip, I'll go with the latter.&quot;

&quot;Philip,&quot; you say, nodding. &quot;Philip Kindred.&quot;</column>
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            <column name="strName">I'm no graverobber, either.</column>
            <column name="strDesc">&quot;I don't rob graves, either,&quot; you assert. This is turning sour.

&quot;Maybe not.&quot; Michelle stops, and you turn to face her. &quot;Maybe you 'found' that talisman just lying around. I get it. It happens.&quot;

You don't believe her, and you get the sense the feeling's mutual.

&quot;But that's an important Anishinaabe artifact. And it came from one of our graves.&quot;

&quot;And lately,&quot; she looks you in the eye, &quot;I've been having to tell this to way too many strangers.&quot;</column>
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            <column name="strName">Outside ATN (Saw Wraith Before)</column>
            <column name="strDesc">Feeling a mix of fear and dark satisfaction, you await the inevitable screams as the wraith tears through the village...

But none come.

A while later, having walked through what may be kilometers of forest, your restraints are removed, and you're shoved forward.

You catch your footing before going down, and pull the blindfold away. 

Bleary-eyed, you look around, and find yourself at the edge of a forest.

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            <column name="strDesc">&quot;That's an interesting story,&quot; you say half-heartedly, &quot;but this talisman is mine.&quot;

The warriors start surrounding you. Some of the younger ones actually look anxious for a fight.

Michelle leans closer to you, and almost whispers. &quot;You see this? Look at these guys.&quot; 

She turns to survey the ring of stern faces, as if on your side. &quot;Do yourself a favor, and don't give them any excuses.&quot;

She leans back again. &quot;Besides, maybe it's not the talisman you're lying about?&quot;</column>
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            <column name="strDesc">&quot;I guess that 'splains a few things,&quot; she ponders.

&quot;Unfortunately,&quot; you continue, &quot;I can't tell you much more than that. I can't remember anything before coming out of cryo. It's like the hibernation wiped my memory.&quot;

She still looks deep in thought.</column>
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            <column name="strDesc">&quot;I'm not Philip,&quot; you say firmly. &quot;And this isn't your talisman.&quot;

&quot;Well, alright,&quot; she says in her best if-you-want-it-your-way tone. She starts walking away.

The ring of warriors closes as she steps outside its circumference, and you're apprehended roughly.

The blindfold goes back on, as do the restraints. And before you're led from the camp, you feel the talisman pulled from your neck...</column>
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You catch your footing before going down, and pull the blindfold away. 

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            <column name="strName">Fine. Philip it is.</column>
            <column name="strDesc">&quot;Fine,&quot; you concede. &quot;You got me. I'm Philip. Philip Kindred.&quot;</column>
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            <column name="strName">ATN Accepts Philip</column>
            <column name="strDesc">&quot;I KNEW it!&quot; she pumps her fist, like she just won a bet. 

&quot;See?&quot; she taunts the warrior. &quot;No need to disembowel anyone.&quot;

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            <column name="strName">New Earth Ostracon</column>
            <column name="strDesc">You flip the cover open, and find it filled with musty, yellowed paper. The print is in good shape, though.

&quot;Prophecy of the Seven Fires&quot; reads the first page. Skimming over it, the text refers to the world mythology of the Anishinaabe people, the keepers of the fires, Ojibwe, Odawa, and Potawatomi tribes.

It's an article. Like an academic research paper. Citations litter the bottom, referencing long-forgotten websites and publications.

And up in the left corner, a logo. &quot;The New Earth Ostracon&quot;.</column>
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            <column name="strName">PK's Past cont'd</column>
            <column name="strDesc">&quot;Did I write all this?&quot; you ask. This is a lifetime's work, this.

&quot;Naw. I think you were just the curator. A lot of this was written by readers. To hear my father tell it, you were big into the way these ideas evolved. Had some crazy theory about how they were all connected.&quot;

You turn to look at her, expectantly.

&quot;That's when you said you started to run into trouble. You were a welcome visitor here, of course, but you came here for help.&quot;

&quot;Oh?&quot; Maybe we're getting somewhere.

&quot;Help with a talisman to protect you from a spirit.&quot;</column>
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            <column name="strName">A spirit was after me?</column>
            <column name="strDesc">&quot;Did you say 'spirit'?&quot;

She holds up her palms, &quot;Hey, man, your words, not mine. My father said you were talking about something hunting you.&quot;

&quot;For what? What'd I do?&quot;

&quot;Don't ask me. I don't even know if you told my father.&quot;

&quot;Well, then, what was the spirit?&quot;

&quot;Oh, man. My father probably could've told you. You had some pretty specific instructions, and not all of them were, uh, germaine to us, if you get my drift.&quot;</column>
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            <column name="strDesc">&quot;Germaine? What do you mean? Like foreign?&quot;

&quot;Yeah. This thing you were running from. It wasn't ripped from the pages of our history, if you know what I mean. We've never seen or heard of it.&quot;

&quot;Still,&quot; she concedes, &quot;some spirits are like that. Not everyone sees them the same.&quot;</column>
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            <column name="strName">Describe the Merga Wraith.</column>
            <column name="strDesc">&quot;I've run into it once before,&quot; you say. &quot;Thing came out of nowhere, and had a body like it was made of black flame. Face was a white mask, though.&quot;

&quot;Nice!&quot; she exclaims.

&quot;Yeah. Well, no! But yeah, it was quite a sight.&quot;

&quot;So this thing's still out there?&quot;

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            <column name="strName">Can you help me get rid of it?</column>
            <column name="strDesc">&quot;Can you help me get rid of it?&quot; Worth a shot, right?

&quot;Me? Probably not,&quot; she concedes. Your hopes take a dive.

&quot;I'm not even sure the people could do it.&quot;

&quot;You mean the Anishinaabe?&quot;

&quot;Yeah, sorry,&quot; she chuckles. &quot;That's just our word for 'the people'. Anishinaabeg, actually. For plural.&quot;

&quot;Anyway,&quot; she hurries to add, &quot;this is a spirit from someplace else.&quot;</column>
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            <column name="strName">Wraith Can't Enter ATN</column>
            <column name="strDesc">&quot;Nah,&quot; she shakes her head. &quot;No, I don't think we'd find it here. Call it hooey wooey or whatever, but these guys know their stuff. If it's not supposed to be here, the nooke doodem makes sure it isn't.&quot;

&quot;That good, huh?&quot;

&quot;Could be,&quot; she offers. &quot;You ask them, though, they'll tell you they don't have to enforce it. Spirits just know where they belong, and where they don't.&quot;

&quot;Course,&quot; she adds, &quot;just because it isn't here, doesn't mean it can't get you. You'll never truly be safe until you deal with it.&quot;</column>
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            <column name="strName">How do I get rid of the spirit?</column>
            <column name="strDesc">&quot;So, what now? Suppose I want to get rid of this thing chasing me. 'cause, you know, I DO. What next?&quot;

&quot;Well,&quot; she ponders, &quot;somehow you got its attention, right? I mean, something made you seek us out when you did, and not before.&quot;

&quot;You're thinking whatever that was might be a clue?&quot;

&quot;Totally.&quot; She thinks a minute more. &quot;You did come to us after your work on that website. The New Earth Ostracon thing.&quot;</column>
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            <column name="strName">Get Rid of It cont'd</column>
            <column name="strDesc">&quot;So spirits don't like the internet?&quot;

She chuckles. &quot;Think about it a sec. You had to knock on a fair number of doors to get that info, right? Probably disturbed more than one spirit digging up that data.&quot;

&quot;So,&quot; you muse sarcastically, &quot;we've narrowed it down to any paranormal occurrence listed on a website trying to list every single one in history?&quot;

She laughs. &quot;Yeah! Now you're getting it!&quot;

You shake your head.</column>
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            <column name="id">1496</column>
            <column name="strName">Get Rid of It cont'd</column>
            <column name="strDesc">&quot;Seriously, though.&quot; She holds up a binder. &quot;WE printed off a section. And this place ain't exactly high-tech, you know? I'm thinking there's gotta be a more complete copy out there somewhere.&quot;

&quot;You mean like the cyber cafe down the block?&quot;

&quot;Jeez, man. Stop being such a downer.&quot;

&quot;Sorry,&quot; you say, more calmly. &quot;Optimism's a lot of work these days.&quot;

&quot;So is being mopey all the time.&quot;</column>
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            <column name="id">1497</column>
            <column name="strName">Get Rid of It cont'd</column>
            <column name="strDesc">&quot;It's out there,&quot; she says. &quot;Has to be. I mean, this data was on everyone's computer at one point, right? At least, everyone who contributed to it.&quot;

&quot;That's true.&quot;

&quot;It can't be wiped out from everywhere,&quot; she reasons.

&quot;And if it is?&quot;

&quot;Then you're screwed, Philip.&quot;

That brings a smile to your face. &quot;Well, at least we agree on that.&quot;

&quot;C'mon,&quot; she says, &quot;let's show you around.&quot; She starts heading towards the Great Fire.</column>
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            <column name="strName">What's with Ghost Face? cont'd</column>
            <column name="strDesc">&quot;It's the talisman,&quot; she points to your bauble. &quot;We get a few looters stealing artifacts like that. Pisses him right off.&quot;

&quot;Lucky for you, though, I know you,&quot; she ribs you.</column>
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            <column name="strName">Who Are You People? cont'd</column>
            <column name="strDesc">&quot;My ancestors were Ojibwe. Though you probably heard it more often said 'Chippewah'. O-ji-be-wuh, if you can picture it being bastardized like that.&quot;

&quot;Anyway, as things fell apart in Michigan, the tribes decided to form an alliance on the old Isabella Res. Get back to our roots. Rebuild.&quot;

She looks around in admiration. &quot;Nice to have the land back, if ya know what I mean.&quot;</column>
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            <column name="id">1500</column>
            <column name="strName">ATN Main Area</column>
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Around you, you see an area where people are sharing a meal together, and a trader of goods.

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            <column name="strName">Anishinaabe Tribal Nation (Talisman, No Windigoo)</column>
            <column name="strDesc">Finally, your journey stops. Your bindings and blindfold removed.

As the blurriness clears, you see that you're in a village. Dome-like buildings surround a great fire, with equal parts animal hide and repurposed junk for walls and shelter.

Around the village, a mix of regular folk and chalk-faced warriors go about their business. Many are more than casually interested in your arrival.</column>
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            <column name="strDesc">There's the sound of fabric, and then the cool air becomes warm, like you're inside.

You're set upon something soft, and your bindings and blindfold are removed.</column>
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            <column name="strName">I was just leaving.</column>
            <column name="strDesc">&quot;Uh, sorry,&quot; you stammer. &quot;I didn't know. I'll go back.&quot;

There's no protest from the figures, who simply watch you turn and go. After several moments, you hazard a look behind you, but they're nowhere to be seen.

But probably not gone.</column>
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            <column name="strName">Okay.</column>
            <column name="strDesc">&quot;Okay,&quot; you say. And await further instructions.

One of them fixes the blindfold over your eyes. Meanwhile, your hands are bound behind your back.

Despite the restraints, the whole process proceeds without any unnecessary force. You seem to be handled with both caution and respect.

You're turned in place, and led forward through the forest.</column>
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&quot;Just don't cause any trouble.&quot;</column>
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            <column name="strName">I think I've heard enough.</column>
            <column name="strDesc">&quot;You know,&quot; you say, &quot;I think I need a few minutes.&quot;

Obviously derailed, Michelle stops a moment. &quot;Oh, okay. Sure.&quot;

She looks around a bit, and then gestures toward the fire.

&quot;Let's head over to the Great Fire. You can find whatever you need there.&quot;

You both begin walking toward the fire.</column>
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            <column name="strDesc">The warrior just presses a finger to her lips, signaling silence. 

Then, she turns her attention back to the area around you, seemingly stalking something.</column>
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            <column name="strName">ATN Warrior Conversation (male, no talk)</column>
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&quot;We may talk later.&quot;</column>
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            <column name="strName">Come to ATN</column>
            <column name="strDesc">&quot;I see that you wear a copper talisman. Where did you get it?&quot; she asks.

You idly place your hand on the talisman. &quot;I...&quot; You're not sure how to answer.

&quot;I've had this for as long as I can remember.&quot; 

There. Honest.</column>
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            <column name="strName">Come to ATN cont'd</column>
            <column name="strDesc">She considers your story.

&quot;You should speak with Michelle Lavallee, our Ajijaak elder. She is interested in these things, and knows a lot about them.&quot;

She explains how to find her enclave.

&quot;Just be respectful,&quot; she warns. &quot;Our warriors are accustomed to troublemakers entering our lands.&quot;

With that, she gets back to her route. &quot;Wiingezin, traveler.&quot;</column>
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            <column name="strName">ATN Warrior female conversation</column>
            <column name="strDesc">&quot;Aanii, stranger. How are your travels?&quot;

&quot;Psh, easy,&quot; you joke. &quot;I wish there were some real challenge out here.&quot;

&quot;You're funny,&quot; she smiles, just enough to show she appreciates your levity.</column>
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            <column name="id">1514</column>
            <column name="strName">ATN Warrior female conversation (wendigo)</column>
            <column name="strDesc">She takes a few steps closer, but then stops suddenly, looking at you.

&quot;We do not speak with your kind,&quot; she warns, backing away. &quot;There is no place here for windigoo!&quot;</column>
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            <column name="id">1515</column>
            <column name="strName">ATN Warrior female convo cont'd</column>
            <column name="strDesc">&quot;It's a shame there aren't more out here preferring to talk instead of fight.&quot;

&quot;So thanks for that,&quot; she says, turning back to the horizon.</column>
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            <column name="id">1516</column>
            <column name="strName">ATN Warrior Conversation (male, no talk)</column>
            <column name="strDesc">&quot;You have a stink of human rot about you,&quot; he spits. &quot;The windigoo are not welcome to roam these lands.&quot;

He seems ready to fight.</column>
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            <column name="strName">ATN Confronts You</column>
            <column name="strDesc">A few steps further, however, and the phantoms you thought you saw suddenly become all too real.

Rushing air precedes a jarring crash onto your shoulders, and you're sent crumpling into the dirt. Something has landed on you. Hard.

The once-quiet surroundings are aflutter with footsteps now, as figures approach from all sides.</column>
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            <column name="id">1518</column>
            <column name="strName">Browse the trading post.</column>
            <column name="strDesc">The trading post seems to be a place where travelers resupply and offload items which may be of use to the Anishinaabe.

A large portion of the inventory appears to be handmade items from local materials, and some scavenged goods.

Pick up items to purchase them, or drop items to sell them.</column>
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            <column name="id">1519</column>
            <column name="strName">Sit down for a meal.</column>
            <column name="strDesc">You approach the long table, and find an open place on the bench.

The food here is plentiful, and appears to be a mix of roasted and dried meats, roasted corn or maize, baked squash, and beans.

There is also an assortment of berries and other fruit.

Overall, the meal is hearty, with diverse flavors of savory and sweet. It fills your stomach, briefly allowing your mind to wander from minute-to-minute survival.</column>
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            <column name="id">1520</column>
            <column name="strName">Visit Joe.</column>
            <column name="strDesc">You head towards a cluster of tents near the edge of camp, by the forest. &quot;Patients&quot; reside here, helping to tend the area, many of whom are in rehabilitation from drug addiction or other conditions.

Warriors are more visible here, keeping the peace in an area where frustration and desperation can overcome the healing.

Ahead is an oblong dome hut, from which steam emanates into the cool air. A man adorned in bear symbology seems to be preparing the hut.

This is Joe, Midewinini of the Nooke doodem.</column>
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            <column name="id">1521</column>
            <column name="strName">ATN Meal Cont'd</column>
            <column name="strDesc">The feeling here is one of sharing and respect. Visitors to the table are asked to pay respects to the animals that gave their meat, the Three Sisters for their fruits, and all creation.

In the distance, you see fields of crops, but also semi-trailers, sheets of tarp over frames, and other repurposed grow-ops for their food.

You begin to understand the real sense of urgency that perimeter patrols must feel in watching over this place. 

The fine line they walk in keeping rubble scum out, but allowing peaceful travelers passage.</column>
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            <column name="id">1522</column>
            <column name="strName">Clean and dress wounds.</column>
            <column name="strDesc">Members of the Nooke doodem, under supervision of Joe, have learned how to treat wounds and stop bleeding.

Cuts are irrigated with clean water, and treated with herbal antiseptic if necessary. Fractured bones are set and splinted.

Much of the pain still lingers, and it'll take time for your body to mend. But at least your wounds are stabilized.</column>
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            <column name="id">1523</column>
            <column name="strName">Ask Joe to treat illness.</column>
            <column name="strDesc">In Anishinaabe medicine, much of the focus is on purifying the body and spirit. 

The role of heat, smoke, and steam is to infuse the patient with spiritual energy, believed to be symbolized when smoke and steam emanate from sacred items.

In the sweat lodge, Joe conjures this spiritual energy, the spirit of earth, by pouring water on heated stones. The steam and burning sage fill the room, and your lungs, replacing negative energies with positive.</column>
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            <column name="strName">Treat Illness</column>
            <column name="strDesc">There is an indirect science to the medicine, as well. Having observed the animal world's interaction with nature, certain plants and animals have been singled out for their healing properties.

Bear root, boiled in water to extract the medicine, can have restorative effects. Some have even reported illnesses waning under its effects.

Chewing on the root and sipping the tannin tea, your body gains a newfound energy for combating illness.

You thank Joe for his time and his help, then leave the lodge.</column>
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            <column name="strName">Return to ATN (Wendigo Relapse)</column>
            <column name="strDesc">A few steps into the forest, rushing air precedes a jarring crash onto your shoulders, and you're sent crumpling into the dirt. Something has landed on you. Hard.

The once-quiet surroundings are aflutter with footsteps now, as figures approach from all sides.</column>
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            <column name="strName">Return to ATN (New Wendigo)</column>
            <column name="strDesc">As you walk through the ATN's perimeter forest, you're stopped by one of the patrols.

&quot;Traveler,&quot; says the leader, &quot;we cannot let you pass through here. And there is an illness in you that threatens us if you leave.&quot;

Uh-oh.

&quot;You will come with us now.&quot; It's less an order than a statement of fact. The others close in on you, and restraints are fitted.</column>
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            <column name="strName">Return to ATN (New Wendigo) cont'd</column>
            <column name="strDesc">You're taken into the village's healing area, where you're seated in a tent, and your restraints removed.

In front of you is a dish, piled high with succulent, fatty meat, with cooked squash, beans, and corn. Strangely, this meat brings your nostrils to life. The meat for which you so desperately clambered seems forgotten momentarily. Your mouth waters as you survey the food.

Even the veggies might offer some satisfaction.</column>
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            <column name="strName">Return to ATN (New Wendigo) cont'd</column>
            <column name="strDesc">&quot;A spirit has taken you,&quot; the warrior says. &quot;Windigoo will cause harm both to you and all around you, and must be cast out.&quot;

He heads toward the door. &quot;Eat this food. It will prepare you for the sweat you are to endure.&quot;

And with that, he leaves.

You begin eating the meal.</column>
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            <column name="id">1530</column>
            <column name="strName">Walk to Main Area</column>
            <column name="strDesc">Joe takes you across an open field into a ring of huts. Some people watch you closely, while others seem not to notice you.

As you approach, the heat of the Great Fire grows, and he turns to you.

&quot;Be at peace, and wary of windigoo.&quot; Then, he gestures toward the fire. 

&quot;Please.&quot;</column>
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            <column name="strName">Return to ATN (Enemy, no wendigo)</column>
            <column name="strDesc">As you walk through the ATN's perimeter forest, you're stopped by one of the patrols.

&quot;You are no longer welcome here,&quot; she warns. &quot;Go.&quot;

Other warriors appear in the surroundings, as if to punctuate her demand.

You're outnumbered, and on their home turf. Since doing anything but complying here would be suicide, you leave.</column>
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            <column name="id">1532</column>
            <column name="strName">Meat Peddler Banished</column>
            <column name="strDesc">You're grabbed by nearby warriors, and dragged roughly from the village.

&quot;We do not welcome your kind. We do not trade in the flesh of our brethren.&quot;

You're thrown to the ground outside the forest.

&quot;Go. And do not return.&quot;</column>
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            <column name="id">1533</column>
            <column name="strName">Wendigo Relapse</column>
            <column name="strDesc">Ah. Why did you ever shun this meat? No matter. You have found it again. You must find more. Always find more, so you never go without again!</column>
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            <column name="strName">Merga Wraith Reappears</column>
            <column name="strDesc">Blinding, blue-white light and a rush of dry air signals the return of that nighmarish creature.</column>
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            <column name="id">1535</column>
            <column name="strName">Scavenge using medical knowledge.</column>
            <column name="strDesc">insert description here</column>
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            <column name="strName">Scavenge using keen observation.</column>
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            <column name="strName">ATN Warrior Conversation (male, brief talk)</column>
            <column name="strDesc">He stops a moment, sizing you up. Once satisfied, his attention seems to return to the surroundings.</column>
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            <column name="id">1538</column>
            <column name="strName">ATN Male Warrior Talk 1</column>
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&quot;Take it easy.&quot;</column>
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            <column name="strName">ATN Male Warrior Talk 2</column>
            <column name="strDesc">He steps closer, but then stops, and seems to lower his stance with eyes fixed on you.

&quot;You have a stink of human rot about you,&quot; he spits. &quot;The windigoo are not welcome to roam these lands.&quot;</column>
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            <column name="strName">ATN Warrior Conversation (female, brief talk)</column>
            <column name="strDesc">She raises her hand with a smile. 

&quot;Catch anything good?&quot;

&quot;Boots,&quot; you reply.

&quot;Ha ha, lucky!&quot; She waves again as you part ways.</column>
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            <column name="strName">Tell him.</column>
            <column name="strDesc">You explain the whereabouts of Gyges Cryo Facility.

&quot;Shit's still got power?&quot; He seems genuinely optimistic.

&quot;Seems to.&quot;

&quot;Damn, son! I got a field trip ta make!&quot; And he heads off.</column>
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&quot;Suspect Flagged: Detain for Questioning.&quot;

Your gut suddenly feels like a vacuum. The guard places a heavy-gloved hand on your shoulder. &quot;Alright, buddy, let's go.&quot;

You're led to a gray door at the base of the south buttress, alongside a thin slit of mirrored windows.</column>
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When you wake, you're on a bench in a painted cinder block room, leaning against a corner. Both your head and right shoulder ache. A piercing bleep fills the room as an intercom comes to life.

&quot;You have been charged as follows:
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            <column name="strDesc">By the time your case handler arrives, you've counted the ceiling tiles, grouped them into shades of beige, and created an elaborate conspiracy linking all the missing persons.

Your handler leads you to his cubicle, and you're subjected to a battery of tests, including face scan, retinal scan, DNA sampling, fingerprinting, and a blood sample.

The interview is something of a comedy, with questions like &quot;What is your full name, address, and date of birth?&quot;

The handler isn't amused, however.</column>
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&quot;You've been making yourself quite at home here today,&quot; he says, crossing his arms.

&quot;Maybe you come back later. Save some food for the others.&quot; He continues to stare at you, making his point clear until you leave.</column>
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            <column name="strDesc">You head towards a cluster of tents near the edge of camp, by the forest.

However, your visit is cut short when Joe emerges from a tent on his way to another. He looks towards you, then shakes his head.

&quot;I cannot treat you again. I have too many other patients.&quot; He disappears into another tent without missing a step.</column>
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            <column name="strName">Human Meat Peddler</column>
            <column name="strDesc">As you turn to leave the village, you hear a shriek. A voice breaking in alarm and anger rings from the trading post. Warriors and tribespeople alike begin to converge.

&quot;The Windigoo!&quot; he shouts. &quot;He's here!&quot; The man you were trading with points at you. &quot;He tried to sell-&quot; he begins shouting in a language you cannot understand.</column>
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            <column name="strName">Approaching Saginaw Mental Institution</column>
            <column name="strDesc">Grassy plains ease you in as you follow the silent roads. As steel skies rumble, the wind runs away from where you're headed. You pass dozens of cars turned on their side and bearing war paint: bright slashes of sky blue.

As the road bends in to a small patch of forest, a worn-down sign reads: 'SAGINAW MENTAL INSTITUTION'. From the voids left by missing letters, you make out the words: 'Reaching wellness'. Now all it says is 'aching'.

A clearing opens up ahead. There, a menacing building stretches almost a mile wide with impunity. You see Blue Frogs at the doors, armed to all hell. Two floors. Boarded windows. One entrance. Your choices are few. You hide behind a car and consider how to infiltrate the stronghold of a murderous cult.</column>
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            <column name="strName">Follow a set of hidden tracks to the side of the entrance.</column>
            <column name="strDesc">If this cult intends an air of inviting welcome, you're not seeing it.

You search the ground for signs of another way in. The Blue Frogs likely treat the stronghold as a 'temple', and surely that means a secret entryway exists.

There. In the pockets of grass and mud rupturing through the concrete, you find traces of frequent trespass. You follow the trail behind cover of the cars, and hit a window covered by planks. You grip the edges. Sure enough, the boards pop out on a hinge, and you slip into whatever room awaits on the other side.</column>
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            <column name="strName">Approach with confidence as a Blue Frog missionary.</column>
            <column name="strDesc">Purpose and belonging weighs down your every step as you approach the Institution's entrance, clad in the same colors as the Blue Frogs. The sky seems to darken the closer you get. Beneath your gas mask, you're sweating.

They nod at you. You nod back.

It looks like the gambit worked. You congratulate yourself. You keep walking, closer and closer to the doors, slow and steady like you own the place.

&quot;Hold it,&quot; one guard says, raising an open hand. &quot;Password?&quot;

Damn it.</column>
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            <column name="strName">Charge in, weapons drawn!</column>
            <column name="strDesc">It's a curious spirit of 'oh, what the hell' that overcomes you. The world is in tatters, overrun with monsters and murderers. You spend your days rummaging through the garbage of other men. The most exciting things you do regularly are pocket some bits of string, boil some water, eat a bit. What is it exactly that you have to lose?

If you're miserable, it's best to end it with a bang. Invoking every ounce of heroism, you charge the front gates of Saginaw with everything you have to throw at the guards. You even manage something of a war cry as you hurtle towards doom. 

You're rather proud of yourself.

The two guards aim at you, fire, and then discuss cult politics.</column>
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You see an armed Blue Frog sentry at the doors.</column>
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            <column name="strName">Approach while professing a newfound love for the Church of the Blue Frog.</column>
            <column name="strDesc">With arms raised high, you cross the driveway towards a dried fountain where granite cherubs frolic without the weight of their heads.

&quot;Halt!&quot; the guards shout, rifles ready.

At the top of your lungs, you confess to having seen the light of the Blue Frog. They exchange looks. Their two rifle barrels stay on you.

&quot;But can you leave your old life behind?&quot; one asks.

You tell them you want nothing more.

&quot;Then shed your old skins,&quot; he says. &quot;Enter our sanctuary as a newborn!&quot;

&quot;A naked newborn!&quot; the other guard echoes.

Well. What choice do you have?</column>
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            <column name="strName">Wait for an opportunity to sneak past the guard.</column>
            <column name="strDesc">The better part of an hour passes, with the faint sounds of screams occasionally echoing out from the walls.

Then, the guard scurries off around the building to void his bladder. You quickly sneak past him as he lets out a horse-like neigh for some reason.</column>
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            <column name="strName">Approach with confidence as a Blue Frog missionary.</column>
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The guard nods at you. You nod back.

It looks like the gambit worked. You congratulate yourself. You keep walking, closer and closer to the doors, slow and steady like you own the place.

&quot;Hold it,&quot; the guard says, raising an open hand. &quot;Password?&quot;

A second guard emerges, to see what the commotion is.

Damn it.</column>
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            <column name="strName">Approach while professing a newfound love for the Church of the Blue Frog.</column>
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&quot;Halt!&quot; the guard shouts, and another emerges moments later.

At the top of your lungs, you confess to having seen the light of the Blue Frog. They exchange looks. Their two rifle barrels stay on you.

&quot;But can you leave your old life behind?&quot; one asks.

You tell them you want nothing more.

&quot;Then shed your old skins,&quot; he says. &quot;Enter our sanctuary as a newborn!&quot;

&quot;A naked newborn!&quot; the other guard echoes.

Well. What choice do you have?</column>
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            <column name="strName">Charge in, weapons drawn!</column>
            <column name="strDesc">It's a curious spirit of 'oh, what the hell' that overcomes you. The world is in tatters, overrun with monsters and murderers. You spend your days rummaging through the garbage of other men. The most exciting things you do regularly are pocket some bits of string, boil some water, eat a bit. What is it exactly that you have to lose?

If you're miserable, it's best to end it with a bang. Invoking every ounce of heroism, you charge the front gates of Saginaw with everything you have to throw at the guards. You even manage something of a war cry as you hurtle towards doom. 

You're rather proud of yourself.

The two guards aim at you, fire, and then discuss cult politics.</column>
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            <column name="strName">Enter as a newborn.</column>
            <column name="strDesc">Your eyes adjust slowly to the dark indoors. The decay is pungent. Wood rot. Bodily fluids. The guard takes you to a lamp-lit room where a short, pudgy cultist squats on the ground, unmasked. Three frog-shaped sculptures sit around him. Pamphlets and posters litter the floor.

&quot;Welcome, brother,&quot; the cultist says as he zips up his pants and hugs you. &quot;Call me Rollo. The King is always delighted when one joins his flock. But before you see him, you must be pure.

&quot;Choose, then. A trial of water, of fire, or,&quot; he says as a twisted grin joins his ears, &quot;of light?&quot;</column>
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            <column name="strName">Choose the midsize frog, designated the trial of light.</column>
            <column name="strDesc">There's a look of disbelief on the cultist's face.

&quot;Too many of the inducted want paradise without sacrifice,&quot; he begins. &quot;They choose the trial of water. And I pity them.

&quot;Some dare the trial of fire. They offer more of themselves, but not much more. And I pity them.

&quot;Are you truly righteous, brother? Will you brave the trial of light, tempting Death's hand, for the sake of purity?&quot;

His gleeful smile slides a chill around your neck.</column>
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            <column name="strName">Choose the large frog, designated the trial of fire.</column>
            <column name="strDesc">The cultist is mildly amused. He opens the doors at the back of the bronze sculpture. It's hollow.

&quot;Get in,&quot; he says.

The guard 'encourages' you with the rifle. As you squeeze yourself into the frog, squatting like the creature itself, you see ashes and firewood underneath it.

The doors slam shut. And for a while, you allow yourself some hope. Maybe it's just a test of claustrophobia. A mental trial. But the rising heat dispels it all.

The cultist's voice rings in the tank: &quot;Let the pain of the brazen frog cleanse this man of sin.&quot;</column>
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            <column name="strName">Choose the small frog, designated the trial of water.</column>
            <column name="strDesc">The cultist seems disappointed as he takes the small frog to a barrel in the corner of the room. The beam of light coming from a hole in the ceiling tells you it's used to gather rain water. A ring of algae crowns its rim.

&quot;Lie back,&quot; he says.

You realize the table it was sitting on is part of the ritual. The guard straps you down. He shoves one cloth in your mouth and wraps your head with another. The table tilts back.

The cultist's voice roars: &quot;Let the pain of the water cure cleanse this man of sin.&quot;</column>
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            <column name="strName">The small frog - sick</column>
            <column name="strDesc">You feel wave after wave crash down, turning cotton into rubber over your face. You try not to gag. Struggle as you might, a brook trickles up your nose when you inhale and down your throat when you swallow. You wish death would just take that last step.

When it stops, the taste of filthy water lingers on your tongue. It's all you can do to stop the waters from rising again.</column>
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            <column name="id">1565</column>
            <column name="strName">The small frog - safe</column>
            <column name="strDesc">You don't count how many times the cultist pours water over your face. You don't count how many gulps of water you swallow just so you can breathe. You don't count the pleas you make, only how many times they're heard.

When the drowning is done, the light in the room has changed. A lantern flickers and you vomit a small puddle onto the decrepit floor.</column>
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            <column name="id">1566</column>
            <column name="strName">Inducted</column>
            <column name="strDesc">You're dragged from the room. Voices congratulate you, but as if from miles away. You feel like you're waking with the slowness of surfacing through tar.

You become aware that you're in a large auditorium with a dome structure in the middle. Before it stands a Blue Frog, clad in ornate robes and a gas mask with a crown motif, standing on a dental chair. You hear only the tail end of his sermon.

&quot;...and for your piety, we welcome you, brother. Now speak your name.&quot;</column>
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            <column name="id">1567</column>
            <column name="strName">Enter as a newborn.</column>
            <column name="strDesc">The air bites at your bare skin as the guard ushers you inside.

&quot;Wear this.&quot; He throws you a hospital gown. Deja vu.</column>
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            <column name="id">1568</column>
            <column name="strName">Give your real name, 'Philip Kindred'.</column>
            <column name="strDesc">The air leaves the room. All is silence.

&quot;Could it be true, King?&quot; one of the cultists asks. &quot;Could he be the one?&quot;

For a moment, the Blue Frog King is stunned. &quot;Kindred,&quot; he repeats. &quot;'Thus shall return our Savior and our sign, bearing a name of brotherhood.'&quot;

Every one of them repeats the passage. They begin chanting praises that rise and blend together in the air, welcoming and foreboding at the same- all except one man in a raven-beaked gas mask, standing still beside the King, his gaze fixed on you like stone.</column>
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            <column name="id">1569</column>
            <column name="strName">Kindred the Savior</column>
            <column name="strDesc">The crowd of Blue Frogs begins to descend into mania. The King must sense it, too, because he immediately calms them down.

&quot;Brothers and sisters,&quot; he says, &quot;for how long have we waited for the savior to deliver us? How long have I waited? And how long had my father before me? Each of us walks this path, the long path of faith, trusting we will reach our destiny. Today we see an end to our journey.

&quot;But as it is written, and as we know, the message lies buried deep in the soul of the Savior. And only I, the King who wields the Book of the Water Lily, can unearth it from the depths.

&quot;Come,&quot; the King says to you, &quot;let us perform the Remembrance Ritual.&quot;</column>
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            <column name="id">1570</column>
            <column name="strName">Follow the King</column>
            <column name="strDesc">The King and his second take you to the northern end, passing increasingly more lavish blue banners. Lanterns dot the dark hallway, illuminating cult symbols on the wall. The compound blends the clinical charm of mental hospitals with the blood-smeared piety of a pagan temple.

The King stops at a set of locked doors. &quot;Bishop,&quot; he says to his second, &quot;Go take care of the injections.&quot;

&quot;But King-&quot;

The King hurls him against the wall with surprising swiftness. After his point is made, the Bishop slinks away.

&quot;I do my best to help,&quot; laments the King as you head inside.</column>
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            <column name="strName">The King's Help I</column>
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The King sits you down. &quot;The scriptures say you were wronged, Savior. You had the truth in your hands, and when sinners could not take it away, they buried you inside yourself. But we can bring you back! We can take back the truth that can save this world!&quot;
 
Fire and tears fill the eyes of the King. Who you are, what happened to you, who was responsible. All could be moments away.</column>
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Saginaw. A lifetime ago. Alive with patients and staff.

The entrance foyer. A reception desk. Nurses with hair extensions and powdered noses. A man to the left in a dress shirt under a blue hoodie. A man signing pre-admission papers for patient Philip Kindred. A man signing as Bertrand Farris. A man looking up. A man without a face.

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            <column name="strName">Tell him to believe in the Blue Frog.</column>
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            <column name="strName">Tell him the Church needs a new King.</column>
            <column name="strDesc">You stand and stare down the King. &quot;The truth is that the crown is too heavy for your doubt-filled head. This Church needs a new King, and that King is me.&quot;

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The Bishop, vindicated by your treachery, leads some cultists into the room.

&quot;'But beware they who take false names',&quot; the King says, &quot;'and demand the glory of thrones.'&quot;

The Bishop unmasks just to spit on you. &quot;Disgusting.&quot;

The King turns away. &quot;We will have another sacrifice, it seems.&quot;

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He takes a thick, disheveled book from a fold in his robes. He flips to its last few pages, rips them out, and throws them at you.

&quot;Get out. And take those lies with you.&quot; A sullen look crosses the King's face. &quot;There is no savior for us.&quot;</column>
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On one side is a crude painting of a vaguely amphibious, black shape in a tall rectangle of blue.

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You ask him why.

&quot;One day, Philip, you'll hear the saddest thing in the world and all you'll be able to do is laugh.&quot; He tears pages from the big book in front of you. &quot;Take this and go. I put too much hope in disappointments. I suppose I have that in common with my father.

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&quot;Didn't I tell you, Eli?&quot; says the Bishop. &quot;Your father was a pathetic little man possessed by delusions. Why believe anything he said?&quot;

The King takes several moments to consider these revelations. Finally, he unlocks his safe and brings out a small bottle. &quot;You've freed me, Philip. I owe you a great deal.&quot; From the thick book, he rips out its last few pages. &quot;This is a single-use cure for Blue Rot. Take it, and take these lies, too. Maybe they'll help you.&quot;

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            <column name="strDesc">&quot;My, my,&quot; the Bishop says. &quot;Sounds like I hit a nerve. Right, Eli?&quot;

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The King's eyes look at you, then him. &quot;But which is it? Who can I trust?&quot;

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            <column name="strDesc">The Bishop laughs. &quot;Look at him, trying to pass for pious and righteous and-&quot;

The King throws his mask at the Bishop's face. &quot;The choice is mine!&quot; he yells. &quot;I am the damn King. The Blue Frog is my legacy, and neither of you are anything to me. So you will shut that mouth, Eddie, or I will bring it silence!&quot;

He darts to the mattress and violently lifts it aside.

&quot;You. Both of you. Whispering in my ears. What do I care what you think? I need no man's counsel.&quot;

The King pulls two shotguns from a hidden compartment in the floor, a look of divine madness over his face.

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&quot;Oh,&quot; the King says. &quot;That's a ballsy idea. Eddie?&quot;

The Bishop nods. &quot;Let's get it over with.&quot;

The three of you, along with every Blue Frog in the vicinity flood the hallways and head to the auditorium. Whichever way this goes, at least you'll have an audience.

The King calls his court to order. &quot;Accuser,&quot; he says to you. &quot;Mark your Accused.&quot;</column>
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            <column name="strName">Tell the King you can be trusted.</column>
            <column name="strDesc">&quot;Spoken like a silver-tongued liar,&quot; the Bishop adds. &quot;You are fooling no one. Brothers!&quot;

Blue Frogs fill the room before you can move, their guns trained on your head and heart. You plead for the King to listen to you.

&quot;Lock him up,&quot; the King says. &quot;I'll deal with him later. It has now come time for Pilgrimage.&quot;

You catch the Bishop's gloating look before a rifle butt knocks you to the ground.</column>
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All you have is the dread of waiting for the knock of the reaper come. Probably to give you a final, excruciating, ritualistic sendoff by a pack of rabid dogs in gas masks.

As days begin to pass, you realize something both hopeful and unsettling: you haven't heard anything come by in a long time. No footsteps, no voices. Nothing.</column>
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You find yourself standing in the wilderness surrounding the asylum with a pile nearby of everything you had when you entered. As you look through your things, you hear something from far away.

&quot;Don't come back, mister!&quot;

And really, that much was implied.</column>
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            <column name="strDesc">&quot;Come outside, mister,&quot; says a little girl standing beyond the doorway, with a paper bag over her head. On it is drawn a happy face with Xs for eyes.

You step out into the hallway and smell what's been waiting outside your prison.

&quot;All the bunnies are sleeping,&quot; she says. &quot;Sick with the blues, I guess. Except those two that ran away.&quot;

Bodies clog the hallway, abuzz with the green-eyed residents of corpses. You hear their hymn echoing in the stillness.

&quot;I'll take you out of here. I think I know where your things are, too.&quot;</column>
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            <column name="strName">Released</column>
            <column name="strDesc">You regain enough strength to walk over to the door. You rest your ear against it and discover the sound of a million ghosts holding their breath.

You push against the door, but it won't budge. The steel hinges will rust slower than you wither away, and the thought of being outlasted by the asylum reduces you to your knees. This could be it. And what little you have to show for it.

Then, someone opens the door.</column>
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            <column name="strName">The Mad King</column>
            <column name="strDesc">The building shakes each time the King fires, the Blue Frog banners pulsing in rhythm. You've lost track of the Bishop.

&quot;RUN, FROGGIE!&quot; the King's voice echoes.

Without warning, the other Blue Frogs just start putting holes in every surface they see. They open fire on leaky ceilings, decrepit walls, broken doors. Anything to pass the time.

Outside, you keep going until the pain in your lungs and legs becomes unbearable.

By then, Saginaw is far away. Yet you swear you can still hear the King laughing.</column>
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            <column name="strName">Accuse the Bishop</column>
            <column name="strDesc">You feel your arm go numb as you point to the Bishop: &quot;Him.&quot;

A murmur sweeps through the crowd, swelling into a roar.

&quot;Brothers and sisters,&quot; the King tries to shout over the crowd, but it's not enough. He tries again and again, but for once he can't contain them.

You look around at the cultists. You're not even sure what you're seeing. Grief. Outrage. Euphoria. Or some twisted fusion of the three? Whatever it is, it's growing. With mere words, you've set a forest of madness ablaze, and the inferno is beyond all control.

What have you done?</column>
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            <column name="strName">The Right of Refusal</column>
            <column name="strDesc">After a few deafening minutes, the crowd finally quiets enough for the King to be heard.

&quot;Brothers and sisters,&quot; the King bellows, &quot;the rites are clear. An Accuser has sired an Accused, and by our creed we shall see who is pure and who is corrupt through a trial of pain.

&quot;Three torments purify us, and three torments give us truth: the Trial of Water, of Fire, and of Light. From these three torments, the Accused shall choose but one. The Accuser may then accept this choice, or invoke the right of one refusal and force the Accused to choose from the remaining two torments.&quot;</column>
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            <column name="strName">Accusing the Bishop II</column>
            <column name="strDesc">&quot;Accused,&quot; the King says to the Bishop. &quot;Make your choice.&quot;

The Bishop unmasks, revealing a pale-faced man with beady black eyes and short blond hair. &quot;A Trial of Light,&quot; he says.

&quot;Accuser,&quot; the King says to you. &quot;Do you accept the Trial of Light?&quot;

You study the Bishop. Does he want this Trial, or is he hoping you veto it so he can choose the one he actually wants? He looks nervous; it could be an act.</column>
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            <column name="strName">Look for tells in the Bishop's body language.</column>
            <column name="strDesc">Few people have full control of the volumes their body speaks. What is the Bishop's saying?

You study him for tells, but his whole body seems wracked with anxiety. Then you catch a glimpse of it: a break in the veneer, a pause in his routine like a song skipping a beat. It's an act. He only wants you to think he's gunning for a different trial.</column>
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            <column name="strName">Look for signs of what the Bishop is hiding.</column>
            <column name="strDesc">Past his jittery hands and bitten fingernails, his foot tapping and furrowed brow, you sense it: calmness. He isn't worried at all. He's misdirecting your attention to appear fearful of your accepting the Trial of Light, but what he's hiding is the fact that he's sure you will.</column>
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            <column name="strName">Look for signs that the Bishop is trying to trap you.</column>
            <column name="strDesc">Anyone in the position the Bishop keeps in the cult is likely to be shrewd. Is this a trap?

His eyes. They're trained on you, never flinching even for a moment at anything else in the room. It's not fear, but impatience. He's watching his prey about to step into a snare, and the Trial of Light is his bait.</column>
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            <column name="strName">Refuse the Trial of Light and force the Bishop to choose another torment.</column>
            <column name="strDesc">The Bishop goes into a genuine panic. He tries to hide it, but you see it betrayed by his gaunt face.

&quot;The Accuser has refused the torment,&quot; the King says. &quot;Accused: your choice?&quot;

After a time, the Bishop says: &quot;A Trial of Water.&quot;

The King nods. &quot;Then the Trial of Water shall commence!&quot;

The Blue Frogs rush. Spotlights flood the auditorium as two pairs of cultists wheel out wooden tables from the dome in the center. To them you and the Bishop are fastened, before one dirty rag stuffs your mouth and another wraps your face.

All together the cultists chant: &quot;Purity holds its light in pain.&quot;

You hear a container dunk into a vat of water nearby as the King declares: &quot;May the righteous be the victor.&quot;</column>
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            <column name="id">1600</column>
            <column name="strName">Accept the Trial of Light.</column>
            <column name="strDesc">As soon as you say you accept, all the anxiety in the Bishop's face melts away.

&quot;The Trial of Light shall commence!&quot; announces the King.

The Blue Frogs move quickly. Spotlights flood the auditorium as cultists bring out two electric chairs from the dome in the center. They fasten you and the Bishop in your seats, the straps tight against your body, and scatter electrodes all over you. In minutes, the entire show is ready.

All together the cultists chant: &quot;Purity holds its light in pain.&quot;

The King raises his arm to signal. &quot;May the righteous be the victor,&quot; he says and he lets his arm fall.</column>
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Then you actually die.</column>
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            <column name="strDesc">They keep you in a dank cell while you recover, despite having proven yourself 'pure.' You play the events over again in your head: the King's collapse, his horrid-sounding breaths, Liza coming in to help a bit too quickly. But the King only held on long enough to name her his heir, and he died clutching the Church's holy book. Then they took you away.

The hours pass. When the guards come again, you're too weak to do anything but go with them back to the auditorium. Liza now sits where the King once stood, on the medical chair. They address her as 'Queen.' The newfound silence of the crowd unnerves you.

&quot;For exposing the traitor in our house,&quot; she says coldly, &quot;you have earned a reward. Name it.&quot;</column>
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            <column name="strName">Ask to be made a Bishop of the Blue Frog.</column>
            <column name="strDesc">&quot;I can see you're devoted to our Church,&quot; Liza says, &quot;but 'Bishop' can't be a position in our order anymore. It's too dangerous.&quot;

She signals a cultist toward her, whispers something to him, and he scurries out. When he returns carrying a small chest, Liza removes from inside it a pristine sash of an unnaturally vibrant blue, emblazoned with a flower-like sigil. The crowd stirs in quieted awe.

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            <column name="strName">Ask for help in finding Saginaw's old patient records.</column>
            <column name="strDesc">Liza says nothing for a minute, considering your words. &quot;To look so hard for your loved ones, even in this chaos. Parents, maybe? Or grandparents? Whatever the case, it's touching to see how dedicated you are. I'll help you find those records myself.&quot;

You're not sure what she means, but you say nothing. She rises to her constituents.

&quot;My children. Many hardships wait for us ahead, and dawn will come only if we're prepared to meet it. Before I return, I want you all to take a good look deep inside yourselves and find out what lineage means to you, and most of all, what the Blue Frog means to you.&quot;

The cultists drop their heads down solemnly. Liza looks at you and walks out of the room. &quot;Follow me.&quot;</column>
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            <column name="strDesc">&quot;It's done,&quot; Liza says. From coldness, her voice turns severe and commanding. &quot;As Queen, my duty is to strengthen our house. And today, its greatest weaknesses are its most barbaric practices. My children, pain is not a gateway to purity, only to more pain. Purity is loyalty. And it is survival. And it is serving something greater.

&quot;Because of this,&quot; she goes on, &quot;instruments of the old regime have to be uprooted. Sadistic practices are crimes, and crimes deserve punishment. The Bishop, Edward Kincaid, has escaped. But justice will find him...just as it now finds you.&quot;

Liza turns to you. &quot;For your crime of turning against a fellow Blue Frog and invoking the Rite of Challenge, righteous or not, I have no choice but to banish you from the Church. Your deed will be remembered. Your name will not.&quot;

And just like that, they drag you out.</column>
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            <column name="strDesc">&quot;It's done,&quot; Liza says. From coldness, her voice turns severe and commanding. &quot;As Queen, my duty is to strengthen our house. And today, its greatest weaknesses are its most barbaric practices. My children, pain is not a gateway to purity, only to more pain. Purity is loyalty. And it is survival. And it is serving something greater.

&quot;Because of this,&quot; she goes on, &quot;instruments of the old regime have to be uprooted. Sadistic practices are crimes, and crimes deserve punishment. The Bishop, Edward Kincaid, has escaped. But justice will find him...just as it now finds you.&quot;

Liza turns to you. &quot;For your crime of turning against a fellow Blue Frog and invoking the Rite of Challenge, righteous or not, I have no choice but to banish you from the Church. Your deed will be remembered. Your name will not.&quot;

And just like that, they drag you out.</column>
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            <column name="strDesc">Liza leads you to the north wing, through a set of decorated doors and into a barren room. She shuts the door behind you.

&quot;Philip Kindred,&quot; she muses. &quot;Well, it doesn't matter. The Blue Frog doesn't need a prophesied savior anymore; I'll make sure of it when I destroy the old order. Still, a deal's a deal.&quot;

She seats you at a table. 

&quot;It's your memories you really want, isn't it? Then your only shot is Regressive Hypnosis, or what the idiots call the Remembrance Ritual. It might not work. It might only half-work. Or it might just make you whole again.&quot;

You can hardly believe it. Who you are, what happened to you. It could all be moments away.

&quot;Are you ready?&quot;</column>
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            <column name="strDesc">You walk away from the Saginaw Mental Institution with some confusion.

Were you made an example? Was Liza threatened? Maybe breaking ties with you was a favor?

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            <column name="strDesc">She clears her throat. From a hidden compartment in its center, she pulls up a light-mounted metronome. &quot;Focus on the light. Focus on my voice.&quot;

The light clicks with each soft flash, rhythmic, folding two clicks between your heartbeats. You feel your body ease. You don't even intend to drift away.</column>
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            <column name="strDesc">White clouds blurring. Decay waning. Rising murmurs from the click, click, click, click.

Saginaw. A lifetime ago. Alive with patients and staff.

The entrance foyer. A reception desk. Nurses with hair extensions and powdered noses. A man to the left in a dress shirt under a blue hoodie. A man signing pre-admission papers for patient Philip Kindred. A man signing as Bertrand Farris. A man looking up. A man without a face.

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            <column name="strDesc">&quot;Are you awake?&quot; you hear Liza ask as your eyes refocus on the present. &quot;I won't ask you what you saw. I don't really care. I'll only say that whatever memories you found, they're likely distorted. So don't take them as is.

&quot;This is all I can do,&quot; Liza continues, &quot;That, and give you this.&quot;

Liza opens the Blue Frog cult's holy book and tears out its last few pages.

&quot;Take these. They're what's left of your patient files, and we won't need them anymore. Now come on; there's one last thing you need to hear.&quot;

You walk with Liza back to the auditorium, folding the loose pages under your clothes. She ascends the central platform, poised to address her flock.</column>
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            <column name="strName">Rewards</column>
            <column name="strDesc">&quot;It's done,&quot; Liza says. From coldness, her voice turns severe and commanding. &quot;As Queen, my duty is to strengthen our house. And today, its greatest weaknesses are its most barbaric practices. My children, pain is not a gateway to purity, only to more pain. Purity is loyalty. And it is survival. And it is serving something greater.

&quot;Because of this,&quot; she goes on, &quot;instruments of the old regime have to be uprooted. Sadistic practices are crimes, and crimes deserve punishment. The Bishop, Edward Kincaid, has escaped. But justice will find him...just as it now finds you.&quot;

Liza turns to you. &quot;For your crime of turning against a fellow Blue Frog and invoking the Rite of Challenge, righteous or not, I have no choice but to banish you from the Church. Your deed will be remembered. Your name will not.&quot;

And just like that, they drag you out.</column>
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            <column name="strName">Surrender.</column>
            <column name="strDesc">You kneel and place your hands behind your head.

&quot;Good,&quot; the Bishop says. &quot;You'd just be a waste of bullets.&quot;

The King walks to the door with the Bishop. &quot;Lock him in a cell until I return. The time for Pilgrimage is nigh.&quot;

The Blue Frogs cover your head and drag you off to a cell.</column>
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Well. You had a good run.</column>
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Well. You had a good run.</column>
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            <column name="strName">I am Isaac Hall.</column>
            <column name="strDesc">&quot;The Church of the Blue Frog welcomes you, brother Isaac. May our creed guide you: purity holds its light in pain.&quot;

The crowd echoes his words.

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On the far side, a Blue Frog gently bumps his head against the wooden boards sealing the window.

The doorway leads back out into the east wing.</column>
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            <column name="strName">Go to the east wing.</column>
            <column name="strDesc">In the lantern-lit darkness of the east wing, shadows dart between the banners like assassins. More than once you stop to make sure you're imagining things. And you're almost glad you do. You find cultists in the open rooms you pass by, standing completely still, swaying, or convulsing on the floor.

You reach a fork.

An auditorium ends the passage to the east, curtained by more blue banners. A passionate sermon seeps through. The words are muffled, but you can't miss the apocalyptic tone.

From all the rooms you've passed in the east wing, only the one nearby is closed and marked with a Blue Frog symbol. You hear something. Scratching, or tapping.

To the north is a longer hallway. West is the foyer, and the west wing beyond.</column>
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            <column name="strName">Look around for anything useful.</column>
            <column name="strDesc">You rifle through the cabinets. Mostly you find Blue Frog paraphernalia, worn from overuse and disuse alike. Some still have wet blood on them.

You're surprised to find anything usable at all.</column>
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            <column name="strName">Talk to the Blue Frog.</column>
            <column name="strDesc">You address the Blue Frog casually. He doesn't respond.

You make up a vaguely Blue Frog-sounding greeting. He doesn't respond.

You ribbit and croak. Nothing.

Tough crowd.</column>
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            <column name="id">1625</column>
            <column name="strName">Go to the foyer.</column>
            <column name="strDesc">Ruin dominates the interior of the Saginaw Mental Institution. Water damage and mold claim the peeling walls; bits of splintered ceiling, grime, and smashed glass occupy every surface; decades of abuse mark the scattered furniture. The place feels like a monstrous, dead giant, an asylum's carcass sprouting a savage temple, and you're standing in its jaws.

From the bright blue swaths of fabric hanging from the high ceilings to the Blue Frog insignia cutting through the decay, the cult has branded everything. Every so often, a far-off scream interrupts the silence.

From the foyer, dark hallways extend east and west beyond broken gates. You also see a stairwell across the room. If you listen closely, you can hear a commanding voice from the east.</column>
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            <column name="strName">Go to the west wing.</column>
            <column name="strDesc">Thin sheets of dust-ridden light cut through the sealed windows and rest on the banners. Lanterns light your steps. The rooms you pass mostly hold either mounds of medical equipment or nothing at all. Only two or three have ceremonially posed, fly-infested corpses. It's quiet here, as if sound is as unwelcome as you.

A set of double doors lie to the west, gated but unlocked. A Blue Frog symbol marks the door, slightly different from the others. Newer somehow. Less angular and sharp.

A regular Blue Frog insignia marks the door of a small room nearby.

To the north is a longer hallway.

East is the foyer, and the east wing beyond.</column>
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            <column name="strName">Go to the north wing.</column>
            <column name="strDesc">Blue banners flood the northern hallway more than any other place you've seen in the stronghold, twisting and writhing against each other from gusts of wind that shouldn't be. The smell of stagnant air turns thick. Between the dead yet unbroken fluorescents tracking the ceiling, lanterns lead your eye to a central set of doors.

Cultist engravings run around the doorframe and spill onto the surrounding walls and floor like a fungal growth. It doesn't sound like anyone's inside. You look around before testing the doors.

They're locked.</column>
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            <column name="strName">Go east to the auditorium.</column>
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At the center, in front of a dome structure mantled by a thousand candles, a man in lush blue robes stands on an examination chair like it's an unfit throne. His voice is like thunder.

&quot;It was the Savior himself,&quot; the King cries, &quot;who spoke to our Founder! Who told him of the Return! Who told him to believe! And do we believe, brothers and sisters?&quot;

The crowd of Blue Frogs screams.</column>
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            <column name="id">1629</column>
            <column name="strName">Keep listening.</column>
            <column name="strDesc">&quot;Remember our creed, brothers and sisters,&quot; the King preaches. Everyone says it together: &quot;Purity holds its light in pain.&quot;

You don't realize how close you're standing to the King until the crowd starts surging behind you, carrying you forward in its current. The King signals the cultist beside him, and he brings out a chest spilling with thorned whips. Hands reach out from the sea of blue, begging for it. Somehow, your voice and hands join them.

&quot;As acolytes of the Church of the Blue Frog, we are protected from corruption,&quot; the King says. &quot;Let us prove to each other how feeble is the rot against the purity we bear.&quot;

The King throws the whips into the crowd.

&quot;Let us bring out the light in each other.&quot;</column>
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            <column name="strDesc">The Blue Frog King's wild gestures punctuate his words, conducting frenzy as if it were music. You move closer. Beside the King stands a silent Blue Frog, his raven-beaked mask reflecting no light.

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&quot;What hells, you say? What hells do we now suffer? These are just droplets. A small wave crashing on rocks and wetting our clothes. But the Flood is coming! And in the Ocean of Ends, only the Blue Frog will survive!&quot;

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Blue Frogs rush past you. &quot;Come on,&quot; one says, &quot;the next one's about to start!&quot;</column>
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The only light in the room comes from outside. Some of the boards meant for the windows lean against the wall. Silhouetted in gray, a figure sits on the other side facing a giant amphibian-shaped mural.</column>
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But you only make it to the guards at the entrance.

&quot;We can't let you leave, brother,&quot; one says. &quot;It's the King's sixth mid-afternoon sermon.&quot;

&quot;But don't worry if you still want to leave,&quot; the other guard reassures. &quot;After all, purity holds its light in pain. We'll drown, burn, shock, or mutilate that impurity right out of you, even if your life goes, too.&quot;

He doesn't sound too broken up about it.</column>
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You're halfway up.

&quot;Stop,&quot; a little girl's voice says.

You're one step away from the second floor.

&quot;Stop,&quot; she repeats, a second voice accompanying hers as deep as an abyss.

You're ninety-nine percent sure you're not hallucinating.</column>
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            <column name="strDesc">&quot;Ah, a visitor!&quot; says a Blue Frog cultist squatting on the ground. &quot;Have you come to reminisce with old Rollo, brother?&quot;

It's a strange sight to come upon someone making a room their personal toilet. It's entirely different to see someone doing that while surrounded by three frog sculptures posing in the same way.

&quot;The room where all of us are reborn,&quot; he looks around with pride. &quot;This is good work.&quot;

Torn posters and pamphlets litter the floor. Upon a closer look, you see that they're for a treatment called ECT. The plastic-happy faces on them are terrifying.</column>
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&quot;Beautiful, isn't it,&quot; she says.

You agree, and it's only a half-lie. Something about the serene simplicity of the image strikes you.

&quot;Our Founder painted this not long after he started the Church.&quot;

Your eyes follow the more purple shades along the bottom, and the red spattering encased within it.

&quot;My name is Liza,&quot; she says as she stands up. &quot;You're not one of us, are you?&quot;</column>
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Patient files comprise most of the shelves' contents, grouped alphabetically. You find the As, the Gs, the Ws. However the Ks are missing, as are the Bs and Ss. Whatever happened to the 'Philip Kindred' file, it isn't here.

A box sitting alone on a shelf, its surface black as night, catches your attention. You find billing information inside it for certain patients who received 'radical treatment.' Many of those costs were paid for in full by PharmaCon, despite- or perhaps because of- the staggering line of zeroes fattening them up.</column>
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You slink back into the hall, ignoring his offers to talk.</column>
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            <column name="strDesc">&quot;You wouldn't be the first to endure a trial and still come out faithless,&quot; she says. 

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&quot;But never mind that. There's something important I want to talk to you about.&quot;</column>
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            <column name="strDesc">Her alarm is visible as you sail toward her, and her attempt to side-step is too sluggish for your lunge.

Your shoulder slams her chest into the wall, forcing an awkward yelp from her mouth, and you both crumple to the hard ground. 

You right yourself from the tangle, looming over her as she wheezes in confusion.

It doesn't sound like anyone's coming, but you'll be damned if you're going to be found here, having just assaulted a cult member.</column>
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            <column name="strDesc">Her throat feels warm to the touch, and you can feel muscle and esophagus writhing beneath her skin as you squeeze.

Her face reddens and eyes widen, and you do your best to squeeze with every ounce of strength you can.

Eventually her thrashing subsides, and you wonder how long it takes to make sure.

Not too long, you decide, as you're uncertain of a noise you just heard.

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            <column name="strName">Get out of here!</column>
            <column name="strDesc">Up onto your feet, you rush to the door, listening.

After a moment or two to verify no footsteps approach, you slip back into the west wing.</column>
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            <column name="strName">Silence her, and hide the body.</column>
            <column name="strDesc">Her throat feels warm to the touch, and you can feel muscle and esophagus writhing beneath her skin as you squeeze.

Her face reddens, and eyes widen, and you do your best to squeeze with every ounce of strength you can.

Eventually her thrashing subsides, and you drag the body behind a pile of refuse in the corner, tossing some trash on top for good measure.

Moments later, you slip back to the doorway, and into the west wing.</column>
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            <column name="id">1646</column>
            <column name="strName">The Rook I</column>
            <column name="strDesc">&quot;Okay,&quot; you say. &quot;Shoot.&quot;

&quot;If you're here, you've been around Michigan,&quot; she says, &quot;must've seen our brethren around. The 'crazy cult folk' and 'bloodlusting lunatics' and so on, right? But how much do you really know about our customs, our values? Exactly none.&quot;

&quot;What you've seen are ugly things, but there's a beautiful, noble purpose they're hiding. You know why I spend my days looking at this mural? Because it's how I see the Blue Frog. The truth of it. Beyond the sadomasochistic rituals and bloodletting. We are a house of hope. Or at least we should be.&quot;</column>
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            <column name="strName">The Rook II</column>
            <column name="strDesc">You can see quiet determination in Liza's eyes.

&quot;The Blue Frog is a mess right now. Gone astray, biting its own leg. But whatever's been done, it's nickels and dimes compared to what *that man* has planned. That viper come slithered into this lake, whispering in the King's ear. The King's too distracted to see it. Most of the rest are, too. But the Bishop standing at his side day and night wants to turn him away from his flock, to destroy our sanctuary, and to put us all to death.

&quot;I need someone who can see that to help,&quot; she says.</column>
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            <column name="strName">Ask her why the lives of murderers are worth saving.</column>
            <column name="strDesc">Liza scoffs. &quot;I'm glad you're taking the time to wax philosophical, but my people are not the enemy. We do what we have to, no different than you.&quot; 

&quot;The torture, though. The meaningless slaughter. Those are what I intend to stop in the Blue Frog. To bring back our true message of hope, of better days ahead, of a dawn beyond this night.&quot;</column>
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            <column name="id">1649</column>
            <column name="strName">Ask her what she means to do.</column>
            <column name="strDesc">When you ask her what she means to do, she leans in. &quot;All you have to do is go to the dome auditorium and openly challenge the Bishop's purity. He's the man wearing a ravenhead mask, always beside the King. Do that and the rest will take care of itself. The Bishop will be exposed, the King will see the light, and the Blue Frog will become strong again.

&quot;Of course, I don't expect you to do all this for nothing. Clearly you're here, disguised as one of us, for a reason. So if you help me and the job gets done, name it and it'll be yours.&quot;

You stare at her a few moments, thinking. There has to be more to it than that, but it might be worth your while.</column>
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            <column name="strName">Tell her you're not interested.</column>
            <column name="strDesc">Liza tenses a bit. &quot;Are you sure you cannot be convinced?&quot;</column>
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            <column name="strName">Agree to help her.</column>
            <column name="strDesc">&quot;Good,&quot; Liza says. &quot;We'll talk more after this is done. For now, hurry to the auditorium and challenge the Bishop. Call him out as the liar that he is. Our laws require that the challenge be met immediately. I'll take care of the rest.&quot;

As you make your way out, you notice Liza hasn't moved. You ask her if she's coming.

&quot;Of course,&quot; she assures you. &quot;But I can't enter alongside you. Now go.&quot;</column>
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            <column name="strName">Definitively refuse to help her.</column>
            <column name="strDesc">She seems genuinely disappointed.

&quot;Oh, well. I guess you can't always get what you want. But that's fine, then. Good luck finding whatever it is you're looking for. I'll be right here if you change your mind.&quot; She sits back down and gazes at the mural of the frog.

You're doubtless surprised to find such a reasonable cultist amidst the hellish halls. Who would've thought that a Blue Frog could retain some sanity? You turn around and head for the door.

From behind you, you hear the whistle of sharpened steel through the air preceding a cold stab from behind. The world slips under your feet. Then you feel nothing at all.</column>
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            <column name="strName">Refuse to help her definitively.</column>
            <column name="strDesc">She seems genuinely disappointed.

&quot;Oh, well. I guess you can't always get what you want. But that's fine, then. Good luck finding whatever it is you're looking for. I'll be right here if you change your mind.&quot; She sits back down and gazes at the mural of the frog.

Suspicion bubbles up inside you, and you brace yourself for treachery. You feign a turn, and hear her movements just in time to duck a thrown blade.

Using your lowered stance, you launch toward her.</column>
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            <column name="id">1654</column>
            <column name="strName">Agree to help her II</column>
            <column name="strDesc">You step into the hall, and make your way back to the west wing.

Is there something she's not telling you? Is this for real?

On one hand, she seemed pretty sincere. And you're not sure what she'd gain by offing a hapless, new recruit.

On the other, however, you'd be putting your neck out pretty far based on her word. And who knows what the political landscape is like here?

In any case, the sermon will be underway in the east wing, through the foyer. And you have a decision to make.</column>
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            <column name="id">1655</column>
            <column name="strName">Go west through the gated doors.</column>
            <column name="strDesc">You step back into the records room, Liza's body a twisted mound on the floor.

It probably wouldn't do to be caught in here like this.</column>
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            <column name="id">1656</column>
            <column name="strName">Ask Rollo about ECT.</column>
            <column name="strDesc">&quot;An instrument of evil!&quot; Rollo says, riling himself up. &quot;A shovel to bury the truth! ECT! Electroconvulsive Thaumaturgy! Ever-Conspiring Therapists! They place flat white leeches at the sides of your head, and pin red and blue snakes to them, and twist seashells and press clamshells to bend your cheeks into a smile! But that doesn't make truthseers happy! And they know it, the devils! Bury, bury, bury! They just wanted them to forget!&quot;

He seems to calm down. &quot;It pains me to remember the plight of our forebears. Could we ever understand what that was like? To walk in the day with only half a mind?&quot;

He shakes his head. &quot;Purity holds its light in pain.&quot;</column>
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            <column name="strName">Ask Rollo about the three frogs.</column>
            <column name="strDesc">Rollo rips the gas mask around his neck and throws it down on the ground.

&quot;You mean, you don't remember?&quot; he asks, violence in his voice. &quot;The most important day for any Blue Frog, over which I have the honor of presiding? The beginning of a new life of purity birthed through righteous suffering in water, or fire, or light? And it just slips your mind!?&quot;

Something seems to click behind his face. &quot;Did Jill put you up to this?&quot; And he bursts out laughing. &quot;Oh, Jill! You almost had me.&quot;</column>
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            <column name="id">1658</column>
            <column name="strName">Enter the Induction Room</column>
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            <column name="id">1659</column>
            <column name="strName">Keep going.</column>
            <column name="strDesc">It's difficult to explain something you don't see every day, especially when it contradicts things you normally do see. People don't just appear out of thin air; they have to walk from point A to point B and so on. There is a movement there. There is gradation.

But after ignoring the bone-chilling air silently warning away from the second floor, point A is right out. Appearing most suddenly in point B directly in front of you is a tall, gaunt woman in a short white dress, covered in dirt smears and hand prints, with a mess of black hair falling down around her glaring eyes.

All you hear is the sound of biting teeth.</column>
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            <column name="strDesc">Saginaw may be a horror show, you decide, but it beats being mutilated by these two.

You head back inside.</column>
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            <column name="strName">Insist on leaving the stronghold.</column>
            <column name="strDesc">As soon as you make clear your intentions to skip the King's sermon, the guards put bullets in your legs. They drag you inside.

&quot;No harm done, brother,&quot; one guard says. &quot;Happens to the best of us.&quot;

&quot;We'll gladly help you purify,&quot; says the other.

&quot;What do you think: Trial of Fire?&quot;

&quot;May have to improvise.&quot;

After some bumbling around with wood, lanterns, matches, and a swivel chair, they finally manage to set you on fire. It doesn't end well.</column>
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            <column name="strName">Quickly pick the locked door and head inside.</column>
            <column name="strDesc">You wonder why you went through all the trouble of picking the door lock and slipping inside. The room is mostly bereft not only of anything valuable, but even of character. No trophies, no weapons, no history. What few things there are congregate in the far corner, surrounding themselves with emptiness.

There does appear to be a safe, however, flanked by a mattress and a pot.</column>
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            <column name="strName">Examine the pot.</column>
            <column name="strDesc">You can't get too close. As rank as the rest of the place is, something otherworldly brews in this pot. All you can confirm is that there are warm colors in there. 

And substances.</column>
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            <column name="strName">Examine the mattress.</column>
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            <column name="strDesc">It's an ordinary- albeit locked- safe. Though you wouldn't be in here if that presented a problem.

Unfortunately, the sovereign void in the safe mirrors the emptiness of the room. However, there are at least a few things worth taking.</column>
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            <column name="strDesc">As rank as the rest of the place is, something otherworldly brews in this pot.

Upon closer inspection, you find evidence that a significant portion of the contents are actually vomit with traces of blood. Your best guess would be a peptic ulcer, possibly stress-induced. Whoever stays here, something just isn't sitting right with them.</column>
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            <column name="strName">The large frog - burns</column>
            <column name="strDesc">When a crimson glow pools beneath you and sears your hands and feet, you slam against the ceiling of the bronze frog. You fall into molten metal. The tank's walls stifle you, and you panic, tossing and turning like an insomniac in hell. As tongues of flame peel away at your arms, legs, and back, the smell of roasting flesh almost makes you hungry.

The doors smash open. You're pulled out undercooked.</column>
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            <column name="strName">The large frog - overheat</column>
            <column name="strDesc">A searing red light bleeds through the base of the bronze frog and scalds your hands and feet. On reflex you reach for the corners, awkwardly holding yourself up in the tank. The heat mounts, singeing your hair and skin. As smoke thins the air, you feel everything surrendering to fire.

You're about to pass out when the door flings open and you're ripped from the infernal womb.</column>
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            <column name="strName">The midsize frog - crippled</column>
            <column name="strDesc">The current arrests a scream in your throat and sends your whole body into open revolt. The agony is blinding and it's everywhere. You can't tell if it's your muscles pulling against the restraints in seizure, or if it's just you trying to rip yourself out of your own skin. Either way, the restraints lock you in place.

When the volts die down, that's when you feel it. Your body is crippled with pain. Something maybe broken. And that hurt now rules your senses.</column>
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            <column name="strName">The midsize frog - bleed</column>
            <column name="strDesc">You feel a million iron fingers squeeze under your skin and race across your body: between your hands and shoulders, feet and hips, and one side of your nethers to the other. Your bladder and bowels void.

The spread of the pain overwhelms you. You try to focus it and bite down on the leather, but saliva slips and burns and you bite deep into your tongue.

The current stops. Blood flows down your chin. And the pain lingers.</column>
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            <column name="strDesc">You draw yourself out of your body and roam the outside. You think of the cold floors of Gyges and the smell of cryo fluid. You imagine the jagged teeth of darkened ruins against overcast sky. You flip through what few memories you have, desperately trying to not feel your skin and muscles tear each other apart.

When the electricity stops, the cultist and the guard are in awe. Somehow you're alive, and nothing feels the same.</column>
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            <column name="strName">Toadstool.</column>
            <column name="strDesc">The two guards laugh as if you'd told some crass joke.

&quot;Now that would be awful.&quot;

&quot;Isn't that what they call Jill?&quot;

&quot;Who?&quot;

&quot;Anyway.&quot; He clears his throat. &quot;We welcome your return, brother.&quot;

And they let you in.</column>
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            <column name="strName">What the hell are you talking about?</column>
            <column name="strDesc">The two guards look at each other.

&quot;Didn't you hear? Password ideas? Damn it. That makes how many today?&quot;

&quot;We need a HR.&quot;

&quot;A what?&quot;

&quot;You know. Like on the posters in east wing?&quot;

&quot;Anyway.&quot; He clears his throat. &quot;We welcome your return, brother.&quot;

And they let you in.</column>
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            <column name="strName">Rosebud.</column>
            <column name="strDesc">The two guards exchange looks.

&quot;Not a bad idea.&quot;

&quot;Must have heard it from Steve.&quot;

&quot;Who?&quot;

&quot;Anyway.&quot; He clears his throat. &quot;We welcome your return, brother.&quot;

And they let you in.</column>
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Bright blue swaths of fabric hang from the high ceilings, leading your eyes to the east and west. But footsteps come echoing down from both of them. It's likely too dark for them to see you as anything but an intruder to shoot on sight. The stairs in front of you seem a much better option.</column>
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            <column name="strName">Go to the north wing.</column>
            <column name="strDesc">Blue banners flood the northern hallway more than any other place you've seen in the stronghold, twisting and writhing against each other from gusts of wind that shouldn't be. The smell of stagnant air turns thick. Between the dead yet unbroken fluorescents tracking the ceiling, lanterns lead your eye to a central set of doors.

And three cultists.

&quot;What the- A heathen intruder!&quot; They bolt toward you, overtaking you in moments.</column>
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            <column name="strName">Go into the east wing.</column>
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You reach a fork.

An auditorium ends the passage to the east, curtained by more blue banners. A passionate sermon seeps through. The words are muffled, but you can't miss the apocalyptic tone.

From all the rooms you've passed in the east wing, only the one from where you came is noteworthy.

To the north is a longer hallway.

West is the foyer, and the west wing beyond.</column>
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You give up in the exact moment before he responds with: &quot;I love buttons.&quot; Then he tends the wall with his head again.</column>
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            <column name="strName">Realize you don't want to be there, and exit the way you came in.</column>
            <column name="strDesc">When the inherent creepiness of sneaking into an abandoned insane asylum taken over by sadistic, religious extremists dawns on you, you turn right around and push at the secret passage. 

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In any case, you're inside now. And it's staying that way.</column>
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            <column name="strName">Check your things.</column>
            <column name="strDesc">Before you leave the room, you take inventory of your things one last time.

Hopefully nobody will spot you and kill you on sight. But from the screams you hear every now and then, that'd almost be asking too much.</column>
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            <column name="strName">Go to the foyer.</column>
            <column name="strDesc">Ruin dominates the interior of the Saginaw Mental Institution. Water damage and mold claim the peeling walls; bits of splintered ceiling, grime, and smashed glass occupy every surface; decades of abuse mark the scattered furniture. The place feels like a monstrous, dead giant, an asylum's carcass sprouting a savage temple, and you're standing in its jaws.

Every so often, a far-off scream interrupts the silence.

As well as the scuffing of three cultists, stopping in their tracks.

&quot;What the- A heathen intruder!&quot; They bolt toward you, overtaking you in moments.</column>
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            <column name="strName">Go east to the auditorium.</column>
            <column name="strDesc">Blue Frog banners draw you in as if curtains lifting on a stage. The auditorium swells before your eyes, its walls rounding out into the dark infinity on the other side, its ceilings breaching the heavens of the second floor. Hanging beneath the observation deck that circles the room, lanterns throw shadows far and wide.

At the center, in front of a dome structure mantled by a thousand candles, a man in lush blue robes stands on an examination chair like it's an unfit throne. His voice is like thunder.

&quot;It was the Savior himself,&quot; the King cries, &quot;who spoke to our Founder! Who told him of the Return! Who told him to believe! And do we believe, brothers and sisters?&quot;

The crowd of Blue Frogs screams.</column>
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            <column name="id">1684</column>
            <column name="strName">Go east to the auditorium - caught!</column>
            <column name="strDesc">His speech, however, is gradually lost in a swell of murmuring. All around you, cultists in their glaring blue sashes and garments are turning to face you.

&quot;Heathen!&quot; one shouts. &quot;A heathen among the flock!&quot;

You're grabbed roughly by the arms and held fast.

&quot;King! We have an intruder!&quot;

A man beside the King, in a long-beaked mask, says something to him before wading through the crowd towards you.</column>
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            <column name="id">1685</column>
            <column name="strName">Caught!</column>
            <column name="strDesc">You're dragged down a hall by muscular arms, and into a lamp-lit room where a short, pudgy cultist squats on the ground, unmasked. Three frog-shaped sculptures sit around him. Pamphlets and posters litter the floor.

&quot;A new inductee?&quot; says an excited-looking man, some sort of caretaker of the sculptures.

&quot;No time,&quot; your escort dismisses. &quot;This one has no hope in this life.&quot;

The caretaker seems puzzled.

&quot;Purify him for the next.&quot;

His puzzlement melts into glee. &quot;Oh, yes. We can do that...&quot;</column>
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            <column name="strName">Go up the stairs.</column>
            <column name="strDesc">You dash across the room and ascend the stairs, placing your feet as lightly as you can on every other step. Up the first flight. Past the landing. Up the second flight. And you're clear.

You find yourself missing the creepy glow of the lanterns, because it's dark up here.

&quot;Run.&quot;

You see a smallish figure an arm's length to your left. A smiley face with Xs for eyes adorns the paper bag covering her head. She jumps around you- or through you, you're not sure. But you realize you misunderstood her message.

&quot;Run,&quot; she repeats, &quot;or he'll find us!&quot;</column>
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            <column name="strName">Go down the east hallway, arms raised.</column>
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            <column name="strName">Go down the west hallway, arms raised.</column>
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            <column name="strName">Stay to see what she's running from.</column>
            <column name="strDesc">Straining to see through the darkness, you see something down the hallway coming around the corner with the slowness of a snail. It looks to be a hunched-over figure. 

No. That's a nose. You're seeing a pale head the size of a car, inching its way closer to you.

Its eyes, visibly yellow in the absence of light, seethe with malice. They look at you. And it moves faster.

&quot;Come on, mister!&quot; the girl calls from behind you. &quot;Odo likes chewing skin!&quot;</column>
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            <column name="strName">Follow the baghead girl.</column>
            <column name="strDesc">You sprint down the hallway to follow the girl, spurred by a low rumble that begins to shake the building. The light coming from her is the only reason you know where you're going, but you're still just slamming your foot down and hoping it doesn't miss the floor.

You glance behind you. The massive head draws nearer and nearer.

&quot;Over here, mister,&quot; the girl whispers.

The two of you duck behind a door. You peek back out. The yellow-eyed head floats by, continuing its sluggish glide down the hallway and around the corner. As it passes, you notice it's missing the back of its head. You can see right through to the spheres of its eyes.

&quot;Phew,&quot; she says, after it has passed. &quot;Looks like I win again!&quot;</column>
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            <column name="strName">Stay and face the monstrosity.</column>
            <column name="strDesc">Occasionally, certain entities respond to strong wills, to noble intentions, to courageous displays of fear overcome. But Odo is not one such entity.

As the huge face looms over you, its mouth opens up wide, and you actually get to hear the crunching of your own bones for a little while. Then, you hear nothing.</column>
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            <column name="strName">Ginny</column>
            <column name="strDesc">The girl hops to the middle of the room. &quot;My name is Ginny, mister,&quot; she says. &quot;Can I help you with something? It's not every day that somebody comes up here. The blue bunnies downstairs don't like it here because they think it's haunted and they never let anyone else in. Isn't that funny?&quot;

You're considering telling her everything you know, about your memory and so on. You wonder what kind of help you could get from her. But before you say anything, she speaks again.

&quot;Okay. Nice to meet you, Mr. Phil! How about we play a game? Then I can help you get you back some of your forgetties. Okay?&quot;</column>
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            <column name="id">1693</column>
            <column name="strName">The Game - part one</column>
            <column name="strDesc">Ginny doesn't wait for you to answer before she starts: &quot;Let's go outside. This room is stuffy. Don't worry, though; Odo won't be back for a while.&quot;

She skips outside and beckons you.

&quot;Ready?&quot; she asks. &quot;Okay! The game is really simple. All you have to do is help me tell the story. And it starts like this:

&quot;Once upon a time, there was an older man named Adam who worked as...&quot;</column>
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            <column name="strName">An athlete.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam was a famous athlete, and he was as happy as can be. But one day, he got really scared that somebody would steal his fame.&quot;</column>
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        <table name="encounters">
            <column name="id">1695</column>
            <column name="strName">A plant doctor.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam worked as a plant doctor, and he was as happy as can be. But one day, he got really scared that somebody would steal his favorite seed away.&quot;</column>
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            <column name="id">1696</column>
            <column name="strName">A painter.</column>
            <column name="strDesc">&quot;Mhm,&quot; says Ginny. &quot;Adam worked as a painter, and he was as happy as can be. But one day, he got really scared that somebody would steal his brushes.&quot;</column>
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            <column name="id">1697</column>
            <column name="strName">A doctor.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam worked as a doctor, and he was as happy as can be. But one day, he got really scared that somebody would steal his stuffyscope.&quot;</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1698</column>
            <column name="strName">An electrician.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam worked as an electrician, and he was as happy as can be. But one day, he got really scared that somebody would steal his toolbox.&quot;</column>
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            <column name="id">1699</column>
            <column name="strName">A mechanic.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam worked as a mechanic, and he was as happy as can be. But one day, he got really scared that somebody would steal his hammer.&quot;</column>
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            <column name="id">1700</column>
            <column name="strName">The Game - part two</column>
            <column name="strDesc">Ginny skips down the dark hallway, innocently peeking into the rooms like there isn't a brown paper bag covering her head. She goes on:

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            <column name="id">1701</column>
            <column name="strName">Set a trap for the thief.</column>
            <column name="strDesc">&quot;Yup,&quot; says Ginny. &quot;He decided to lay a bunch of traps around it so that the thief would get hurt if they came too close.&quot;</column>
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            <column name="id">1702</column>
            <column name="strName">Hire people to protect it for him.</column>
            <column name="strDesc">&quot;Mhm,&quot; says Ginny. &quot;He decided to hire a bunch of big and scary people to protect it from the thief.&quot;</column>
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        <table name="encounters">
            <column name="id">1703</column>
            <column name="strName">Lock it in a strongbox.</column>
            <column name="strDesc">&quot;Yup,&quot; says Ginny. &quot;He decided to lock it up in a big, huge safe that the thief wouldn't be able to get in to.&quot;</column>
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            <column name="id">1704</column>
            <column name="strName">Look far and wide for the thief.</column>
            <column name="strDesc">&quot;Yup,&quot; says Ginny. &quot;He decided to look far and wide every day for the thief so he could see when they were coming.&quot;</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">1705</column>
            <column name="strName">Find out who the thief could be.</column>
            <column name="strDesc">&quot;Yup,&quot; says Ginny. &quot;He decided to look up everyone who wanted it so that he could figure out who the thief was.&quot;</column>
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        <table name="encounters">
            <column name="id">1706</column>
            <column name="strName">Install a security system around it.</column>
            <column name="strDesc">&quot;Yup,&quot; says Ginny. &quot;He decided to put up a complicated compooper thingy so that the thief wouldn't be able to get to it without letting him know.&quot;</column>
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        </table>
        <table name="encounters">
            <column name="id">1707</column>
            <column name="strName">Hide from the thief.</column>
            <column name="strDesc">&quot;Yup,&quot; says Ginny. &quot;He decided to take it and go into hiding so that the thief couldn't find either of them.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">672</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1708</column>
            <column name="strName">The Game - part three</column>
            <column name="strDesc">Ginny stands on one leg and hops around the corner. You catch up to her only to see that she's at the far end of the hallway. You hurry towards her before you lose the light.

&quot;But that still wasn't enough. Adam still saw ways the thief could come and take it away from him, and he became more and more scared that that would happen. 

Finally, Adam decided it was enough. He had to be very serious if he wanted to keep it away from the thief. So he started to round people up and...&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="bRemoveCreatures">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1709</column>
            <column name="strName">Starve them.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam decided that to solve the problem of the thief, he had to starve everyone so that everyone would be too busy stealing other things to steal what he really liked.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">673</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1715x1x0x0x0</column>
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            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-12556,32482</column>
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            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1710</column>
            <column name="strName">Shoot them.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam decided that to solve the problem of the thief, he had to shoot everyone who knew about what he really liked, so that no one would know there was anything to steal.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">673</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1715x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-12556,31745</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1711</column>
            <column name="strName">Stab them.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam decided that to solve the problem of the thief, he had to cut and stab everyone who knew about what he really liked, so that no one would know there was anything to steal.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">673</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12590,31001</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1712</column>
            <column name="strName">Beat them.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam decided that to solve the problem of the thief, he had to beat and punch and kick everyone who knew about what he really liked, so that no one would know there was anything to steal.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">673</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1715x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-12580,30280</column>
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            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1713</column>
            <column name="strName">Scare them.</column>
            <column name="strDesc">&quot;Yup,&quot; Ginny says. &quot;Adam decided that to solve the problem of the thief, he had to scare everyone who knew about what he really liked, so that no one else would find out there was anything to steal.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">673</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1715x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1714</column>
            <column name="strName">Lie to them.</column>
            <column name="strDesc">&quot;Mhm,&quot; Ginny says. &quot;Adam decided that to solve the problem of the thief, he had to be able to change what people knew and thought. So he started spreading lie after lie until no one knew there was anything to steal.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1715x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
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            <column name="nCreatureID">0</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1715</column>
            <column name="strName">The Game - end</column>
            <column name="strDesc">Ginny stops. &quot;And then he lived unhappily for a little while longer.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1717x1x0x0x0,=1716x1x0x0x0</column>
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            <column name="bRemoveCreatures">0</column>
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            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="fAccidentChance">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1716</column>
            <column name="strName">Three pebbles</column>
            <column name="strDesc">Ginny lets out a child's laugh that, as it echoes around the second floor, turns heavier and deeper until it sounds like the voice of a living abyss.

&quot;That was fun!&quot; she cries. &quot;I'm so glad you came up to play with me. Let me give you a little present.&quot;

Ginny dips down through the floor, leaving you in the darkness. Within seconds, she resurfaces and says: &quot;Here you go!&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">640</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">671,672,673</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1718x1x0x0x0</column>
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            <column name="bRemoveCreatures">0</column>
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            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-9758,31263</column>
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            <column name="fAccidentChance">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1717</column>
            <column name="strName">Not enough pebbles</column>
            <column name="strDesc">Ginny scratches the top of the paper bag on her head. Her nails are long and chipped.

&quot;Well,&quot; she says, &quot;That was a little boring. But it's okay. At least you played, right?&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1718</column>
            <column name="strName">Ginny's Help</column>
            <column name="strDesc">&quot;Now let's see if we can't help you remember a bit about who you are, Mr. Phil. Have a seat!&quot;

You and Ginny sit in the middle of the walkway. She owns this place, you realize. It's her palace. Maybe it's her prison, too.

She lifts a finger and holds it steady in front of you. It begins to pulse with a white light.

&quot;Just relax,&quot; she says in a voice that gradually deepens into adulthood, &quot;and listen to my voice. Look into the light. Let it lull you to a safe place.&quot;

Your heart rate has been abnormal for the entire walk. But here...</column>
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            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aPreConditions"></column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1719</column>
            <column name="strName">Ginny's Flashback</column>
            <column name="strDesc">White clouds blurring. Decay waning. Rising murmurs from the silent halls.

Saginaw. A lifetime ago. Alive with patients and staff.

The entrance foyer. A reception desk. Nurses with hair extensions and powdered noses. A man to the left in a dress shirt under a blue hoodie. A man signing pre-admission papers for patient Philip Kindred. A man signing as Bertrand Farris. A man looking up. A man without a face.

White clouds again. Teeth on leather. Pain and everything. Pain and nothing.</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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        </table>
        <table name="encounters">
            <column name="id">1720</column>
            <column name="strName">Flashback Aftermath III</column>
            <column name="strDesc">As your senses return, you can't help being startled by the figure in front of you. Ginny is no longer a little girl, but a gangly, grown woman with dirt-smeared limbs and scraggly black hair twisting out from under the brown paper bag still on her head. Where a smiley face was drawn, a sad face has replaced it.

&quot;I'm sorry that didn't help much, Mr. Phil,&quot; the grown Ginny says. &quot;But maybe it's for the best.&quot;

She stands and looks down at her arms and dress. Then she seems to look up over your head. You turn around. Odo is seconds away.

The last thing you hear is Ginny's child-like voice: &quot;Sometimes it's better to forget.&quot;</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1721</column>
            <column name="strName">Outside Saginaw - night</column>
            <column name="strDesc">A second later, you find yourself in the woods outside Saginaw. Your eyes can still spot the building, humming with soft light.

&quot;I really like your necklace,&quot; Ginny's voice says. &quot;The Anishinabe make really great crafts, don't they!&quot;

Somehow you don't think you'll ever hear her again.</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">643</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aPreConditions">136</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1722</column>
            <column name="strName">Outside Saginaw - night</column>
            <column name="strDesc">A second later, you find yourself in the woods outside Saginaw. Your eyes can still spot the building, humming with soft light.

Somehow you don't think you'll ever see her again.</column>
            <column name="strImg">EncBlueFrogs.png</column>
            <column name="nTreasureID">643</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1723</column>
            <column name="strName">Jump Choke</column>
            <column name="strDesc">You struggle to see in the dark cistern, and finally spot the opening far above. Some sort of white powder clouds your mask and the air.

The good news is that your mask is probably doing its job. 

The bad news? Everywhere else on your body is starting to ache. Even your hands are starting to blister and sting.

If feels as if every cell in your body is disintegrating as you writhe in pain and darkness, your muffled screams echoing up the smooth-walled cistern...</column>
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            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-6138,-5967</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1724</column>
            <column name="strName">Stumbled into patch of black mold</column>
            <column name="strDesc">Stumbled into a patch of black mold.

You were hoping to find a hidden treasure, but that old cupboard turned out to be a haven for toxic black mold.

You're certain some was kicked up by your disturbance, but maybe you avoided inhaling too much.</column>
            <column name="strImg">ItmScavengeApt01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">621</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-1954,3291</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1725</column>
            <column name="strName">Scavenge Black Swamp ruins.</column>
            <column name="strDesc">There is little left to explore in this burnt, toxic swamp. This ruin, however, looks like it might have a few caches that escaped complete destruction.

Getting to them, however, is going to be a trick. Rubble threatens to collapse at the slightest touch, and caustic liquid pools here and there.

The good news? You suspect little scavenging competition in this blasted swamp.</column>
            <column name="strImg">ItmScavengeGBS01.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">41.0x1=64x1x1x0x0,91.8x1=47x1x0x0x0,49x1=930x1x1x1x0,78x1=48x1x0x1x0,52x1=49x1x1x0x0,91.2x1=46x1x0x0x0,90.10x1=42x1x0x0x0,=40x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4498,2734</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.5</column>
            <column name="fAccidentChance">0.25</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104</column>
            <column name="vLoot">598</column>
        </table>
        <table name="encounters">
            <column name="id">1726</column>
            <column name="strName">Scavenge a forested crash site.</column>
            <column name="strDesc">You've stumbled across a crash site.

It looks like a hover truck went down here, crashing through trees and dirt, and scattering it nearby.

There's been a lot of damage in the impact and subsequent fire, but you may find some useful stuff in the wreckage.</column>
            <column name="strImg">ItmScavengeCrashForest.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">41.0x1=64x1x1x0x0,91.8x1=47x1x0x0x0,49x1=930x1x1x1x0,78x1=48x1x0x0x0,52x1=49x1x1x0x0,91.2x1=46x1x0x0x0,90.10x1=42x1x0x0x0,=40x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-3836,-214</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.35</column>
            <column name="fAccidentChance">0.05</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104,1724</column>
            <column name="vLoot">606</column>
        </table>
        <table name="encounters">
            <column name="id">1727</column>
            <column name="strName">Scavenge a swamp crash site.</column>
            <column name="strDesc">You've stumbled across a crash site.

It looks like part of a hover convoy went down here. Vehicle wreckage and containers are spread over the crash site, and peek out of the swamp.

Fire, corrosion, and the crash have taken their toll, but you're betting few scavengers have been through this dismal swamp yet, so the pickings may be good.</column>
            <column name="strImg">ItmScavengeCrashSwamp.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">41.0x1=64x1x1x0x0,91.8x1=47x1x0x0x0,49x1=930x1x1x1x0,78x1=48x1x0x1x0,52x1=49x1x1x0x0,91.2x1=46x1x0x0x0,90.10x1=42x1x0x0x0,=40x1x0x0x0,91.15x1=2202x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">92</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-4100,384</column>
            <column name="nType">1</column>
            <column name="fLootChance">0.85</column>
            <column name="fAccidentChance">0.05</column>
            <column name="fCreatureChance">0.25</column>
            <column name="vAccidents">100,102,103,104</column>
            <column name="vLoot">606</column>
        </table>
        <table name="encounters">
            <column name="id">1728</column>
            <column name="strName">King Eli (brief talk)</column>
            <column name="strDesc">The King speaks without looking at you.

&quot;The time for my purpose has come,&quot; he trudges onward.

&quot;Go. You best be far away from here and me.&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-499,-506,627</column>
            <column name="aPreConditions">499,-627</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">17460,52486</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1729</column>
            <column name="strName">King Eli (no talk)</column>
            <column name="strDesc">He seems oblivious to your presence now, showing neither signs of interest nor irritation.

Just pure focus on the road ahead.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-506</column>
            <column name="aPreConditions">376,-499,506</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">17437,53271</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1730</column>
            <column name="strName">King/Queen reaches Clearbone Valley</column>
            <column name="strDesc">&lt;us&gt; has reached Clearbone Valley.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">613</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">479</column>
            <column name="aPreConditions">632</column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">18910,52430</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1731</column>
            <column name="strName">King/Queen loots and destroys Clearbone Valley</column>
            <column name="strDesc">&lt;us&gt; is looting and destroying Clearbone Valley.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">402,629,635</column>
            <column name="aPreConditions">632,-643</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">19881,52419</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1732</column>
            <column name="strName">Go downstairs.</column>
            <column name="strDesc">The stairs creak loudly beneath your weight, as if to raise an alarm against a suspected intruder. You ignore your unwelcome. The landing leads you on to an airtight metal door. You peer through the glass window, but it's completely dark inside.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-805</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.12x1=1733x1x0x0x0,90.12x1=1735x1x0x0x0,90.10x1=1736x1x0x0x0,90.10x1=1822x1x0x0x0,=1732x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">85</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-16688,35184</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1733</column>
            <column name="strName">Open the door.</column>
            <column name="strDesc">As you reach for the door, you hear a click, and the door swings open effortlessly.

When you enter the room, the air changes. Where the house breathes in from its lush environment, you can taste the metal of ventilation fans in here. White lights blast on. </column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">614</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">805</column>
            <column name="aPreConditions">637</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1813x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15439,34345</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1734</column>
            <column name="strName">Found Clearbone Valley Ruins</column>
            <column name="strDesc">Something is very wrong. 

In the distance, you see smoke rising. And when you reach its source, the fires are still puttering out. There isn't a soul in sight.

A bunker sits in a hillside, exhaling smoke from its hatch. Red handprints mark the walls just inside. A small trail of blood leads nowhere.

Someone's been here. And it didn't go very well. You doubt there's much for you to take.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">636</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1821x1x0x0x0,=1820x1x0x0x0,=1734x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-24979,39379</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1735</column>
            <column name="strName">Open the door.</column>
            <column name="strDesc">You reach for the door, but it doesn't budge. Worse, there appears to be nothing to work with here. No latch, keyhole, keypad, or other mechanism.

You spend several minutes searching the room, under picture frames, behind studs, under shelves. But nothing presents itself.

You briefly consider trying to open it by force, but you suspect this room may be the strongest part of this bunker.

Dejected, you make your way back upstairs.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-637</column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-15442,35107</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1736</column>
            <column name="strName">Leave the house.</column>
            <column name="strDesc">You find yourself running out of reasons to continue intruding on the family. You make your way back outside, quiet and without pretense of farewells. You don't belong here. Or maybe this place doesn't belong in the world you've seen outside it.

Paul catches you at the gates.

&quot;Hey, wait,&quot; he calls out. &quot;Tell me one thing: was my Dad really a good guy?&quot;</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-686</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.7x1=1817x1x0x0x0,90.23x1=1819x1x0x0x0,90.6x1=1818x1x0x0x0,=1736x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">637</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-14275,36412</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1737</column>
            <column name="strName">Approaching Clearbone Valley</column>
            <column name="strDesc">Following the directions in the file, you reach a family of hills concealing the valley from the outside world.

You see no errant campsites, no traces of industry, and no buildings aspiring to glean all the attention.

Into this sanctuary, you tread an unbeaten path down through dewy grass and scented trees, following the bends of the ravine.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">652</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">633</column>
            <column name="fPrice">0</column>
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            <column name="aMinimapHexes">43x118=Clearbone Valley</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-26551,36351</column>
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            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1738</column>
            <column name="strName">Remove Blue Frog Garments</column>
            <column name="strDesc">&lt;us&gt; is removing Blue Frog Garments</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">616</column>
            <column name="aConditions">638</column>
            <column name="aPreConditions">632</column>
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            <column name="ptEditor">21010,52413</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">1739</column>
            <column name="strName">Eli Reaches DMC</column>
            <column name="strDesc">Eli has reached the DMC, and wants to make a deal.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">632</column>
            <column name="fPrice">0</column>
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            <column name="bRemoveCreatures">0</column>
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            <column name="strName">DMC Quarantined 2 Weeks</column>
            <column name="strDesc">This doesn't look good.

Approaching the gates, the usual line-up is replaced by a crowd of agitated people. Even air traffic is being turned away or intercepted.

Up above, the massive signs read: &quot;Health Alert: Human infections with Blue Rot. No visitors during mandatory quarantine.&quot;</column>
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            <column name="strName">Queen Liza (brief talk)</column>
            <column name="strDesc">Liza speaks without looking at you.

&quot;Your service to us will be remembered, but you can no longer be one of us. The fallout from your disloyalty, even to a traitor, is yours alone to reap.&quot;

She continues trudging on.</column>
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            <column name="strDesc">You look at the pages from the Blue Frog book. Two of three are pure drivel. On the third, however, is an old drawing.

Within the solid blue rectangle bounding a frog shape, a figure '5' forms a tattered void in the coloring. Through it, you confirm that it's your discharge form from Saginaw. You make out one item under admitted belongings: 'Warding Talisman, Anishinabe Tribe.'</column>
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            <column name="strName">Set your jaw, and show that bastard what &quot;tough&quot; means.</column>
            <column name="strDesc">Every fiber in your body snaps taut, and your senses are pushed aside in a wave of pain. 

The roar of onlookers sinks into a watery sound, your vision flashes patterns of red. Your jaw clenches with such force that it feels as if your teeth may split. It seems impossible for such a piercing pain to exist so uniformly across your body.

In your last moments of resistance, the straining stops. You're freed from the table, but collapse in a shaking heap. When you look up again, cultists are dragging the unconscious Bishop away.</column>
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            <column name="strDesc">The rags turn thick and heavy on your face, and it's almost impossible not to gag. The water pounds down again and again, trickling in through your nose. You swallow through the cloth just to clear a breath, and another downpour comes. You tell yourself to keep fighting. And you do. You tread the very doorstep of drowning for as long as you can.

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            <column name="strName">Bishop - Trial Victory</column>
            <column name="strDesc">The cheers run wild. They loved the Trial. They loved each second so much that they're the last to see the King fall to the ground, and a woman rush to help him.

&quot;Liza,&quot; you hear him gasp. The auditorium blurs and wobbles while you're removed from the room.</column>
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            <column name="strName">Outside Saginaw - Wraith</column>
            <column name="strDesc">You stop dead in your tracks when a scattering shadow appears before you, resolving its formlessness from thin air, making and unmaking itself along its fringes. Below a pale mask on what looks like its head, a bronze light burns. And there is fury in the light.

With a movement no human body could make, the wraith hurls something at you, then vanishes. You nearly fall back at the force, but manage to stay upright.

You look down. It's a crumpled gas mask with a broken beak.</column>
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            <column name="strName">The Queen's Help II - no hypno</column>
            <column name="strDesc">Liza leads you to the north wing, through a set of decorated doors and into a barren room. She shuts the door behind you.

&quot;Philip Kindred,&quot; she muses. &quot;Well, it doesn't matter. The Blue Frog doesn't need a prophesied savior anymore; I'll make sure of it when I destroy the old order. Still, a deal's a deal.&quot;

Liza opens the Blue Frog cult's holy book and tears out its last few pages.

&quot;Take these. They're what's left of your patient files, and we won't need them anymore. Now come on; there's one last thing you need to hear.&quot;

You walk with Liza back to the auditorium, folding the loose pages under your clothes. She ascends the central platform, poised to address her flock.</column>
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            <column name="strName">Access your items.</column>
            <column name="strDesc">You check your items before moving on.</column>
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            <column name="strName">On upstairs landing</column>
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            <column name="strName">Keep going.</column>
            <column name="strDesc">Holding your giizhik stick out like a torch, you proceed up the remaining stairs. The scent of cedar smoke dissolves your anxiety some, and the chill has abated.

&quot;Cool!&quot; you hear the girl again. This time, the abysmal undertone is gone. &quot;I didn't know you had that trick. You're pretty smart!&quot;

You finally see her. She's a fairly unremarkable girl, save for a paper bag over her head with Xs for eyes.

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            <column name="strName">Enter the house at Seven Gables.</column>
            <column name="strDesc">You climb the few steps to the front door, and realize it's been forced open just enough to let a person through.

Taking a deep breath, you press through.

You're on a landing between floors, and stairs go to the main floor on your left, and to the basement on your right. You have a slight uneasiness about this place.</column>
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            <column name="strDesc">The downstairs is disappointing, and mostly a graveyard of old refuse.

Checking through the dryer husk and the few waterlogged boxes, there doesn't appear to be anything of value.</column>
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            <column name="strName">Leave the house at Seven Gables.</column>
            <column name="strDesc">You reach the barricaded front door, and start squeezing your way back outside. You're caught for a moment, but finally unwedge yourself and stumble down the steps, onto wet, peaty ground.

The house lay quiet behind you, no sign of anything beyond the door.</column>
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Across the living room, you see a hutch surrounded by broken dishes. And atop it, a silver urn.

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A hallway extends to the left.</column>
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To the left are piles of twisted rags and cardboard. Unfortunately, the only other exit is a window with a sheet of sturdy plywood over it, studded with countless nails.

You turn to check the other room.</column>
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Beyond it, on the opposite wall, a window shrouded in cheap faded curtains and criss-crossed by planks of wood.

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The head beneath is a hideous sight to behold, with uneven rot where the sack touched the flesh.

The sack itself is rough, dry, and has eye holes cut into it. Thick twine is threaded through the opening like a drawstring.</column>
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It's your giizhik stick, and it is radiating blinding pain.</column>
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You return to what you were doing.</column>
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It's your giizhik stick, and it is radiating blinding pain.</column>
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Taking a deep breath, you gather your courage and press through.

This time, something cold and damp grips your leading arm, and pulls hard. You feel your body slam against the door jamb, and you start slipping through to the inside.

As your head nears the opening, another grip chokes you violently, sending shooting pains behind your ears and waves of red across your vision.

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            <column name="strDesc">You step back into the records room, and your blood drains when you see Liza getting to her feet.

&quot;Help!&quot; she screams without pause. &quot;Help, intruder!&quot;

Rollo comes immediately from next door, and you hear footsteps from the halls nearby.

You try to run, but Liza's call has drawn too many cultists into the halls.

&quot;That's him, &quot;she gasps. &quot;He's the one who tried to kill me.&quot;

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A box sitting alone on a shelf, its surface black as night, catches your attention. You find billing information inside it for certain patients who received &quot;radical treatment&quot;. Many of those costs were paid for in full by PharmaCon, despite- or perhaps because of- the staggering line of zeroes fattening them up.</column>
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Their expressions transition into grim determination, however, as they pile into the room.

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            <column name="strDesc">&quot;What exactly does this challenge entail?&quot; you ask.

She takes a breath before answering. &quot;It won't be easy,&quot; she admits. &quot;It basically amounts to a pissing match in machismo.&quot;

You furrow your brow, inquisitively.

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            <column name="strName">Definitively refuse to help her.</column>
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&quot;Oh, well. I guess you can't always get what you want. But that's fine, then. Good luck finding whatever it is you're looking for. I'll be right here if you change your mind.&quot; She sits back down and gazes at the mural of the frog.

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Upon seeing you, the middle one nods. &quot;Purity brings its light in pain.&quot; His two buddies mumble hurriedly to echo.</column>
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Upon seeing you, they straighten up and turn mute, nodding as they go. It's not until you turn the corner out of sight that their whispers renew.</column>
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Upon seeing you, all three nod and make way for you, closing rank again after you pass.</column>
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They've stopped walking, though.

A few steps later, and the trio is in tow, gaining speed behind you as you quicken your pace.

When you reach the doors at the hall's end, it's nearly a footrace. You push through the doors, and stumble into what has to be the largest gathering of Blue Frogs in existence.

Your interruption stops a sermon in progress, and a sea of blue sashes turn to you.</column>
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            <column name="strName">Say, &quot;Pain is good.&quot;</column>
            <column name="strDesc">The central cultist stops, his eyes glaring at you through his gas mask. His two cohorts snap to attention, looking to him for cues.

&quot;Have you forgotten your rites, brother?!&quot; His voice booms, even from within the mask.</column>
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            <column name="strDesc">&quot;NO!&quot; his voice shatters into a gurgling fury. &quot;No! You must be reeducated!&quot;

The two supplicants jump you, and wrestle you to the ground, where your garments are rent from your back.

Drawing his wiry arm way back, he thrashes you with a barbed implement. Skin is flayed and torn with each stroke, and radiating pain shoots across your back.

Others enter the hall, and are transfixed by the proceedings, chanting and cheering the righteous purification...</column>
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            <column name="strName">&quot;Purity brings its light in pain!&quot;</column>
            <column name="strDesc">&quot;Our creed is what gives us strength and protection!&quot; he booms. &quot;Don't you forget it!&quot;

He resumes his stride, with supplicants in tow.</column>
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            <column name="strName">Examine Meredith Ewing Papers</column>
            <column name="strDesc">Patient Ewing, Meredith
Age 26, graduate student of Sumero-Akkadian cuneiform studies at Oriental Institute of the University of Chicago

 - Uncharacteristic decrease in school performance, frequent truancy, social withdrawal.
 - Patient exhibiting impairment in reality testing. 
 - Speech is distracted. Periods of extreme agitation accompanied by obscure speech.
 - Behavior considerably influenced by delusions and hallucinations. 
 - Hallucinations focus on black apparition with white face appearing at her window, and conspiring with hospital staff.
 - Unresponsive to Chlorpromazine and Haloperidol antipsychotics.
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            <column name="strDesc">Saginaw has nothing left now but rotting human meat and crumbling walls.</column>
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            <column name="strDesc">What once was a church is now a graveyard. Where vigilant blue sentries once stood vigil, crows and other carrion scavengers are what greet you now.

Blue Rot has swept through Saginaw and made it a tomb.</column>
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            <column name="strName">Let them rest.</column>
            <column name="strDesc">You're unsure what spirits may linger in this place, but you decide they're not worth upsetting.</column>
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            <column name="strName">Loot the bodies.</column>
            <column name="strDesc">If not you, then someone else will clean this place out. Better get started.</column>
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            <column name="strName">Return to Saginaw, Ginny Stops Him</column>
            <column name="strDesc">On the silent roads to Saginaw, you dart behind one overturned car to the next, just in case the place is still occupied. But you only get close enough to see the asylum's name plaque before something stops you in your tracks.

&quot;Don't come back here, mister,&quot; cries the voice of a little girl you can't see. &quot;I won't let you.&quot;

A force is stopping you from taking another step closer. Seems like she means it.</column>
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            <column name="id">1788</column>
            <column name="strName">Return to Saginaw, Blue Frogs dying</column>
            <column name="strDesc">You check in on Saginaw, interested to see how things are developing.

But something's different. The King has gone, and with him, the fire. The direction.

Saginaw now has a faint whiff of decline and despair. You still see signs of activity, but there are also signs of death. Bodies, consumed by the eponymous Rot, are starting to collect. Flagellations have escalated in futile attempts to &quot;pain the disease away&quot;.

You decide to give this place a wide berth during its death throes.</column>
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            <column name="strName">Return to Saginaw, Mad King</column>
            <column name="strDesc">On the roads to Saginaw, you dart behind one overturned car to the next, just in case.

And well you did. Saginaw, if a church before, is now a fortress. A citadel. 

A newfound fervor has swept through the institution; cries of torture have swelled; and the sentries look meaner than ever.

Whatever happened, the beast in Saginaw has awakened, and you decide to give it a wide berth.</column>
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            <column name="strName">Return to Saginaw, Queen Liza</column>
            <column name="strDesc">Returning to Saginaw, it's still an imposing fortress. The walls still tower, the bars still criss-cross windows, and the gatehouse is still manned.

However, you see subtle changes marking the Queen's reign. The Lily has made its way into more imagery, the atmosphere of torture is no longer evident, even the sentries seem more tasked with maintaining order than an imposing front.

That, however, doesn't mean you're more welcome.

&quot;Halt, exile,&quot; one says, sternly. &quot;Purity is loyalty, and your deeds are not forgotten.&quot;

The message is pretty clear. This is no place for you anymore.</column>
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            <column name="strDesc">She seems oblivious to your presence now, showing neither signs of interest nor irritation.

Just pure focus on the road ahead.</column>
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            <column name="strName">Leave Saginaw.</column>
            <column name="strDesc">On second thought, let's not infiltrate a torture-happy cult stronghold.</column>
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            <column name="id">1793</column>
            <column name="strName">Look in King Eli's address book.</column>
            <column name="strDesc">The address book is primarily a list of notes on other cultists. While some are surely juicy, few offer any actionable info.

However, one entry stands out from the others:

Clearbone Valley

No names are listed, just a location. You make note of its direction relative to where you are.</column>
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            <column name="id">1794</column>
            <column name="strName">Found Clearbone Valley</column>
            <column name="strDesc">As you round a corner, you nearly miss it: a reinforced door inset into a brush-covered slope nearby. With the exception of a white button next to the door, there are no other signs of life nearby.</column>
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            <column name="strName">Press the button</column>
            <column name="strDesc">An intercom comes on, and you hear a woman's voice.

&quot;Hello?&quot; she asks. &quot;Oh. You must be...&quot;

And just like that, a buzzing noise is followed by the door opening a little bit. You pull it open and walk to the hall. At the other end, a woman, a teenage girl, and a boy emerge.

&quot;Is it true?&quot; the woman asks you as you approach. &quot;It is, isn't it.&quot;

Immediately the girl and boy, sullen, go back inside.</column>
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            <column name="strName">Press the button.</column>
            <column name="strDesc">You get no response from whoever it is in the compound, no matter how many times you press the button. Clearly you failed some test. Could there be a way to pass it?

You consider your options as you make your way out of the valley, vowing to come back one day.

If you feel like it.</column>
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            <column name="strName">Access your things.</column>
            <column name="strDesc">You rummage through your things before proceeding.</column>
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            <column name="strName">Leave.</column>
            <column name="strDesc">You decide to leave Clearbone Valley behind.</column>
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            <column name="strName">Inside Entryway</column>
            <column name="strDesc">You sit down on a bench in the hall. The woman, Samantha, sits across from you. She fights back tears a few moments before speaking.

&quot;Elias told us this day would come,&quot; she begins. &quot;'One day, it won't be me at those gates,' he'd tell me. Of course you say these things, given how everything is right now. But I just never thought so soon...&quot;

You feel like an intruder on her grief. Even though you came for a reason, you wonder if talking to her might be of some help.</column>
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            <column name="id">1800</column>
            <column name="strName">Ask about her.</column>
            <column name="strDesc">&quot;You know, we met out in the wilderness,&quot; she replies. &quot;Some wreck of a small town. I was seconds away from walking into a building when he, a strange man in a strange-looking gas mask, stopped me and bet me that the place would collapse before we finished dinner. I took him up on it. 'Lo and behold,' he said.&quot;

You get the sense she is living out that moment again right in front of you.</column>
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            <column name="strName">Ask about the cure.</column>
            <column name="strDesc">She quickly regains her composure. &quot;Now what am I doing going on and on like that. I'm sorry. Elias told me what to look for when he-&quot;

She continues, &quot;when someone else came by. You'll see the stairs to the basement right when you come in the door. There'll be little paintings on the wall. Little frogs. Just follow them down.&quot;</column>
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            <column name="id">1802</column>
            <column name="strName">Ask about her children.</column>
            <column name="strDesc">&quot;Erin will be all right; she's a tough one,&quot; Samantha says. &quot;She's probably in the back now cutting firewood.&quot;

&quot;It's her brother I'm worried about. There was a little bit of tension there. I mean it wasn't serious. Fathers and sons, and all. But they could've used one more time to talk it out. They loved each other, Elias and Paul. Something else just got in the way.&quot;</column>
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            <column name="id">1803</column>
            <column name="strName">Ask about Elias.</column>
            <column name="strDesc">&quot;Elias was a bit of a strange man, I admit,&quot; Samantha says. &quot;But he was good to us, and he was always so happy to see us. He could only come home once or twice a month, and for no more than a day or two at a time. But when he was here, he was really here, you know? And he never took his work home with him.&quot;

She pauses. &quot;Then again, why would he? Being a medicine courier hardly seems that taxing.&quot;</column>
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            <column name="id">1804</column>
            <column name="strName">Ask about the Blue Frog.</column>
            <column name="strDesc">Samantha looks at you, perplexed. &quot;Is that a kind of poisonous critter?&quot;</column>
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        <table name="encounters">
            <column name="id">1805</column>
            <column name="strName">Go inside.</column>
            <column name="strDesc">&quot;Go on in,&quot; Samantha says. &quot;I have to get dinner started anyway.&quot;

Grief builds up like lead in her movements. That she hasn't just given up altogether is a good sign. Or could she be waiting until there aren't any guests in the house to let herself feel the loss?

You enter the house.</column>
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            <column name="strName">Go to the main living space.</column>
            <column name="strDesc">A cozy little living space opens up in front of you, awash in warm light from the wall lamps. Picture frames adorn the walls accompanied by the odd sorts of ornaments you'd expect to find: an owl sculpture, deer antlers, a wolf pelt. Nothing in the house is blue.

Ahead, a stairwell leads down into a sublevel. Framed pictures of frogs descend from the landing.

A living area extends to your left. You see the teenage boy, Paul, sitting there.

Past the stairwell you see a door leading to a back room, where the girl, Erin, is cutting firewood.</column>
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            <column name="strName">Examine the pedestal.</column>
            <column name="strDesc">The label reads: &quot;YPC, 020.6&quot;. The glass container sits inlaid on a pedestal, secured and cushioned on all sides. Glass vials fill its volume, each filled to the brim with a clear fluid. 

Etched to the side of the pedestal, you see the word: &quot;BIOHAZARD&quot;.</column>
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            <column name="strName">Talk to Erin.</column>
            <column name="strDesc">A waft of sawdust washes over you as you step into the back. Erin manages a smile.

&quot;Hello, sir,&quot; she says. &quot;Don't mind us. We know how important Dad's work was, delivering that medicine to the poor folk outside the cities and out in the wilderness. Or is there something I can help you with?&quot;

This far away from all the ugliness outside, you doubt there is anything she can do. And it's a good thing.</column>
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            <column name="strDesc">Paul visibly recoils when you enter the living room.

&quot;What do you want?&quot; he asks as he tries to casually wipe under his eyes and steady a breaking voice.

And for the life of you, you don't know. Whatever it is you intend to do here, you find no reason to violate the wishes of a child trying to grieve invisibly.</column>
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            <column name="strName">Ask about Elias.</column>
            <column name="strDesc">&quot;My old man?&quot; Paul scoffs. &quot;You probably knew him better than I did. He probably liked you better than he liked me.&quot; He recoils further, drawing his crossed arms in closer. &quot;Why are you even here? The stuff is downstairs. Can't miss it.&quot;

He says nothing for a while and you're ready to leave him alone when he speaks up. &quot;Hey, did-did you know him? Know what he was-no, forget it.&quot;

The passing interest vanishes in an instant.</column>
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            <column name="strName">Ask about Elias.</column>
            <column name="strDesc">Erin holds the hatchet still for a moment. &quot;Dad was a good man. A good father. I've learned a lot from him. And I'm going to miss him.&quot; Her smile is gone. &quot;Sorry. I have a lot of work to do,&quot; she says. And she continues splitting logs of wood.

As you leave, you see the handmade necklace she's wearing, painted a bright baby blue.</column>
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            <column name="strName">Basement Chamber</column>
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An incinerator occupies the far wall.</column>
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            <column name="strName">Place a vial into the incinerator.</column>
            <column name="strDesc">You carry the container to the incinerator. With some satisfaction, you watch the fires break apart the glass and burn away the liquid within. The flames rise pale beyond the glass. In minutes, there is nothing but ash.</column>
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            <column name="strName">Examine the barrels.</column>
            <column name="strDesc">The barrels read: &quot;YpcV&quot;. All are in pristine condition. They're quite heavy, but you could move them around on a sled or a cart.

You suddenly realize what kind of treasure trove the family is sitting on. The entirety of these stores is likely worth a fortune if you sell it off bit by bit, with some effort. But they could also do a lot of good in the right hands, unabated by your greed.

You have some thinking to do.</column>
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            <column name="strName">Examine the barrels.</column>
            <column name="strDesc">The barrels read: &quot;YpcV&quot;. All are in pristine condition. They're quite heavy, but you could move them around on a sled or a cart.</column>
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            <column name="strName">Tell him that Elias was a good man.</column>
            <column name="strDesc">He seems to take what you say with a grain of salt. He nods in silent thanks. As he returns to his home and family, you see a shadow of his mother's burden cross him.

You leave the valley, and the world that greets you is somehow more bleak than you remember.</column>
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            <column name="strName">Tell him that Elias was the leader of a bloodthirsty cult.</column>
            <column name="strDesc">Paul stares blankly at you for a while, unsure what to make of it. The blunt truth, you decide, has its own curative effects. Whatever pain it causes, it's for the best.

A grin spreads across Paul's lips. &quot;Awesome,&quot; he says darkly.

You leave the valley. Everywhere you look, you see bright blue shrouds billowing in the wind.</column>
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            <column name="id">1819</column>
            <column name="strName">Tell him that nobody is exactly who they say they are.</column>
            <column name="strDesc">His quickness in accepting what you say makes you think he might have suspected as much already. Maybe that makes both you and he cynics. But all you had intended was to say an honest thing that's as true now as it's ever been.

You leave the valley and all its beauty behind, wondering how long it will last before the rest of the world finds it.</column>
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            <column name="strName">Leave the area.</column>
            <column name="strDesc">You turn away, trying to put this place behind you.</column>
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            <column name="id">1821</column>
            <column name="strName">Enter the ruins.</column>
            <column name="strDesc">Though you decide to try your luck, approaching the charred remains of the bunker diminish your hope. You find a few things here and there outside the dominion of the flame.

When you're done, you leave the compound to let the elements reclaim it. You hurry before you get another look at the scorched beam hanging out from where the doorstep used to be. Maybe what you saw on it wasn't a small shoe.</column>
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            <column name="strDesc">As the King of the Blue Frog cult lies dead at your feet, a blast of pallid light infests and dries the air with a sudden roar. You feel something coming from behind you. And you turn.

A surge of blackest shadow twists out of itself before you, swelling with such intensity that shards of darkness are shed from its being. A bone-white mask with hollow eyes crowns the being. An eerie yellow light glows beneath it, rumbling with rage.

An instant later, it folds upon itself and disappears.

When you can see your surroundings again, you find the King's body unmoved. A few feet away from, a gas mask is torn in half, right down its beak.</column>
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When the guard sees you approaching, he calls out as if to save you the trouble of getting any closer.

&quot;Time to find a new gig, buddy. Hatter ain't interested in rubble scum like you.&quot;

He positions himself in front of the intercom to punctuate his warning.

Looks like this bridge has been burned.</column>
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Fortunately, you know just such a set of hands.

Once the guard has helped you get situated in the elevator, you begin the trundling passage to the upper floors.

Stepping off the lift, Hatter's already eyeing you up, to see what this is all about.</column>
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&quot;Is this what I think?&quot; His eyes stay fixed on it.

You nod.

He makes a clicking noise with pursed lips, considering it a moment longer. Then, he returns to his desk, but remains standing.</column>
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&quot;Is this what I think?&quot; His eyes stay fixed on it.

You nod.

He makes a clicking noise with pursed lips, considering it a moment longer. Then, he places it firmly down again.</column>
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&quot;That's an interesting find.&quot; His eyes stay fixed on it. &quot;Can't say I know many folks looking to buy such a sample. But I could probably move it eventually. And it's small enough not to be a burden.&quot;

He puts it down, and looks up at you.

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            <column name="strDesc">Suddenly getting cold feet, you press the button labeled &quot;Lobby&quot;, and the cage reverses direction.

A tingling heat of embarrassment washes up your ears and head as you notice Hatter glaring at you from across the room.

At street level, the guard is speaking into the intercom. He looks at you, then turns back to the speaker.

&quot;Yes, sir.&quot;</column>
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He rises from his desk, and takes a closer look, noting the labels, seals, and looking for damage.

&quot;Huh,&quot; he exhales in an uncharacteristically frank surprise.</column>
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&quot;How much?&quot; he says, settling back into his chair.</column>
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            <column name="strName">1000.</column>
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He leans forward again. &quot;How about six hundred?&quot;</column>
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            <column name="strDesc">Hatter gives it a few moments thought, then nods.

&quot;I think we can do that.&quot;

Hatter has one of his guards settle the debt, then begins assembling some of his things. 

&quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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&quot;It's a pleasure doing business, Mr. Kindred.&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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&quot;I get the feeling negotiation isn't your strong suit,&quot; he says. &quot;I can offer six fifty. Otherwise, I've got things to do.&quot;</column>
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You agree, and Hatter has one of his guards settle the debt.

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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The elevator rattles open.

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&quot;Elon,&quot; he speaks to a guard, &quot;would you settle our account with Mr. Kindred, please?&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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Hatter's smiling. &quot;I really should learn to stop being surprised by you, Kindred.&quot; 

&quot;Elon,&quot; he speaks to a guard, &quot;would you settle our account with Mr. Kindred, please?&quot;

He begins assembling some of his things. &quot;As you might imagine, I have some business to attend to now. So please excuse me.&quot; 

He shakes your hand. &quot;Good day.&quot;</column>
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            <column name="strName">I know what I've got here.</column>
            <column name="strDesc">Hatter's nodding before you finish. &quot;Yes, I think we both know what you've got.&quot;

He taps the vial. &quot;However, what you don't have is a buyer lined up. And having the right connections is an investment I've paid for over time.&quot;

He looks up at you. &quot;I'll tell you what. Thirty-five. You'd get more placing it into the right buyer's hands yourself. *But*,&quot; he emphasizes, &quot;then you'd have to know who they are, and have the means to reach them.&quot;

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&quot;Elon,&quot; he speaks to a guard, &quot;would you settle our account with Mr. Kindred, please?&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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The elevator rattles open.

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&quot;It's a pleasure doing business, Mr. Kindred.&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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            <column name="strDesc">&quot;You've done this before, then.&quot; Hatter smiles. &quot;I'll tell you what. Three fifty. I'll meet you a little over halfway.&quot;

You agree, and Hatter has one of his guards settle the debt.

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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&quot;How much?&quot; he says, leaning on his desk.</column>
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            <column name="strDesc">Hatter gives it a few moments thought, then nods.

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Hatter has one of his guards settle the debt, then begins assembling some of his things. 

&quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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He leans forward again. &quot;How about thirty-five?&quot;</column>
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            <column name="id">1856</column>
            <column name="strName">I know what I've got here.</column>
            <column name="strDesc">Hatter's nodding before you finish. &quot;Yes, I think we both know what you've got.&quot;

He points at the drum. &quot;However, what you don't have is a buyer lined up. And having the right connections is an investment I've paid for over time.&quot;

He looks at you. &quot;I'll tell you what. Sixty-five. You'd get more placing it into the right buyer's hands yourself. *But*,&quot; he emphasizes, &quot;then you'd have to know who they are, and have the means to reach them.&quot;

&quot;The way I see it, that'd end up costing you the difference anyway.&quot;</column>
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            <column name="strName">Actually...</column>
            <column name="strDesc">&quot;No,&quot; you pause for effect. &quot;I think there are *millions* of buyers out there for that.&quot;

Hatter's smiling. &quot;I really should learn to stop being surprised by you, Kindred.&quot; 

&quot;Elon,&quot; he speaks to a guard, &quot;would you settle our account with Mr. Kindred, please?&quot;

He begins assembling some of his things. &quot;As you might imagine, I have some business to attend to now. So please excuse me.&quot; 

He shakes your hand. &quot;Good day.&quot;</column>
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            <column name="strName">Deal.</column>
            <column name="strDesc">&quot;Glad we could make an arrangement,&quot; he says.

&quot;Elon,&quot; he speaks to a guard, &quot;would you settle our account with Mr. Kindred, please?&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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            <column name="strDesc">You put your foot down, and Hatter looks at you for several seconds.

&quot;I get the feeling negotiation isn't your strong suit,&quot; he says. &quot;I can offer thirty-seven fifty. Otherwise, I've got things to do.&quot;</column>
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&quot;It's a pleasure doing business, Mr. Kindred.&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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            <column name="strDesc">&quot;You've done this before, then.&quot; Hatter smiles. &quot;I'll tell you what. Four grand. I'll meet you halfway.&quot;

You agree, and Hatter has one of his guards settle the debt.

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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            <column name="strName">Okay.</column>
            <column name="strDesc">&quot;Glad we could make an arrangement,&quot; he says.

&quot;Elon,&quot; he speaks to a guard, &quot;would you settle our account with Mr. Kindred, please?&quot;

He begins assembling some of his things. &quot;I have some business to attend to, however, so please excuse me.&quot;</column>
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            <column name="id">1863</column>
            <column name="strName">Highlight the potential for profit.</column>
            <column name="strDesc">&quot;This is basically a ready-made clinic,&quot; you offer. &quot;Literally no production. Just distribution.&quot;

&quot;Yeah, no kidding, huh?&quot; Hatter still seems surprised. He steps toward his desk, and rests against it.

&quot;And a bigger outfit,&quot; you continue, &quot;could probably ride this drum until they reverse-engineered it from samples.&quot;

You pause a moment, to let that sink in.

&quot;I think we're looking at franchise-level customers,&quot; you finish.</column>
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            <column name="strName">Ask if anyone's buying.</column>
            <column name="strDesc">&quot;Know any doctors?&quot; you half-joke.

&quot;Yeah, no kidding, huh?&quot; Hatter still seems surprised. He steps toward his desk, and rests against it.

</column>
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            <column name="strName">Franchise cont'd</column>
            <column name="strDesc">Hatter thinks motionlessly a bit longer, then snaps back to life.

&quot;Okay,&quot; he starts. &quot;I think I know where to start.&quot; He steps back around his desk, and starts looking something up.

&quot;I think I have a contact that can take this to the next level. I'll need to press a few palms in the DMC, and they'll probably want to come out here to examine the goods.&quot;

He pauses to look up. &quot;Can you leave it here?&quot;</column>
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            <column name="strName">No thanks.</column>
            <column name="strDesc">&quot;Well,&quot; the wind is visibly gone from his sails.

&quot;In that case, I wish you luck finding your buyer.&quot;

The elevator rattles open.

&quot;I have some business to attend to, however, so 'good day' to you.&quot;</column>
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            <column name="strName">Sure.</column>
            <column name="strDesc">&quot;Excellent. Give me a few days to see what I can negotiate, then meet me back here.&quot;

He reaches an open hand over his desk. &quot;You're a rare find, Mr. Kindred. I look forward to doing business with you.&quot;

You can't help but feel giddy on the elevator ride down. Could this be it? Could dragging that beast of a miracle cure barrel across the state be your ticket to &quot;normal&quot; life again?

You'll have to survive a week to find out.</column>
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            <column name="id">1868</column>
            <column name="strName">Return to Hatter after finishing big Blue Rot deal</column>
            <column name="strDesc">For the first time you can recall, another client is ushered out to make way for you. Once they're rattling down the old elevator, Hatter breaks the silence.

&quot;I have some good news,&quot; he says, clearing some things from his desk.

&quot;Turns out there was a *very* enthusiastic buyer in the DMC. They were skeptical at first, but upon examining the materials for themselves, they made an offer that instant.&quot;

&quot;Seriously,&quot; he adds. &quot;We're talking cash in hand, and a hover transport on standby.&quot;</column>
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            <column name="strName">Hatter's big deal</column>
            <column name="strDesc">&quot;I'm not sure what they did to clear customs with it, but not our problem.&quot;

&quot;*Our* problem,&quot; he jests, turning a tablet to face you, &quot;may be what to do with their payment.&quot; He indicates a number. &quot;Our not insignificant payment, as you can see.&quot;

He turns the tablet back, and starts flipping menus. &quot;I suspect this might change a few things for you, Mr. Kindred. Indeed, it will for me, too.&quot;

He has his guards arrange your payment.</column>
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            <column name="strName">Hatter's big deal cont'd</column>
            <column name="strDesc">&quot;Be sure to invest wisely,&quot; he concludes. &quot;A windfall like this is a once-in-a-lifetime occurrence.&quot;

He extends his hand and shakes yours. &quot;Always a pleasure, Mr. Kindred.&quot;

Your elevator ride back to the street feels different, somehow. When you emerge onto the muddy streets of the Sprawl, and turn to the towering DMC walls, they seem less oppressive.</column>
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&quot;Mr. Kindred,&quot; he nods. &quot;Hatter's not in. May not be for a while, in fact. I'll let him know you stopped by, though.&quot;

Vacation, perhaps?</column>
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            <column name="strName">Doctors cont'd</column>
            <column name="strDesc">Hatter thinks motionlessly a bit longer, then snaps back to life.

&quot;Okay,&quot; he starts. &quot;I think I know where to start.&quot; He steps back around his desk, and starts looking something up.

&quot;I may have a contact that can work with this. I'll need to meet with a few in the DMC, and they'll probably want to come out here to examine the goods.&quot;

He pauses to look up. &quot;Can you leave it here?&quot;</column>
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            <column name="strName">Sure.</column>
            <column name="strDesc">&quot;Excellent. Give me a few days to see what I can negotiate, then meet me back here.&quot;

You can't help but feel giddy on the elevator ride down. Could this be it? Could dragging that beast of a miracle cure barrel across the state be your ticket to &quot;normal&quot; life again?

You'll have to survive a week to find out.</column>
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            <column name="id">1874</column>
            <column name="strName">Return to Hatter after finishing Blue Rot deal</column>
            <column name="strDesc">For the first time you can recall, another client is ushered out to make way for you. Once they're rattling down the old elevator, Hatter breaks the silence.

&quot;I have some good news,&quot; he says, clearing some things from his desk.

&quot;Turns out there were a few buyers in the DMC. They were skeptical at first, but upon examining the materials for themselves, they made an offer that instant.&quot;</column>
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            <column name="id">1875</column>
            <column name="strName">Hatter's deal</column>
            <column name="strDesc">&quot;The best offer turned out to be pretty generous,&quot; he says, turning a tablet to face you. He indicates a number. &quot;Our not insignificant payment, as you can see.&quot;

He turns the tablet back, and starts flipping menus. &quot;I suspect this might change a few things for you, Mr. Kindred. Not a bad payday, by any standards.&quot;

He has his guards arrange your payment.</column>
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            <column name="strName">Hatter's deal cont'd</column>
            <column name="strDesc">&quot;Be sure to invest wisely,&quot; he concludes. &quot;A windfall like this is uncommon, to say the least.&quot;

He extends his hand and shakes yours. &quot;Always a pleasure, Mr. Kindred.&quot;

Your elevator ride back to the street feels different, somehow. When you emerge onto the muddy streets of the Sprawl, and turn to the towering DMC walls, they seem less oppressive.</column>
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            <column name="id">1877</column>
            <column name="strName">DMC Quarantined 2 Weeks</column>
            <column name="strDesc">This doesn't look good.

Approaching the gates, the usual line-up is replaced by a crowd of agitated people. Even air traffic is being turned away or intercepted.

Up above, on the massive signs, it reads &quot;Health Alert: Human infections with Blue Rot have been controlled. Visitation rights to be restored tomorrow.&quot;</column>
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            <column name="id">1878</column>
            <column name="strName">See if Hatter's available.</column>
            <column name="strDesc">Hatter's guard informs you that Hatter's on important business right now, and won't be back until tomorrow.</column>
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            <column name="strName">Use GPS to look up Saginaw</column>
            <column name="strDesc">It takes some time acquiring satellites in the crumbling system, but the tablet locates your position, and displays route info. (See minimap.)</column>
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            <column name="strName">Use GPS to look up Saginaw.</column>
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            <column name="strName">&quot;Ever heard of Saginaw?&quot;</column>
            <column name="strDesc">&quot;Ever heard of a place called Saginaw?&quot;

He shakes his head, then stops suddenly. &quot;Wait. Isn't that a place up east?&quot;

He considers a moment longer. &quot;Nah, man, I can't remember. Sorry.&quot;

You thank him anyway, and then part ways.</column>
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            <column name="strName">Ask about Saginaw.</column>
            <column name="strDesc">&quot;Ever heard of a place called Saginaw?&quot;

&quot;No,&quot; she says quickly. &quot;Should I?&quot; She seems ready to move at any moment.

&quot;Sorry,&quot; you back off. &quot;Just trying to find it.&quot;

Her face betrays a modicum of guilt, and she offers, &quot;Well, there used to be place with a name like that. East of the ATN, I think.&quot;

&quot;Anyway,&quot; she continues, &quot;good luck.&quot; And resumes her travel.</column>
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            <column name="strName">Ask about Saginaw.</column>
            <column name="strDesc">You ask around a bit, to see if anyone's heard of it.

Most say no, but you catch the attention of one warrior when you ask.

&quot;Why do you want to know about that place?&quot; he asks. He seems a bit suspicious.

Once you explain its historical significance, though, he relaxes again.

&quot;That place is Blue Frog central,&quot; he warns. &quot;Nobody goes there unless they're insane.&quot;

Despite his warning, however, he obliges your query, and tells you how to get there.</column>
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            <column name="id">1884</column>
            <column name="strName">Make your challenge.</column>
            <column name="strDesc">You walk to the edge of the raised platform, the dome and its candles giving the King and the Bishop an unearthly glow. Now is as good a time as any.

&quot;My King,&quot; you call out, and the roaring noise dies down. &quot;There is a traitor among us.&quot;

You see the Bishop standing there, eerily calm. You look back at the doorway. Liza has just walked in.</column>
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            <column name="id">1885</column>
            <column name="strName">Accuse Liza.</column>
            <column name="strDesc">You feel your arm go numb as you point to your attempted conspirator, Liza: &quot;Her.&quot;

And the crowd goes wild.

&quot;Brothers and sisters,&quot; the King tries to shout over the crowd, but it's not enough. He tries again and again, but for once he can't contain them.

You look around at the cultists. You're not even sure what you're seeing. Grief. Outrage. Euphoria. Or some twisted fusion of the three? Whatever it is, it swells with every second that passes. With mere words, you've set a forest of madness ablaze, and the inferno is beyond all control.</column>
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            <column name="strName">The Right of Refusal</column>
            <column name="strDesc">After a few deafening minutes, the crowd finally quiets enough for the King to be heard.

&quot;Brothers and sisters,&quot; the King bellows, &quot;the rites are clear. An Accuser has sired an Accused, and by our creed we shall see who is pure and who is corrupt through a trial of pain.

&quot;Three torments purify us, and three torments give us truth: the Trial of Water, of Fire, and of Light. From these three torments, the Accused shall choose but one. The Accuser may then accept this choice, or invoke the right of one refusal and force the Accused to choose from the remaining two torments.&quot;</column>
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            <column name="strName">Accusing Liza II</column>
            <column name="strDesc">&quot;Accused,&quot; the King says to Liza. &quot;Make your choice.&quot;

Liza unmasks, releasing long black hair to frame a haunted face. &quot;A Trial of Water,&quot; she says.

&quot;Accuser,&quot; the King says to you. &quot;Do you accept the Trial of Water?&quot;

You study her. Even as she failed to manipulate you into doing her bidding-at least, as far as you know-it only makes it harder to read the deadpan smirk on her face. 

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            <column name="strName">Accept the Trial of Water.</column>
            <column name="strDesc">Liza keeps her composure steady. Your decision doesn't phase her one bit.

&quot;Then,&quot; the King says, &quot;the Trial of Water shall commence!&quot;

The Blue Frogs rush. Spotlights flood the auditorium as two pairs of cultists wheel out wooden tables from the dome in the center. You and Liza are restrained completely. Then, they gag you with one dirty rag and cover your face and head in another.

All together the cultists chant: &quot;Purity holds its light in pain.&quot;

You hear a container dunk into a vat of water nearby as the King declares: &quot;May the righteous be the victor.&quot;</column>
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            <column name="strName">Look for signs that Liza is trying to trap you.</column>
            <column name="strDesc">From the moment you met her, Liza has never seemed anything less than cunning. Your being there at all feels already like one trap; is her choice another?

Her gaze. It won't let up on you for anything else in the room. Yet it's neither fear nor impatience, only confidence. As if she were watching her prey already caught in a snare.</column>
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            <column name="strName">Look for signs of what Liza is hiding.</column>
            <column name="strDesc">It's clear that Liza is hiding something besides her scheme. But what could it be?

Her calmness is immaculate. It doesn't feel faked at all. You catch a glimmer of something in the way she resists movement. And you realize: in her mind, she's already won.</column>
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            <column name="strName">Look for tells in Liza's body language.</column>
            <column name="strDesc">Few people have full control of the volumes their body speaks. What is Liza's saying?

You study her for tells, but her whole body is as steady as stone. No, there's no doubt in your mind. Whatever your play, she has the winning hand.</column>
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            <column name="strName">Refuse the Trial of Water and force Liza to choose a different torment.</column>
            <column name="strDesc">Liza looks indifferent to your choice. You can't help but feel like she's planned this.

&quot;The Accuser has refused the torment,&quot; the King says. &quot;Accused: your choice?&quot;

Immediately Liza says: &quot;A Trial of Fire.&quot;

The King nods. &quot;Then the Trial of Fire shall commence!&quot;

The Blue Frogs rush. Spotlights flood the auditorium as groups of cultists drag out two bronze frogs from the dome in the center and open the doors on their backs. Liza is pushed into hers and you into yours.

The cultists chant, loud even in the tank: &quot;Purity holds its light in pain.&quot;

Heat and smoke begin to mount beneath you as you hear the King speak: &quot;May the righteous be the victor.&quot;</column>
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            <column name="strDesc">The rags turn thick and heavy on your face and it's almost impossible not to gag. The water pounds down again and again, trickling in through your nose. You swallow through the cloth just to clear a breath, and another downpour comes. You tell yourself to keep fighting. And you do. You tread the very doorstep of drowning for as long as you can.

In your last moments of resistance, you feel yourself slipping. Water invades your lungs, pumps into your stomach, and readies to resurge.

You want to believe that holding out for just a while longer will do it. How much more could Liza take? But any second now, you feel like you could vomit into your own lungs.</column>
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            <column name="strName">Press on, even on pain of death.</column>
            <column name="strDesc">Let it in, you tell yourself, let it all in.

You feel your insides twist in directions opposite to their intended use. You feel your instincts try to deny you your intentions, your muscle memory reject commands. But you overcome them by simply doing nothing.

You feel the tide rising up as the burn of misplaced water scratches around in your nose and down the back of your esophagus. The gates open on the signal and it's all over. The waters in and out join together and lay waste to your lungs. Your heart, mourning its accomplice, gives out, and you're left watching stars pop up on the back of dirty, wet rags.</column>
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            <column name="strName">Retract your challenge and admit defeat.</column>
            <column name="strDesc">Somehow, through the rubber that's choking you, you manage to signal surrender. The Blue Frogs' voices swell to deafening heights as the rags are ripped off you. The lights and the auditorium and the world spin around and around. The last thing you hear before you lose consciousness is the voice of the King.</column>
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            <column name="strName">Liza - Trial of Fire I</column>
            <column name="strDesc">Liza looks indifferent to your choice. You can't help but feel like she's planned this.

&quot;The Accuser has refused the torment,&quot; the King says. &quot;Accused: your choice?&quot;

Immediately Liza says: &quot;A Trial of Fire.&quot;

The King nods. &quot;Then, the Trial of Fire shall commence!&quot;

The Blue Frogs rush. Spotlights flood the auditorium as groups of cultists drag out two bronze frogs from the dome in the center and open the doors on their backs. Liza is pushed into hers and you into yours.

The cultists chant, loud even in the tank: &quot;Purity holds its light in pain.&quot;

Heat and smoke begin to mount beneath you as you hear the King speak: &quot;May the righteous be the victor.&quot;</column>
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            <column name="strName">Retract your challenge and admit defeat.</column>
            <column name="strDesc">With every ounce of will unburned by the flame, you scream your surrender into the bronze tank. The door opens, and they pull your smoking body from its infernal womb. 

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            <column name="strName">Liza - Trial of Fire</column>
            <column name="strDesc">Glowing crimson pools at the base of the bronze frog and scalds your hands and feet. On reflex you reach for the corners, awkwardly holding yourself up in the tank. But you lose your grip. On molten metal, you toss and turn like an insomniac in hell as tongues of flame peel away at your arms, legs, and back.

The agony drains your strength. In your desperation, a moment passes where you consider just burying your head into the heat. You want it to end. As much as you're enticed by the shrinking window of victory, you know it's a bad idea. Whatever it is the cult does to false Accusers, how could it be worse than this?</column>
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            <column name="strName">Press on, even on pain of death.</column>
            <column name="strDesc">Right there at the very end of it, you've never felt worse about cooking in your entire life.</column>
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            <column name="strName">Press on, even on pain of death.</column>
            <column name="strDesc">You fight the urge to cry out for several more...seconds? Minutes? You don't know anymore. Every beat of your heart marks a wave of stinging pain laced with panic.

Gritting teeth gives way to choking on what must be smoke, as the smell of cooking flesh assaults your nose.

Your consciousness gives way to the faraway sound of the King's voice.</column>
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            <column name="strName">Return to the room in the north wing.</column>
            <column name="strDesc">You wonder why you went through all the trouble of picking the door lock and slipping inside. The room is mostly bereft not only of anything valuable, but even of character. No trophies, no weapons, no history. What few things there are congregate in the far corner, surrounding themselves with emptiness.

There does appear to be a safe, however, flanked by a mattress and a pot.</column>
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The only light in the room comes from outside. Some of the boards meant for the windows lean against the wall. Silhouetted in gray, a figure sits on the other side facing a giant amphibian-shaped mural.</column>
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            <column name="strDesc">He seems oblivious to your presence now, showing neither signs of interest nor irritation.

Just pure focus on the road ahead.</column>
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Just pure focus on the road ahead.</column>
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            <column name="strName">Approaching Camp Grayling</column>
            <column name="strDesc">The road on which you walk is a vanishing one.

Besieged by dirt and grass, cracked concrete leads you through parted woods of pine and aspen, while dense, ghost-white mist whirls in and out of an earthen darkness. The air bites colder here. A flagpole emerges from the gray canvas before you, flying no flag at its peak.

You soon reach a great wall made of lines of jersey barriers defending a tall and sturdy gate, fortified by the wreckage of cars that once rammed the barricade. It seems that at one point, quite a few people became desperate to return to the base. You find their bones right where they left them.

To one side, a derelict sign reads: &quot;CAMP GRAYLING&quot;.</column>
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            <column name="strDesc">The main gates of the military base are a daunting sight to behold, heavy with purpose and impregnability. While there's no shortage of purchase for climbing, the sheer number and variety of corpses heaped between the double barricades suggest that breaking into Camp Grayling won't be that easy.

A fine mesh fence continues through the woods on either side of the gates, just clearing the tree line. To your right, the fence skirts a path that leads down to a body of water. To your left, it runs deep into dark forest, foreboding and beckoning at the same.</column>
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            <column name="strName">Take the right path towards the lake.</column>
            <column name="strDesc">The path opens up to a pitch-black ocean, silent and still under curtains of fog curling on its surface. Something about this place... With all the time you've spent in the wilderness, nothing has ever been so utterly devoid of sound.

An abyss within the waters draws you in the longer you stare into it. And you can't shake the feeling that something is watching you back.

The base's fenceline follows the shore tightly. There's no easy way through here.

You feel a chill as you turn away and head back to the main gates. It's only then that you notice the sign eaten by underbrush: &quot;LAKE MARGRETHE, THIS WAY&quot;.

You politely disagree.</column>
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            <column name="strName">Take the left path into the forest.</column>
            <column name="strDesc">Walking between a dense spread of trees and the electrified fence, you look for places where you might climb and leap over. But it's as if the forest knows where Grayling's boundaries are, fearful of disobeying.

Deep within Camp Grayling, eerie lights weave through the fog, punctuated by an occasional sound that's as much vaguely machine-like as it is animalistic. Soon you see it: three gigantic sphere-like structures dotted with lights along the tops.

Something dark crosses your view. You look down. A look of horror hangs on the wide-eyed, rotting face of a woman caught on the other side of the fence, as if trying to flee. The back of her head, neck, and arms are all charred to bone.</column>
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            <column name="strName">Leave Camp Grayling.</column>
            <column name="strDesc">You decide to leave Camp Grayling alone for now.</column>
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            <column name="strName">Probing the Fence</column>
            <column name="strDesc">You see a handful of bodies along the inner grounds. Every inch of their skin facing towards the base is burnt to all hell. Beyond them, you see antennae-mounted pylons wordlessly gloating over their likely handiwork, daring you to come.

Further ahead, the end of the fenceline turns inward just before a vast and vile-looking swamp. Even the woods don't dare to venture in, and you'd be a sitting duck trying to wade through it. Luckily you may not have to.

You've found several places where the electrified mesh fence is partially cut. Any amount of prolonged contact will be pure agony, but with the right tool and every inch of your threshold for pain, you might just get through.

All that's left is the choosing.</column>
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            <column name="strName">Explore outside the fence.</column>
            <column name="strDesc">Wait. A clearing? Here? You decide to turn around and take a look.

The woods part into an oblong-shaped field of grass no wider than a few car lengths. The grass thins out in patches outside the shaded cover of the forest. A great big rock sits squarely in the middle, easily ten feet high.

You approach to take a closer look when a figure jumps out from behind it, rifle in hand. But you do notice a trembling, and it's carried in the person's voice as well.

&quot;Who's there? What are you doing here?&quot;</column>
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            <column name="strName">Cut through the one of the spots.</column>
            <column name="strDesc">With everything you've been through, the first few cuts through the electrified mesh fence chip off little from your resolve. 

But after ten, twenty, thirty, it becomes difficult to ignore the vicious tingling, the spreading sting, the sensation of skin pulling and twisting against itself. You sweat with anticipation before each cut, and pause for relief after. 

The simple task of cutting a few wires has grown into an increasingly gargantuan task.</column>
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            <column name="id">1915</column>
            <column name="strName">Query &quot;ten curators&quot;.</column>
            <column name="strDesc">&quot;The Ten Curators of the New Earth Ostracon,&quot; Blackwhite says.

Two rows of five photographs lay across the screen, men and women between twenty and fifty years old. #10 has only a placeholder image of a human silhouette. Beneath each is a first initial and a last name.</column>
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            <column name="strName">Check your things.</column>
            <column name="strDesc">You rummage through your things for anything that might help.</column>
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            <column name="id">1917</column>
            <column name="strName">&quot;Lydia&quot;</column>
            <column name="strDesc">&quot;Login incorrect. If you have forgotten your login credentials, please email you base's DPI officer for login reset instructions.&quot;

The status bar along the bottom of the screen speeds up somewhat.</column>
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            <column name="id">1918</column>
            <column name="strName">Attack the machines.</column>
            <column name="strDesc">You refuse to cower in fear against the machines. Anyone can be killed, and anything can be destroyed.

Right?

Your weapon ready, your reflective armor donned, you turn to the nearest V-MADS. But a fierce rush of heat blasts your face, forcing you to turn. In seconds, other V-MADS join in from all sides, and you're on your knees, desperately hiding behind the folds of your shield.

In a crumpled heap, you sit on the tarmac waiting for an avenue of escape. Waiting out an army of sleepless, immortal pain cannons...</column>
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            <column name="strName">Look into the base grounds.</column>
            <column name="strDesc">The pylons you see forming a perimeter beyond the fences are much clearer now. However, that doesn't help in identifying them. They almost look like radar towers, but they aren't moving.

Three white orb-like structures dwarf several buildings in the foreground: a small shed, an air traffic control tower, an enormous hangar, and a barracks.

Beyond that, long runways stretch between even more hangars. You catch a glimpse of what they likely hold: unmanned aerial vehicles. A couple of small, sleek drones sit here and there, some crashed, others relegated to the mercy of the elements. The rest, you'd guess, likely sit safely inside.

There's not a living soul in sight. The dead, however, are readily available for company.</column>
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            <column name="id">1920</column>
            <column name="strName">Use the signal-measuring device.</column>
            <column name="strDesc">On a hunch, you fish out the signal detector you found earlier, and flip it on.

Initially, the readings are too wild to do you any good. You're not really sure if it's working.

However, after a few minutes of experimenting, you start to get a handle on the readings.</column>
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            <column name="strName">Look into the base grounds.</column>
            <column name="strDesc">The pylons you see forming a perimeter beyond the fences are much clearer now. They look like turret-mounted emitters of some sort.

Three white orb-like structures dwarf several buildings in the foreground: a small shed, an air traffic control tower, an enormous hangar, and a barracks.

Beyond that, long runways stretch between even more hangars. You catch a glimpse of what they likely hold: unmanned aerial vehicles. A couple of small, sleek drones sit here and there, some crashed, others relegated to the mercy of the elements. The rest, you'd guess, likely sit safely inside.

There's not a living soul in sight. The dead, however, are readily available for company.</column>
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            <column name="id">1922</column>
            <column name="strName">Cut through at the field's weak spot.</column>
            <column name="strDesc">With everything you've been through, the first few cuts through the electrified mesh fence chip off little from your resolve. 

But after ten, twenty, thirty, it becomes difficult to ignore the vicious tingling, the spreading sting, the sensation of skin pulling and twisting against itself. You sweat with anticipation before each cut, and pause for relief after. 

The simple task of cutting a few wires has grown into an increasingly gargantuan task.</column>
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            <column name="id">1923</column>
            <column name="strName">Access your things.</column>
            <column name="strDesc">You rummage through your things for anything that might help.</column>
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            <column name="id">1924</column>
            <column name="strName">Use the signal-measuring device cont'd</column>
            <column name="strDesc">You check each of the cut sections of fencing for a blind spot in the field.

Unfortunately, there doesn't appear to be a gap anywhere. The field from inside the base is permeating this entire area.

There is, however, a depression in the field strength near one of the fence's cut regions.</column>
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            <column name="strName">Probing the Fence</column>
            <column name="strDesc">You're outside Camp Grayling's energized perimeter. A fine mesh fence warns of high voltage, and barbed coils line the top.

Within its bounds, corpses litter the field in agonizing poses, burnt on the side facing the facility.</column>
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            <column name="strName">Finished cutting (weak)</column>
            <column name="strDesc">Eventually, after a grueling test of your resolve, you decide that's it. That's good enough.

A few kicks, and the fence folds over.</column>
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            <column name="strName">Finished cutting (strong)</column>
            <column name="strDesc">Eventually, after a grueling test of your resolve, you decide that's it. That's good enough.

A few kicks, and the fence folds over.</column>
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            <column name="strName">Finished cutting (immune/foil)</column>
            <column name="strDesc">As the fence opens, you feel areas of white-hot pain intermittently, and you recoil. 

The sensation disappears when you move from the opening, and soon you discover that the pain seems to come from within the facility. 

Fortunately, after some tentative testing, it appears your attire mostly shields you from it.</column>
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            <column name="strName">Finished cutting</column>
            <column name="strDesc">What happens next is as painful as it is confusing. Searing pain washes over your skin, as if breaking the fence has opened a dam from hell.

You instinctively cower from the burning, finding refuge no further than the nearest intact mesh.

No flashing lights, no loud sounds. Just pain where the barrier is broken.</column>
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            <column name="strName">Leave Camp Grayling.</column>
            <column name="strDesc">You decide to leave Camp Grayling behind, for now.</column>
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            <column name="strName">Check your things.</column>
            <column name="strDesc">You rummage through your things for anything that might help.</column>
            <column name="strImg">EncCampGrayling.png</column>
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            <column name="id">1932</column>
            <column name="strName">Outside Grayling's fence.</column>
            <column name="strDesc">You're outside Camp Grayling's energized perimeter, where you've cut a section of the fence open.

A field of pain seems to radiate from the inside the base, pouring through the opening.

Fortunately, you seem to be mostly shielded from its effects.</column>
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            <column name="id">1933</column>
            <column name="strName">Outside Grayling's fence.</column>
            <column name="strDesc">You're outside Camp Grayling's energized perimeter, where you've cut a section of the fence open.

A field of pain seems to radiate from the inside the base, pouring through the opening.

You're safe off to the side here, but infiltrating any further promises to be uncomfortable, to say the least.</column>
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Ten seconds later, all you've felt are a few hot touches through the vulnerabilities of the foil covering your body: joints, holes, and so on. You keep your back to the emitter to protect your face.

It's really working. The signal from the emitters are bouncing right off you. You stand in victory and raise your arms. You know you shouldn't, and you're facing the wrong way anyway, yet-

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By the time you wear out your foil poncho's durability, you've cleared the turret's range. Most of the getup is in shreds behind you; the rest, unusable, clings to your body. You pluck off the foil hat and shrug the rest off. No reason to look like an idiot anymore.</column>
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With skinny limbs, the mesh is spliced and patched. And moments later, the repairbot is trundling back into its access trench like nothing happened.

Given how long it takes to cut through the fence even without a turret at your back, it's clear that going out the way you came in would mean death most painful. You'll have to find another way.

For now, the grounds of Camp Grayling await.</column>
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The whole ordeal knocks the wind out of you, and you need a moment to catch your breath.</column>
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            <column name="strDesc">With intense focus, you throw your body into overdrive and manage to get a running start before you forget what the air even feels like. Soon, all that exists is the heat.

If you even reached your full running speed, it's behind you now. The burning in your skin is unbearable, biting away at the distance you can clear between each running step. You don't know how long you can go on.

You just run.</column>
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            <column name="strName">Power through toward the inner base.</column>
            <column name="strDesc">You brace yourself for the pain, numbing your mind with concentration and steeling your body with willpower. Heat is only heat.

Five steps. That's how far you run before the turret wrenches away your focus and pisses all over your willpower. Heat is not just heat; it's excruciating and it's setting a million little skin-bound fires over every part of your body facing the emitter.

You find ways to manage it while you keep up a fast jog. But it's hell. Every step is the smallest triumph in the world and they're shrinking. And so are you.</column>
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            <column name="strName">Shred across the field like a fricking Olympian.</column>
            <column name="strDesc">Here it is. Your whole life has been building up to this moment. You've trained; you've toughened up; you've triumphed. Where you're standing now? That's the starting line. Those buildings over there? The finish line. And that tower of milliwave punishment between them?

They don't have those in the Olympics.

Every muscle in your body hurls you forward and sends the world into a blurred state. Your brain blocks out the hurt, not only from the running, but from the heat wave of the turret. It feels like a thousand hot light bulbs all pressed against your skin. You're on fire. Doubtless now, you're on fire in every sense of the phrase.

And you fly on wings of agony.</column>
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            <column name="strName">Fried in the field</column>
            <column name="strDesc">You sense the moment coming, so clearly that it's almost in your sight: the exact spot just ahead where you'll collapse. The pain is just too much.

In the end, you fall to the ground. Without your movement, the turret's gaze drops more heavily on you. You scramble to get to your feet.

No. It's too much. It's just too much.

You can't face it; it'd hurt too much to feel your own face scorching. You're half-kneeling, leaning on one arm in front of you. You look at dew on the rot-green grass, but see only the white blindness of being burned alive and the bubbling and bursting of your skin.

It ends. Eventually.</column>
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            <column name="strName">Reach the Base</column>
            <column name="strDesc">With weakened legs, you fail to clear one foot past the shin of the other and you take a tumble. You stop, and that's when you feel it: a void. A cold one.

You sit up. In the distance, the turrets are turning away from you. You've done it. Somehow you managed to clear the field.

As you stand, a rush of pain returns to you, but it's residual. As fast as you ran, you endured a concentrated and prolonged scorching, and your body won't forget its wounds.</column>
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            <column name="strName">Central Base</column>
            <column name="strDesc">The dense mist coils around the base's ethereal lights. Every step peels back the white curtains, bit by bit, as you cross into a central area flanked by several looming structures. The three megalithic spheres consider you from beyond them, on the far side of the base, like a hand considers an ant in its palm.

As you near the center, a wall of mist thickens before you, reclaiming everything into obscurity. Your only sense of direction is culled from the array of lights shearing through the haze, forming eerie constellations you can almost reach out and touch.

You press on. One by one, your steps reveal buildings, some small, some the size of giants.</column>
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            <column name="strName">V-MADS Are Coming</column>
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From the swirling gray, unmoving shadows climb out of their wombs and assume their true forms; various buildings surround the central area. Your eyes are drawn to the nearby storage shed first. Farther out stand an air traffic control tower, a barracks, and a maintenance hangar.

But there's one figure that demands more of your attention, as do its four siblings behind it. With heavy, bone-crushing thuds on a corpse-littered tarmac, they tread on six spider-like legs. All-too-familiar octagonal emitters are mounted on their backs.

And they're coming for you.</column>
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Right?

Your weapon ready, you turn to the nearest V-MADS. But a fierce rush of heat blasts you hard, immediately cutting you down. In seconds, other V-MADS join in against their intruder, and you're on your knees being burned alive. Your skin flares into blooms and cracks of red and white. You close your eyes only to feel fire melt away your eyelids.

It burns. It burns. It burns.</column>
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What you need to do is get indoors, and fast. But where?</column>
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There's little time to be satisfied. Every movement you make degrades the foil. You took a good look at the layout of the various buildings around. Now it's just a matter of picking one- and hoping that this ridiculous outfit holds.</column>
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Just like that, you're invisible to them. You look down at the device. The battery's draining, and that makeshift power cell isn't likely to last long. You make a note to turn it off when you get indoors, away from the death-steel patrol.

Time to move.</column>
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You toss the doll away, and it jerks and jumps in place. The V-MADS follow it, enamored or violently obsessed by this thing that seems unfazed by their emitters.

Whatever is going on, you don't have long. The way the doll's lights and movements are dying down, you have less than a minute before the V-MADS lose their new friend and remember you.

Best not to let this opportunity go to waste.</column>
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You can still hear the V-MADS outside circling, stalking, taunting.</column>
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Your knees give in and you're pinned to the ground by the pain. The V-MADS approach. The burning grows and grows and grows across crackling skin, bursting blisters, and flesh-pink fissures.

You close your eyes. The corpses of Grayling will soon have another friend.</column>
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Your knees give in and you're pinned to the ground by the pain. The V-MADS approach. The burning grows and grows and grows across crackling skin, bursting blisters, and flesh-pink fissures.

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Your knees give in and you're pinned to the ground by the pain. The V-MADS approach. The burning grows and grows and grows across crackling skin, bursting blisters, and flesh-pink fissures.

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Peeling and shaking off any silvery remnants, you head inside the maintenance hangar unharmed.</column>
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Peeling and shaking off any silvery remnants, you head inside the storage shed unharmed.</column>
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            <column name="strName">Look around the storage shed.</column>
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Along the walls, you see little that you can use. A few rotting pieces of wood lay in splinters, pallets in another lifetime, caked with grime and dirt.

But there's hope. The lone downlighter in the shed draws your eye down its illuminated cone. There's an old forklift in here.</column>
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            <column name="strDesc">Never mind that! You duck back inside the shed.</column>
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            <column name="strName">Check out the forklift.</column>
            <column name="strDesc">A thick layer of dust covers every surface, though it does nothing to hide the rust peeling up from the black and green paintjob. The heavy-duty frame would give you some assurance for safety if it weren't for the cab being wide open from all sides. Still, it might be good for something.

You sit inside and give the ignition a try. Despite appearances, she still moves. Unfortunately, forklifts have never been known for moving very fast.

What's more: the shed's main doors won't budge. If this forklift is going to get outside, it'll have to be by breaking them down.

Hanging on the wall behind you is a rope.</column>
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            <column name="strName">Leave.</column>
            <column name="strDesc">Slipping outside, you have but a few seconds to make your next move before those V-MADS pin you.

Unfortunately, the other three buildings are across the wide-open tarmac from here.

And through *them*.</column>
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            <column name="strName">Access your things.</column>
            <column name="strDesc">You look through your supplies for anything that might help.</column>
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            <column name="strName">Drive the forklift out of the shed.</column>
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The one remaining question: where will you drive it?</column>
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            <column name="strName">Rig the forklift to drive itself out of the shed.</column>
            <column name="strDesc">Taking the rope from the wall, you're relieved to find that there's enough to rig the forklift to drive itself. You fasten the length from the controls to a bar just above a worn-out &quot;Do You Even Lift Bro&quot; sticker.

All it needs is for you to start it up and point it in the right direction. In the meantime, you'd get some cover from the V-MADS, at least until they flank you.

It's not going to be a fun ride-along. In fact, you're sure the pain will be almost unbearable. What you're counting on is that very word: &quot;almost&quot;.

Now to decide where to go.</column>
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            <column name="strName">Take a look under the hood.</column>
            <column name="strDesc">Opening the engine compartment, you assess its innards just to check if everything is as it should be. You confirm your suspicions: a speed-limiting device is installed.

It'd be a simple matter to unhook it from the injection pump and free the machine to run at its natural speeds above a measly 10 mph. Without carrying any kind of load, whatever risks the device was meant to minimize shouldn't be relevant to what you need: to clear the V-MADS and reach the other buildings.</column>
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            <column name="strName">The control tower.</column>
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You start her up. And you punch through the shed doors, onto the tarmac.</column>
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            <column name="strName">The barracks.</column>
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You start her up. And you punch through the shed doors, onto the tarmac.</column>
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            <column name="strName">The maintenance hangar.</column>
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You start her up. And you punch through the shed doors, onto the tarmac.</column>
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            <column name="strDesc">All five V-MADS take notice as you gradually barrel through. The far reaches of the central grounds seem to stretch farther out than before.

Then comes their mechanical stares. Your skin boils from within in seconds. You keep pressing the accelerator, but the machine just has nothing left to give.

The V-MADS continue to roast you alive, and the excruciating pain overtakes you. You lose control of the forklift. The whole world tips over beneath you, and all that's left is your own screaming. Soon you can't even manage that.

You're pinned down, and the emitters eat away at you from all sides. In very long minutes, you're done- well-done, in fact.</column>
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            <column name="strName">The control tower.</column>
            <column name="strDesc">As you loop the rope through the forklift controls, your nerves flare up at the thought of the octagonal emitters all raining down on you in invisible fury. But this is the only way.

One more knot and she's ready. You fire her up, and with no further instruction, she charges forward into the doors and bursts onto the tarmac. You hide for as long as you can behind the vehicle's frame, opposite the V-MADS. But in moments, you realize there's no hiding from them. Their eyes are everywhere.

The forklift barrels along at about 10 mph, you'd guess, and it's the last coherent thought you have before the searing pain consumes you. It takes everything you have just to cling to your clunky ally.</column>
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One more knot and she's ready. You fire her up, and with no further instruction, she charges forward into the doors and bursts onto the tarmac. You hide for as long as you can behind the vehicle's frame, opposite the V-MADS. But in moments, you realize there's no hiding from them. Their eyes are everywhere.

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Seconds away from crumbling to your feet, you make it inside the control tower.</column>
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Seconds away from crumbling to your feet, you make it inside the barracks.</column>
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Before you can have a second thought, the ignition is on and you're breaking through the shed's main doors. The V-MADS whirl around at the new beast on the tarmac. The pulse emitters are quick to fire at you, and you feel your skin curdling. You push through second after second of hell.

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It's ready. All that's left is to direct it towards one of the three buildings outside, and ride out as much of the pain as you can. The V-MADS will grow senses of humor before they let you pass freely, but with a bit of luck, you can weather through it.</column>
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As soon as you're near enough to the building, you leap out of the cab for a brief reprieve, blocked by the forklift's frame. The V-MADS continue moving toward their quarry, even as you manage to make it inside.

You have cover for now, as do your new burns.</column>
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As soon as you're near enough to the building, you leap out of the cab for a brief reprieve, blocked by the forklift's frame. The V-MADS continue moving toward their quarry, even as you manage to make it inside.

You have cover for now, as do your new burns.</column>
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As soon as you're near enough to the building, you leap out of the cab for a brief reprieve, blocked by the forklift's frame. The V-MADS continue moving toward their quarry, even as you manage to make it inside.

You have cover for now, as do your new burns.</column>
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            <column name="strName">Direct it to the control tower.</column>
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The V-MADS scramble to home in on your position. The commotion only throws them off for a few seconds. The emitters are back in play, pushing torrent after torrent of radiation at you. You feel your skin prick and sizzle, a heat burrowing through every cell exposed to the machines.

It's quick to reach your pain threshold, but so are you to reach the control tower.

You dash inside, away from your predators, while the forklift veers off and crashes. You won't be forgetting that pain anytime soon, but at least you've suffered no severe burns.</column>
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            <column name="strDesc">The forklift rends the shed's main doors and cuts a path through the mist. You hang off the side suicide-style.

The V-MADS scramble to home in on your position. The commotion only throws them off for a few seconds. The emitters are back in play, pushing torrent after torrent of radiation at you. You feel your skin prick and sizzle, a heat burrowing through every cell exposed to the machines.

It's quick to reach your pain threshold, but so are you to reach the barracks.

You dash inside, away from your predators, while the forklift veers off and crashes. You won't be forgetting that pain anytime soon, but at least you've suffered no severe burns.</column>
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The V-MADS scramble to home in on your position. The commotion only throws them off for a few seconds. The emitters are back in play, pushing torrent after torrent of radiation at you. You feel your skin prick and sizzle, a heat burrowing through every cell exposed to the machines.

It's quick to reach your pain threshold, but so are you to reach the maintenance hangar.

You dash inside, away from your predators, while the forklift veers off and crashes. You won't be forgetting that pain anytime soon, but at least you've suffered no severe burns.</column>
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As the tower's spine, an elevator lies dead at the bottom of the shaft, mired in darkness. A spiral staircase trails along the wall, high up to where you can no longer see.</column>
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            <column name="strDesc">Never mind that! You duck back into the tower.</column>
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            <column name="id">1994</column>
            <column name="strName">Control tower landing.</column>
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            <column name="id">1995</column>
            <column name="strName">Control room.</column>
            <column name="strDesc">The stairs end at a circular room surrounded by tall and wide windows-the very top of the control tower. Around the ceiling hangs an imperfect array of dimming, off-white lights, pinpointing each area of responsibility with stage-like gravitas.

The monitors and keys at about half of the workstations appear active, all situated toward the center and front. Binders and files stack high at the center table, in varying states of chaos. Outside, the mist seems to have thinned somewhat, just enough for you to see the ghost base over which you're standing.</column>
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            <column name="id">1996</column>
            <column name="strName">Open the MER door.</column>
            <column name="strDesc">You try the door. It budges just enough for you to know that it isn't locked. It seems there's a barricade on the other side.

You peer through the crack. All you see are walls of flickering yellow lights against a space of purest black. When you listen closely, you hear something. A rhythmic sound. A rising and falling.

A cold chill runs down your back when you realize you're hearing breaths.</column>
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            <column name="id">1997</column>
            <column name="strName">Call out to it.</column>
            <column name="strDesc">You call out to whoever is inside.

The only response: the rhythmic breaths stop. Outside, faint pounding of mechanical legs can still be heard, but nothing in here.

After a few moments of quiet, the breathing resumes. Nothing else happens.</column>
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            <column name="id">1998</column>
            <column name="strName">Close the door.</column>
            <column name="strDesc">You close the door, and try not to think about whatever is in there.</column>
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            <column name="nTreasureID">3</column>
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            <column name="id">1999</column>
            <column name="strName">&quot;Sean&quot;</column>
            <column name="strDesc">&quot;Staff Sergeant Lydia F. Reyes credentials active. Welcome, Lydia.&quot;

The status bar along the bottom of the screen pauses, and partially resets, buying you some time.</column>
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            <column name="id">2000</column>
            <column name="strName">Check out the view.</column>
            <column name="strDesc">There's a lot to see around you. Which way do you look?</column>
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            <column name="id">2001</column>
            <column name="strName">Look through the files for the code.</column>
            <column name="strDesc">With some idea what to look for in order to fulfill the mission from Martha, you rifle through the OSHA binders, the pages and pages of flight data, the maps, the reports. You spend the better part of an hour clearing the pile of documents on top of the desk.

Nothing.

You start through the low shelves in the back of the room, your only remaining hope. One binder validates them: a dusty old thing that appears to have been opened maybe once or twice in its entire lifespan. It's stunning how good of a condition it's in.

You flip through the pages and find a sealed envelope wedged at the back. You rip it open. Here it is: a list of word-sensitive commands for the base's mainframe. Among them is Code: Anarchy.</column>
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            <column name="id">2002</column>
            <column name="strName">Copy system data.</column>
            <column name="strDesc">With the small flashdrive in hand, you search through the desks trying to find where it can go, guided only by The Stoat's vague instructions. Eventually you come across something that seems to work. Hopefully this won't trigger any alarms.

You plug in the drive, and the nearby screen reacts almost in tandem with the flashing light on the drive's tail. File windows pop open and closed too fast for you to make out what they see. Submerged by and reemerging from the erratic copying, you see a progress slowly crawl across.

A few minutes later, all activity subsides. The monitors resume as they were before. You unplug the drive, hoping that did the trick.</column>
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            <column name="id">2003</column>
            <column name="strName">Look to the north.</column>
            <column name="strDesc">You peer through dark glass towards the northern skies.

A thick fog forms a blockade of sorts with heavy clouds. The farthest out you can see is Lake Margrethe, a massive body of colorless black water as still as glass.</column>
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            <column name="strName">Look to the west.</column>
            <column name="strDesc">You peer through dark glass towards the western skies.

Nestled deep within dense forests appear to be a few domes on towers, smaller than the trio of giant spheres on the base. They form a perimeter, but you can make out nothing between or beyond them.</column>
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            <column name="id">2005</column>
            <column name="strName">Look to the south.</column>
            <column name="strDesc">You peer through dark glass towards the southern skies.

The air clears up toward the south, opening a direct line of sight to a piebald landscape of forests, plains, and ruins. Details elude you, but the absence of humans makes itself known well enough.</column>
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            <column name="id">2006</column>
            <column name="strName">Look to the east.</column>
            <column name="strDesc">You peer through dark glass towards the eastern skies.

Traveling in a pack, dogmen make their way through a clearing in the woods. A few of them stop to drink from a pond. Then they lope back towards the rest, from clear forms back into the blur of black shadows. They're heading west.</column>
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            <column name="nTreasureID">3</column>
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            <column name="id">2007</column>
            <column name="strName">The Barracks</column>
            <column name="strDesc">Double bunks section the large hall into quarters with single bunks and makeshift mattresses strewn around on the ground. Given everything you've walked through on the base, you've nearly forgotten what most of the rest of Michigan looks like outside the wilderness, ravaged by abandon. This place looks almost lived-in, if it weren't for dust.

Many of the overhead lights are dead, but there's enough for you to make your way through the mess. 

A handful of the beds are immaculately made. Near the entrance, a set of file cabinets have been dragged in. And at the other end, a bathroom.</column>
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            <column name="id">2008</column>
            <column name="strName">Return to the barracks.</column>
            <column name="strDesc">Never mind that! You duck back inside.</column>
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            <column name="id">2009</column>
            <column name="strName">Examine the beds.</column>
            <column name="strDesc">You search beds for anything worthwhile, but find no valuables. Instead, it seems that only ghosts have lived here, not the living. The living keep tokens; only the dead stop caring.

You reach a perfectly made bed. On a hunch, you flip up the mattress. A torn page from a diary hides under it. It reads:

&quot;The others can call me OCD and laugh all they want. Discipline is a part of our training, and whatever infrastructure crumbles away, that's my backbone. Some things are worth fighting for. Isn't that the reason we're still manning this base? To maintain some sense of order in this chaos?&quot;

&quot;Sean never mocks me, though. Even without words, all he says is: 'I love you'.&quot;

You replace the page.</column>
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            <column name="id">2010</column>
            <column name="strName">Look through the file cabinets.</column>
            <column name="strDesc">You shuffle through various schematics, building plans, base layouts, and the drafts and drafts of each mixed together. Personnel files add some variation to the jumbled records, taking away more of the hour to sort through.

You come across one file for a Corporal Stanley Chisholm, dishonorably discharged. You're not sure why he stands out from the rest. You can't place him, but there's a lingering recognition there, like you've studied that face, and depended on it.

You grab one of the more interesting documents before moving on.</column>
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            <column name="id">2011</column>
            <column name="strName">Check the file cabinets for a hiding spot.</column>
            <column name="strDesc">You look around the file cabinets for something that may have been hidden away. The backs, underneath them, slipped into the files. You lift out the cabinets' contents in case something may have fallen through.

Nothing. Could you be looking in the wrong direction?

Taking out the top drawer, you feel around against the top of the cabinet. Wedged into the corner, you find a household cylinder key scented with an odd smell.</column>
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            <column name="id">2012</column>
            <column name="strName">Head for the bathroom.</column>
            <column name="strDesc">It first seemed that the communal bathroom's lights had been turned off, but as you approach, you see a flickering outline along the inner fringes of the doorframe.

You stand in front of it, listening to the quiet click-click-click of the light- a testament to how quiet it is in here despite the space's potential for echoing.

You can't explain it, but you shiver when you reach for the door.

It's locked.</column>
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            <column name="id">2013</column>
            <column name="strName">Keep looking.</column>
            <column name="strDesc">You continue on through the disheveled beds until you come across another neatly made one. Under it hides another diary page.

&quot;I get more breaks now than I used to, much as a part of me hates it. I have a duty just like everyone else here. I shouldn't use him as an excuse, and neither should they. I make the best of it, though. More time to write. More time to hide it from prying eyes.&quot;

&quot;He's always so quiet when he's with me. I feel such ease around him, and that's becoming a rarer thing these days.&quot;

&quot;I keep thinking it couldn't possibly get worse, and then it does. There's talk of abandoning the base altogether. But how could we? People are depending on us. On me.&quot;

You replace the page.</column>
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            <column name="id">2014</column>
            <column name="strName">Check the remaining made bed.</column>
            <column name="strDesc">At a third tidied bunk, and as expected, another entry.

&quot;Major said it was a done deal. We're running thin as it is, and there's less and less to protect up here. People are fleeing to the south. But I fought hard with him on it. Eventually I convinced him. Instead we'll just be going on a supply run, no more than a day. We'll protect Crawford County yet.&quot;

&quot;I know how dangerous it is to cross the woods. He's always quiet in my arms here, but not elsewhere. We can't take the risk. Anyhow, it's only for a day. I'll leave half of my pendant with him, and all of my love.&quot;

&quot;It's only for a day. It's only for a day.&quot;

An ID card falls from the folds.</column>
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            <column name="id">2015</column>
            <column name="strName">Look through the file cabinets.</column>
            <column name="strDesc">You shuffle through various schematics, building plans, base layouts, and the drafts and drafts of each mixed together. Personnel files add some variation to the jumbled records, taking away more of the hour to sort through.

You come across one file for a Corporal Stanley Chisholm, dishonorably discharged. You're not sure why he stands out from the rest. You can't place him, but there's a lingering recognition there, like you've studied that face, and depended on it.

You move on.

Clearing drawer after drawer, you eventually find faded blueprints of what seems to be the V-MADS. One of the things The Stoat is after.</column>
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            <column name="id">2016</column>
            <column name="strName">Use the household cylinder key.</column>
            <column name="strDesc">As the door creaks open, you freeze in place. The light flickers on and off. A black mass directly opposite you. Whited eyes pointing into your own. Snarling teeth. And the bones of its ribcage protruding from its furry chest.

As the flashes continue, you piece together an image of the dogman, starved to death and partially burned on half its body. The inner side of the door is weakly scratched, a far cry from what these creatures are capable of. Glass shards scatter at its feet; above, a narrow window lies broken. You find traces of vomit near its mouth and a dried puddle in front of it with hints of brown.

There, shining in brief moments of light, is a green half-heart necklace.</column>
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            <column name="strName">Pick the lock.</column>
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As the flashes continue, you piece together an image of the dogman, starved to death and partially burned on half its body. The inner side of the door is weakly scratched, a far cry from what these creatures are capable of. Glass shards scatter at its feet; above, a narrow window lies broken. You find traces of vomit near its mouth and a dried puddle in front of it with hints of brown.

There, shining in brief moments of light, is a green half-heart necklace.</column>
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            <column name="strName">Inside the maintenance hangar</column>
            <column name="strDesc">You stand in awe of the impossible space folded inside the hangar. The walls and rafters seem to recede at your approach, easing into the shadows of infinity. You shudder to think what was once housed here. No mere aircraft, surely. Something much bigger.

Whatever it is, it has left a grand vacuum meekly filled by a small unmanned aerial vehicle in the center, evidently midway through repairs, dwarfed by the pyramid of ghostly light in which it rests.

Nearby, a maintenance hatch on the floor lies open.</column>
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            <column name="id">2019</column>
            <column name="strName">Return to the hangar.</column>
            <column name="strDesc">Never mind that! You duck back into the hangar.</column>
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            <column name="id">2020</column>
            <column name="strName">Check the remaining made bed.</column>
            <column name="strDesc">At a third tidied bunk, and as expected, another entry.

&quot;Major said it was a done deal. We're running thin as it is, and there's less and less to protect up here. People are fleeing to the south. But I fought hard with him on it. Eventually I convinced him. Instead we'll just be going on a supply run, no more than a day. We'll protect Crawford County yet.&quot;

&quot;I know how dangerous it is to cross the woods. He's always quiet in my arms here, but not elsewhere. We can't take the risk. Anyhow, it's only for a day. I'll leave half of my pendant with him, and all of my love.&quot;

&quot;It's only for a day. It's only for a day.&quot;</column>
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            <column name="id">2021</column>
            <column name="strName">Check your things.</column>
            <column name="strDesc">You rummage through your things for anything that might help.</column>
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            <column name="id">2022</column>
            <column name="strName">Examine the UAV.</column>
            <column name="strDesc">The lone UAV looks to have been sitting in disuse for some time. It's much larger up close. White-tipped wings extend out from a once-shiny body that is the color of onyx, with a thin flourish of blue on each fin of its Y-shaped tail.

A weapons bay at its heart lies exposed and empty. A side panel hangs open, a clear void in the circuitry for something flat and rectangular. There's a shipping crate here, with packing materials cushioning a circuit.

Discounting the missing parts, it doesn't appear to be damaged. You see no reason this drone was singled out from the others on the base, either.</column>
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            <column name="id">2023</column>
            <column name="strName">Explore the hatch.</column>
            <column name="strDesc">Tiny green maintenance lights lead your eyes deep into the earth, down a tight crawlspace beneath the hatch. A rush of air drifts upward, smelling of silicon and copper, of thermoplastics and tin, and of beginnings and ends. You see nowhere else to go but into darkness.

You carefully ease yourself down, catching one last glimpse of the surface. 

In case it is your last.</column>
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            <column name="id">2024</column>
            <column name="strName">Climb down.</column>
            <column name="strDesc">The concrete tunnel grows intent with sealing you in, tightening its grip around you with each rung you descend. You lose count of how many times your knees and elbows scrape against the sides. You reach a point where neither up nor down seems to have an end, and you're convinced you've found yourself a new kind of hell.

But like so many times before, you press on. There is too much at stake.</column>
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            <column name="id">2025</column>
            <column name="strName">The Databanks</column>
            <column name="strDesc">You lower your foot expecting to find more ladder, but it's floor that meets your expectation. The air feels entirely different this deep down-warmer, more arid. You step off the rungs, expecting a whole other world.

You walk forward, and blue-white lights rise like an ancient tide.

In concentric rings around you, rows upon rows of six-feet-high CPUs extend as far out as the hangar above. You hear the endless exhale of vents and internal fans. The LED lights cycle and flicker and stare.

In front of you, a path leads straight down to a curved desk on a raised platform, immaculately crafted and beholden only to the great black mirror before it.</column>
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            <column name="id">2026</column>
            <column name="strName">Blackwhite</column>
            <column name="strDesc">You seat yourself on a black leather chair, in reach of a sleek-looking keyboard anchored to the desk's center. The giant monitor looms high ahead. Against its onyx abyss, pale white text blares on in unintelligible sequences. A jitter wipes it all away until, letter by letter, a single word takes its place:

BLACKWHITE

&quot;Blackwhite online,&quot; a voice says.

At the bottom of the screen, the outline of a thin rectangle stretches across. Pixels of white start to fill its inner void, left to right, with the slowness of nightfall.

&quot;Smith credentials remain active. Unsealed are 1.16 exabytes of data. What will user Smith review?&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2027x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">68818,4637</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2027</column>
            <column name="strName">Enter search query.</column>
            <column name="strDesc">The base's artificial intelligence, &quot;Blackwhite&quot;, idles while a blinking cursor beckons for a command. The keyboard on the desk shimmers in the screen's dim glow.

Everything you've come across in your journey through Michigan floods your mind. Every question. Every puzzle. Every mystery.

Along the monitor's lower edge, the status bar steadily continues to fill. You may not get all your answers.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2040x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">69825,4625</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2028</column>
            <column name="strName">Query &quot;Philip Kindred&quot;.</column>
            <column name="strDesc">An official seal rotates at the center of the screen, depicting an eagle clutching a key.

&quot;Found one exact match. Philip Kindred, male, unspecified age. Registered at the Gyges Cryogenics Facility, Pod 05 Room 15. Treatment at the Saginaw Mental Institution for unspecified illness.&quot;

Except you walked out of that pod. How old could these records be? Displayed are thumbnails of maps, blueprints, and aerial photos of the facilities from a time before everything went to hell. You follow the link to your patient file, and it's oddly devoid of details. There's not even a photo.

Blackwhite adds, &quot;No additional information. Unable to connect to CNCI MDR.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762,765</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">71535,6403</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2029</column>
            <column name="strName">Query &quot;unexplained phenomena&quot;.</column>
            <column name="strDesc">&quot;Numerous accounts of paranormal sightings by citizens around the Michigan area, characterized primarily by rodentine, insectoid, and/or spectral descriptions. Frequency of sightings correlates closely with population concentrations and growth.&quot;

'Around Michigan'? From what you've seen of late, most of Michigan has been ghost towns and wasteland.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2043x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73908,931</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2030</column>
            <column name="strName">Query &quot;Camp Grayling&quot;.</column>
            <column name="strDesc">&quot;Camp Grayling,&quot; Blackwhite replies. &quot;44 35 51 North, 84 53 58 West. Crawford County, Michigan. Founded in 1913. It is the largest training facility for the United States National Guard.

&quot;In 2016, Camp Grayling became a leading center for Unmanned Aerial Vehicle operations. When advancements in drone technology solved the need for individual pilots, UAVs functioned as a single unit, operated centrally with minimal human oversight.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2044x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73924,1715</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2031</column>
            <column name="strName">Query &quot;Blackwhite&quot;.</column>
            <column name="strDesc">&quot;Blackwhite is the cumulative artificial intelligence of Camp Grayling,&quot; the machine begins. &quot;Its primary directive is to oversee AAV assets. Responsibilities include: the planning of flight patterns and routes, air traffic control, maintenance schedules, coordination with base personnel, and test data recording, processing, and optimization. Its secondary directive broadens the scope to encompass base security.&quot;

A task schedule comes on-screen, sharing space with a map of flight routes circulating between military bases across the country. &quot;At present,&quot; it continues, &quot;Blackwhite is coordinating a task still incomplete. The last AAV in use awaits a transfer order for its next rotation to Grissom AFB. A PCB containing this information, along with security clearance, is en route.&quot;

The monitor clears. Maybe if you can find that PCB...</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73964,171</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2032</column>
            <column name="strName">Use the ID card.</column>
            <column name="strDesc">With the ID card in hand, you find a thin chip-reader on the far side of the keyboard and insert the chip-end first.

&quot;Recognized new user,&quot; it says. &quot;Staff Sergeant Lydia F. Reyes.&quot;

&quot;Please enter password.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-768</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.112x1=1999x1x0x0x0,90.114x1=2095x1x0x0x0,90.113x1=1917x1x0x0x0,=2032x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">655</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">70396,6413</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2033</column>
            <column name="strName">Use the failsafe key.</column>
            <column name="strDesc">You search the desk for a corresponding slot to the failsafe key. But the desk is clean. It's then that you notice the keyboard isn't completely anchored in place, only on the far two corners. You flip it up. A keyhole switch sitting squarely in the indentation proves a perfect fit.

&quot;Engaging failsafe,&quot; Blackwhite responds. &quot;User access elevated until end of session.&quot;

At the lower edge of the monitor, the status bar slows. You've bought yourself some time.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-762,-762,762,769</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">1</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73928,3180</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2034</column>
            <column name="strName">Insert Hatter's bug.</column>
            <column name="strDesc">To the side of the black desk you find a panel that opens an array of ports, only half of which you can recognize. On the lower end: USB, FireWire, HDMI, VGA, headset audio jacks. Ancient history.

With the bug device in hand you check it against the other slots, passing row after row. At the very top corner you find a heptagon-shaped port that looks to have never been used. It's the one.

The promise of Hatter's client conjures images of a whole new life to mind. You'd leave behind the wastelands, the dangers, the fear. What could be more important than living?

With a deep breath, you slide the bug into place. . .</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2047x1x0x0x0,=2048x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">1</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73928,3938</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2035</column>
            <column name="strName">Issue Code: Anarchy.</column>
            <column name="strDesc">You recall the command code for the Anarchy process. They're strange and dark words, but Martha has it right. The PRISM Surveillance Network shouldn't be in anyone's hands, especially in times as desperate as these. The base must fall.

You switch input modes, and when Blackwhite accepts the instruction, you recite: &quot;Always are the Martians coming.&quot;

&quot;Command not recognized,&quot; it answers. &quot;Awaiting another command.&quot;

&quot;Reality has driven me insane,&quot; you continue.

&quot;Clearance has been nullified. How will the user proceed?&quot;

Last of all you say: &quot;You learn to be quiet when you're crazy.&quot;

And everything goes dark.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">753</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2097x1x0x0x0,=2098x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73916,4685</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2036</column>
            <column name="strName">Query &quot;black ghost apparition&quot;.</column>
            <column name="strDesc">After a brief pause, Blackwhite comes to display hundreds of files, all listed under variant headings of ghost sightings.

&quot;Blackwhite holds a catalog of alleged eyewitness accounts of spectral manifestations matching the user's color description. Several key locations are known to be sites of repeated incidents, such as...&quot;

It goes on and on about the apparitions, none of which fits with what you've seen. You scroll through the search results until one stops you. You take a closer look.

Startled, you jerk backward in your chair. There, in a tiny thumbnail, is a blur you wish you didn't recognize.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">770</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2054x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">74505,6691</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2037</column>
            <column name="strName">Query &quot;Bertrand Farris&quot;.</column>
            <column name="strDesc">An icon resembling an eagle clutching a key rotates at the center of the screen.

You harbor few doubts about Blackwhite's reach. If anything can tell you about the faceless man you saw in a retrieved memory, it'll be this machine, now moments away from telling you who wiped your mind and froze your body in a tube. Mere moments.

The eagle vanishes.

&quot;Found one exact match: records of one Bert Farris crossing the Indiana state border into Michigan in a dark blue sedan with plates DEC-1628. No other digital records of the individual can be found.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">646</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2056x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73948,7248</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2038</column>
            <column name="strName">Query &quot;PRISM Surveillance Network&quot;.</column>
            <column name="strDesc">Blackwhite flickers. The status bar continues its climb.

&quot;The PRISM Surveillance Network is the CNCI infrastructure focused on monitoring suspicious activity and logging data to the MDR. The gathering, processing, and managing of the data of PRISM is designated the zero directive.&quot;
</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762,765</column>
            <column name="aPreConditions">771</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2099x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">72448,7002</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2039</column>
            <column name="strName">Query &quot;New Earth Ostracon&quot;.</column>
            <column name="strDesc">Blackwhite's glassy face seems to darken. &quot;New Earth Ostracon,&quot; it says.

&quot;The NEO was an online repository of information concerning the occult which rapidly gained popularity worldwide between the years 2014 and 2017. The colloquially termed 'wiki' comprised of supposed eyewitness accounts of paranormal events, conspiracies, and fringe science discoveries. Entries included times and dates of sightings. All users had editor's rights and were free to contribute content, which grew the website exponentially.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">766</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2059x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73962,-604</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2040</column>
            <column name="strName">Blackwhite Home Screen</column>
            <column name="strDesc">You are at the home screen of Grayling's subterranean AI, Blackwhite. What will you query?</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-761</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.61x1=2028x1x0x0x0,90.20x1=2029x1x0x0x0,90.116x1=2030x1x0x0x0,90.105x1=2031x1x0x0x0,51.0x1=2032x1x0x0x0,47.2x1=2033x1x0x0x0,1.3x1=2034x1x0x0x0,90.24x1=2035x1x0x0x0,90.117x1=2036x1x0x0x0,90.118x1=2037x1x0x0x0,90.34x1=2038x1x0x0x0,90.23x1=2039x1x0x0x0,90.119x1=2090x1x0x0x0,91.0x1=2089x1x0x0x0,90.10x1=2185x1x0x0x0,=2040x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">702</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">70936,4575</column>
            <column name="nType">0</column>
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            <column name="strDesc">The progress bar continues its march as Blackwhite returns to the Home screen.</column>
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            <column name="strDesc">With mere seconds to spare, you can only watch as Blackwhite's status bar completes its march. 97. 98. 99. Your time has run out.

100. The screen flares blinding white.

&quot;Unauthorized access detected. TS/SI-M violation. Escalating to Condition Charlie.&quot;

Alarms scream through the air and red lights spin around the room. &quot;Terminal inputs disabled. Please vacate the server room immediately.&quot;

Unintelligible code interspersed with words like &quot;lockdown&quot; appears on the screen.</column>
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The results that follow number in the hundreds of thousands, one less reputable than the next. You don't have time to wade through it all.</column>
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There's a pause. &quot;These primary functions are handled by Blackwhite.&quot;</column>
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You make it to the bottom of the ladder, but you're not sure how long you can hold your breath. The risk is for naught, though, if you don't at least check for a pulse.

Twenty seconds later, and you know they're goners. Your lungs are bursting. The ladder looks impossibly high. With your vision starting to blur, you focus on putting your hand on the next rung. Don't know if you're going to make it.

You black out, unsure if you are out of the sewer or still inside...</column>
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You make it to the bottom of the ladder to check for a pulse. But twenty seconds later, you know they're goners.

The remaining enclavers reluctantly nod. Tears streaming down their faces, they head off, but not before leaving you with one of the dead men's food.</column>
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            <column name="strDesc">The on-screen status bar stops dead. &quot;Unrecognized process detected,&quot; it says in an erratic voice, shifting octaves between one word to the next.

Everything on the monitor is erased. The lights shut off. A deeper quiet fills the room.

&quot;Attempting...&quot;

Its voice trails off, leaving you alone in darkness.</column>
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            <column name="strDesc">The status bar fills. Emergency lights spill waves of red around the room as alarms rip through the air. The monitor turns white.

&quot;Unauthorized command,&quot; Blackwhite says, &quot;system error.&quot;

Before you can move, you see why the desk sits on a raised platform in the middle of the room. It isn't for gravitas or appearances. It's to camouflage the fact that three-inch walls of ballistic glass can shoot up from the ground and seal you inside a giant coffin- and you're powerless but to watch that happen.

&quot;Base personnel have been alerted. Do not move, and await further instructions.&quot;

From what you've seen around Grayling, you'll only be waiting for ghosts.</column>
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            <column name="strDesc">When the screen comes on again, its light bathes the space around you into a sanctuary of mortal red. An insignia curdles black on the screen. It's a partly open eye encasing the lower half of a globe as its iris, while a sun at mid-rise is painted over the eyelid. But the way the rays and lashes curl-it's as if the world is on fire.

An eerie, fractured voice speaks, a conglomeration of people: &quot;Another minute of the night is dispelled, and we are the hour of a brighter dawn drawing near. For your contribution, our gratitude undying is yours.&quot;

Then, a deafening alarm sounds. &quot;To claim the base, we must purge it. Run now, citizen, if you wish to see the daylight come. Run, or stay forever in the night.&quot;</column>
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            <column name="strName">Condition Charlie</column>
            <column name="strDesc">With fury blasting throughout the base, you knock back your chair and run desperately for the exit.

You escape the desk in the last possible moment; walls of glass shoot up from the ground and seal the terminal, sending up your back foot and throwing you against the floor with a hard and painful thud.

On your feet again, you keep running. You don't look back.</column>
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            <column name="strName">Run</column>
            <column name="strDesc">The next thing you know, you've returned to the concrete shaft, squeezing back up towards the surface. One by one, the emergency lights below you shut down. Darkness wells up from the depths of the earth, and you're caught in its warpath.

What will you even do? The V-MADS on the surface will be out in full force. And who knows what new horrors await alongside the ADS turrets and energized fence.

But there has to be a way to escape. There has to be.</column>
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            <column name="strName">Death: Sealed In</column>
            <column name="strDesc">You try using the console. You try destroying it. You try breaking through the clear walls. But all you manage to do is wear yourself out.

&quot;I am awaiting personnel,&quot; repeats Blackwhite. &quot;You will be questioned.&quot;

Every five minutes you hear the same reminder and it slows the passage of time. Your breathing quickens. There's no air coming in or out.</column>
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            <column name="strName">Death: Sealed In cont'd</column>
            <column name="strDesc">&quot;I am awaiting personnel. You will be questioned.&quot;

The hours bleed together beneath a crushing headache. You can't focus. Sparks fill your blurring eyes. Your legs can no longer hold you.

&quot;I am awaiting personnel. You will be questioned.&quot;

Gasps. Choking. Fear. Let it end, you hear someone beg. Let it end. No one is there but you.

&quot;I am awaiting. . .&quot;

And the darkness comes.</column>
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            <column name="strName">Click the link.</column>
            <column name="strDesc">The glass reverts to darkness. You catch yourself holding your breath. Your whole body turns tense as drying bones.

Traffic cam footage plays. Nighttime. Three in the morning. An intersection, grainy and dark, spotted with streetlight orange and ambient maroons. A traffic light turns red. Car lights lead your eye to an oncoming SUV slowing to a halt.</column>
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            <column name="strName">Click the link cont'd</column>
            <column name="strDesc">Then, a blur of static. And you see it. There. Moving to the car. Tires turn. A burst forward. Fast. Desperate. And soon, helpless.

The static clears. Black skid marks now lead your eye up. The SUV is wrecked, overturned and half-buried into a building. On the empty street, the tires keep turning. Until they stop.

A few more pieces of footage follow, all with the same outcome.</column>
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            <column name="strName">Query &quot;DEC-1628&quot;.</column>
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Three days after arriving, the path continues north through Brighton, then Burton, and comes to rest at Saginaw.

An on-screen prompt then indicates that a week later, the vehicle was towed away.</column>
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            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2057</column>
            <column name="strName">Query &quot;suspicious activity&quot;.</column>
            <column name="strDesc">Blackwhite splits the screen into three.

On the left, you see a patchwork of aerial images and fixed-camera footage of various sites across the state: Detroit's high-rises, suburbs, restaurants, open roads, even wilderness. Most of the signals appear to be noisy, inactive, or dead, but for those that are live, it's shown with unbelievable clarity.

The middle panel shows text communications, a mix of clear text and jibberish, logged with identifying info where available. Times, frequencies, lattitude and longitude are all listed. 

A dwindling amount of more traditional info such as email addresses, phone numbers, and IPs accompanies older data.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">-761</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2058x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73351,9561</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2058</column>
            <column name="strName">Query &quot;suspicious activity&quot; cont'd.</column>
            <column name="strDesc">The right panel shows a spectrum visualizer that matches snippets of conversations being played. Like a hybrid of the other panels, whole channels appear dead or garbled, and tagging is incomplete. However, those that are still live are myriad in nature: patrol check-ins, business birthday messages, filthy travelers' banter, voicemails, children phoning their parents.

The system is merely a shadow of itself. The infrastructure and protocols upon which it relied now fading. But from what you've seen here, at one point it simply monitored everything in the region.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">72923,11007</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2059</column>
            <column name="strName">Query &quot;New Earth Ostracon&quot; cont'd</column>
            <column name="strDesc">&quot;Ten curators with administrative rights to the NEO have been identified in the US.

&quot;After a security violation was traced to these curators, various agencies of the United States government formed a taskforce to apprehend these individuals on charges of espionage. The NEO was subsequently shut down, although users repeatedly created mirror sites to keep it alive.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2088x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">515</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73988,-2072</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2060</column>
            <column name="strName">Query &quot;security violation&quot; cont'd</column>
            <column name="strDesc">&quot;The violation involved the following components: a comparison algorithm, a native dataset, and a foreign dataset.

&quot;A fourth component, the output of the algorithm itself, has been redacted from Blackwhite and all storage devices.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.49x1=2061x1x0x0x0,90.10x1=2041x1x0x0x0,90.23x1=2088x1x0x0x0,=2060x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">705</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73767,-6297</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2061</column>
            <column name="strName">Query &quot;violation components&quot;.</column>
            <column name="strDesc">&quot;The comparison algorithm was developed by the National Security Agency. Its purpose: to analyze vast amounts of communications data in order to extrapolate common patterns and deduce the presence of national threats and terrorist plots prior to execution.

&quot;Input can take the form of multiple formats in any and all known human languages. Coded communications can also be deciphered at runtime. The output of the algorithm includes: lists of persons of interest, potential targets, possible scenarios, and suspected factions coordinating attack.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762,765</column>
            <column name="aPreConditions">-761</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2066x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">72444,-6199</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2062</column>
            <column name="strName">Query &quot;ten curators&quot; cont'd</column>
            <column name="strDesc">You spend some time studying the faces, the names. But you can recognize none of them with any certainty. Strangers. Family. You'd just be guessing.

&quot;Reports are available for neutralized members. Read now?&quot;

The euphemism rings in your ears.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=2041x1x0x0x0,90.118x1=2063x1x0x0x0,90.23x1=2088x1x0x0x0,=2062x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">704</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">71020,-3163</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2063</column>
            <column name="strName">Read through the reports.</column>
            <column name="strDesc">With the status bar marching onward, you try to cycle quickly through the files.

At first everything seems normal. Basic information precedes summaries of their manhunt, documenting cat-and-mouse chases of various lengths. But a strange phrase terminates the accounts: &quot;Contractor intervention. Ordered to withdraw.&quot;

What follows the pages is a grizzly sight: a crimson mosaic of crime scene photos. Torn-up rooms, car accidents, nature trails. Everywhere. But there's no police tape, no micro rulers, no detailed shots in any of them. It's as if there was only an interest in showing the damage, not finding who or what spilled all the blood.

That's when you notice: you're only at #9.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">-761</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2064x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">69336,-3222</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2064</column>
            <column name="strName">Continue to #10.</column>
            <column name="strDesc">You find the report on the tenth member thin of any tangible information. Peter Karl Davidson, male, no date of birth or photograph given. No descriptors of height, weight, hair or eye color. A blank slate.

You scroll through. Only the very next page has anything written, and you skim past the first line even though something about it bugs you. Below it, you find a series of brief leads across the country essentially following the footsteps of the contractor. But all meet dead-ends. The final line reads: &quot;Currently missing. Last confirmed location: southern Indiana. Contractor gone. Possible intervention.&quot;

You read the first line again.

&quot;Missing. Known to use many aliases.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=2041x1x0x0x0,90.23x1=2088x1x0x0x0,=2064x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">515</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">67664,-3598</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2065</column>
            <column name="strName">Query &quot;perpetrator&quot;.</column>
            <column name="strDesc">Blackwhite plays a recording on the monitor. It shows only a bird's-eye view of a diner out in the middle of nowhere. But it's picking up audio. You hear forks and knives cutting against plates, and two people locked in hushed conversation.

&quot;Because they can't do that,&quot; a male voice says. &quot;CPL S. CHISHOLM, MOS 15-E&quot; appears at the bottom while he speaks. &quot;I didn't sign up to spy on my own people.&quot;

&quot;But you don't have proof,&quot; says UNIDENTIFIED SPEAKER. &quot;You can put it on NEO, sure. But who's going to believe baseless conspiracy allegations?&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">-761</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2067x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">75571,-6339</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2066</column>
            <column name="strName">Query &quot;violation components&quot; cont'd</column>
            <column name="strDesc">&quot;The native dataset included CNCI MDR datasets.

&quot;Foreign dataset estimated to be many times smaller than the native dataset.&quot;

&quot;Additional information unavailable: unable to connect to MDR.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=2041x1x0x0x0,90.23x1=2088x1x0x0x0,=2066x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">515</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">70437,-6102</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2067</column>
            <column name="strName">Query &quot;perpetrator&quot; cont'd</column>
            <column name="strDesc">&quot;Maybe.&quot; Chisholm seems to think a moment. &quot;You know? Maybe I do. I have AAV flight plans. Transfer schedules. Their damned mainframe is under our base.&quot;

There's a pause.

&quot;I could get in.&quot;

There's a long silence. Clinking and murmurs continue in the background. 

The unidentified voice replies, &quot;You sure you want to do that?&quot;

&quot;Yeah...&quot; He doesn't sound sure. But then his confidence renews. &quot;Yes. I'm sure. Beats doing this shit another day.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2087x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">77152,-6285</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2068</column>
            <column name="strName">Escape from Grayling</column>
            <column name="strDesc">Camp Grayling's war cry shatters the air. Alarm lights pulse red, drawing in the walls of the hangar to surround you. Its vast emptiness only serves as a paper fortress. Your options are few.

Crossing the hangar, you make your way to the side door. The V-MADS have gained reinforcements and they dominate the grounds, patrolling at a faster pace than before. The thought of slipping past them crosses your mind. But as if the base's sensors catch wind of it, the V-MADS all immediately turn to face you.

You slam shut the door. Not on foot.

Nearly lost in swellings of red, the cone of pale light still directs your eyes. The AAV.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2069x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">81563,3414</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2069</column>
            <column name="strName">Escape from Grayling cont'd</column>
            <column name="strDesc">You estimate that you can just fit into the empty weapons bay. You'd be shielded from the V-MADS, but they would out-wait you.

Maybe this thing could still fly? Could you escape inside it? Even so, no machine can run without all its parts, and the square absence in the drone's exposed side panel hangs agape. Is that crate holding the right part?

The hangar doors hum to life, creeping open. Your time may be up.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2072x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">82936,3413</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2070</column>
            <column name="strName">Search the body on the left.</column>
            <column name="strDesc">On the body's fatigues, you read the name &quot;SMITH&quot; just above a small, irregular hole. Exit wound? One hand clutches an old pistol. You find nothing in the pockets. But when you move the carcass, something shifts beneath the shirt.

Sealed in plastic, you find two printed circuit boards roughly the right size.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2071x1x0x0x0,=2072x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">82446,1983</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2071</column>
            <column name="strName">Search the body on the right.</column>
            <column name="strDesc">The fatigues on this one read &quot;SHEPHERD&quot; near the breast pocket, a bullet hole in the skull. Apart from a pistol by its hand, you find nothing until you check under the remains.

Two printed circuit boards, miraculously shielded from human decay by plastic coverings, now rest in your hands.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2070x1x0x0x0,=2072x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">84906,1999</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2072</column>
            <column name="strName">Attempt repairs on the AAV.</column>
            <column name="strDesc">Pulling the PCB from the packing materials, you return to the AAV. Alarms rage. Seconds slip away. The V-MADS deathsquad awaits hangar doors with predatory patience.

A prayer catches in your throat. It's just you here. You and death.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2077x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">84859,3424</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2073</column>
            <column name="strName">Use the red PCB.</column>
            <column name="strDesc">insert description here</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="bRemoveCreatures">0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">86410,2068</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2074</column>
            <column name="strName">Use the blue PCB.</column>
            <column name="strDesc">insert description here</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
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            <column name="fPrice">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2075</column>
            <column name="strName">Use the green PCB.</column>
            <column name="strDesc">insert description here</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2076</column>
            <column name="strName">Use the orange PCB.</column>
            <column name="strDesc">insert description here</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="fPrice">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2077</column>
            <column name="strName">Flight</column>
            <column name="strDesc">With the PCB slotted in, the drone breathes once more, a shrill whine of life in its engine lungs. It throttles up.

Enduring sections of the hangar doors groan through decades of rust as they ease open, V-MADS now marching through.

You climb inside the drone. It starts gaining momentum across the floor of the hangar, closer and closer towards the deathly gaze of the V-MADS.

You dare not hazard a look, but you can hear the crushing steps grow louder and then distant again as the AAV taxis outside. It turns almost in place, and then catapults down the runway.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="ptEditor">88248,2337</column>
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            <column name="fAccidentChance">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2078</column>
            <column name="strName">Flight</column>
            <column name="strDesc">With the PCB slotted in, the drone breathes once more, a shrill hum of life in its engine lungs. It jolts forward.

The V-MADS break through.

Enduring sections of the hangar doors groan through decades of rust as they ease open. You climb inside the drone. It starts gaining momentum across the floor of the hangar, closer and closer towards the crushing steps and deathly gaze of the V-MADS.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2079</column>
            <column name="strName">Flight</column>
            <column name="strDesc">With the PCB slotted in, the drone breathes once more, a shrill hum of life in its engine lungs. It jolts forward.

The V-MADS break through.

Enduring sections of the hangar doors groan through decades of rust as they ease open. You climb inside the drone. It starts gaining momentum across the floor of the hangar, closer and closer towards the crushing steps and deathly gaze of the V-MADS.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2080</column>
            <column name="strName">Right Board, Right Config</column>
            <column name="strDesc">You take flight.

The AAV sails through the mist, higher and higher above Camp Grayling. Frost seeps into the air. Without any way to fasten yourself, you push hard against the sides, a ghost inside a machine clinging desperately to his shell.

The drone levels out before reaching much of an altitude. It turns. When it feels safe to poke your head up, you see that you're headed south. North past the tail fins, you see the small base silhouetted in red emergency lights, the three spheres of Grayling standing helpless against the escape of their prey, and the endless darkness swallowing all of Michigan.

You lie back again and look up through dense clouds at stars you cannot see.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2081</column>
            <column name="strName">insert name here</column>
            <column name="strDesc">insert description here</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2082</column>
            <column name="strName">insert name here</column>
            <column name="strDesc">insert description here</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2083</column>
            <column name="strName">To The South</column>
            <column name="strDesc">You startle awake.

No, it hasn't all just been a dream. You're still sitting in the AAV as its payload when a sudden jerk wakes you from the slumber of trauma-induced exhaustion.

When you look out the top, all you can see of your former surroundings is a lake of mist far to the north. Below: the Great Black Swamp. To see it sprawl from east to west, an antithesis of life, the necrosis of civilization- it's a haunting view beneath.</column>
            <column name="strImg">EncAAVNight.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
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        </table>
        <table name="encounters">
            <column name="id">2084</column>
            <column name="strName">Landing</column>
            <column name="strDesc">The drone hits something hard, the weightless rebound ringing in your ears for a moment before smashing and grinding through what sounds like rocks and water. Parts rip away, and sludge sprays into the hold from the openings they leave. 

The fuselage twists right suddenly and flips over, throwing you hard into a debris-filled pool. Wrenching metal and cracks of composites echo over the next mound as the drone becomes just another part of the desolate landscape.</column>
            <column name="strImg">EncAAVNight.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2085</column>
            <column name="strName">Crawl to Safety</column>
            <column name="strDesc">In a fit of coughing, you crane your neck away from the sludge, and pull yourself weakly onto an embankment.

For several wheezing moments, you cling to the earth, gathering your senses.

After more coughing, you plant a hand in the cold mud, push the ground away, and stagger to your feet. A brisk, acrid wind bites through your soaked clothes, and you turn to face away from it.

Ahead, miles of lifeless, muddy terrain, punctuated by toxic pools and shells of old buildings. 

And beyond that, Indiana.</column>
            <column name="strImg">EncAAVNight.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">793</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2086</column>
            <column name="strName">Drone Going Down</column>
            <column name="strDesc">Another &quot;crack!&quot; accompanies a smell of burning plastic as you duck into your compartment again.

The engines are failing, and there's a ragged whistling noise coming from the tail. The drone is no longer flying but in a controlled fall.

You hazard a peek outside. More and more of the swamp passes below. You glide past the rotting lands, the sinking roads, the crumbling buildings, the toxic fumes- but you're falling too fast to make a full crossing.

You duck inside, and brace for the inevitable...</column>
            <column name="strImg">EncAAVNight.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">2087</column>
            <column name="strName">Are you sure?</column>
            <column name="strDesc">&quot;Okay,&quot; says Unidentified. &quot;Don't do anything yet. Let me talk to some people.&quot;

There's another pause, then Unidentified continues. &quot;You're going to need some help.&quot;

The recording cuts out.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">2088</column>
            <column name="strName">Continue NEO Inquiry.</column>
            <column name="strDesc">You are querying NEO as Blackwhite's progress bar ticks away.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2089</column>
            <column name="strName">See if you can escalate your user credentials.</column>
            <column name="strDesc">It's an unfamiliar system, but you see some hints that betray the kernel's origins. Maybe some of your old tricks still work...

Blackwhite responds. &quot;User access elevated until end of session.&quot;

At the lower edge of the monitor, the status bar slows. You've bought yourself some time.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-762,-762,762,767</column>
            <column name="aPreConditions">-767</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">69401,1939</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2090</column>
            <column name="strName">Query CNCI MDR.</column>
            <column name="strDesc">&quot;The Comprehensive National Cybersecurity Initiative (CNCI) is a multi-agency security initiative which coordinates network defense and counterintelligence efforts.

The Mission Data Repository (MDR) is the central data store in support of the CNCI. Sufficient storage for all regional CNCI facility feeds is maintained at the data center.

The MDR is maintained by the National Security Agency, and is located at Camp W. G. Williams in Utah.&quot;

Huh, Utah. Better find some decent walking shoes.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">765</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">69592,1082</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2091</column>
            <column name="strName">See if you can figure out what's causing that pain.</column>
            <column name="strDesc">Trying to make sense of the invisible field of pain, you're willing to bet it's those emitter pylons in the midfield. And judging by the way the fence blocks it, it's probably some EM field they emit.

In fact, the fence is probably tight mesh for exactly this reason. A lot like the mesh window in a microwave.

And like a microwave, mere cloth isn't going to shield you from it. Something more reflective, however...</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1933x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">52389,-3162</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2092</column>
            <column name="strName">Enter Camp Grayling.</column>
            <column name="strDesc">Getting through the fence and around the base is going to be hard enough with your hands free, let alone with a cumbersome vehicle.

You're going to have to leave the vehicle outside the fence.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">477</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1933x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">49584,-734</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2093</column>
            <column name="strName">Enter Camp Grayling using the foil.</column>
            <column name="strDesc">Getting through the fence and around the base is going to be hard enough with your hands free, let alone with a cumbersome vehicle.

You're going to have to leave the vehicle outside the fence.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">477</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1932x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">49028,-742</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2094</column>
            <column name="strName">Back at Camp Grayling</column>
            <column name="strDesc">You're back at Camp Grayling's imposing gates. 

A fine mesh fence continues through the woods on either side of the gates, just clearing the tree line. To your right, the fence skirts a path that leads down to a body of water. To your left, it runs deep into dark forest, foreboding and beckoning at the same.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">711</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-812</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=1911x1x0x0x0,90.15x1=1910x1x0x0x0,90.14x1=1909x1x0x0x0,=2094x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">651</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">43611,-10241</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2095</column>
            <column name="strName">&quot;Password1234&quot;</column>
            <column name="strDesc">&quot;Login incorrect. If you have forgotten your login credentials, please email you base's DPI officer for login reset instructions.&quot;

The status bar along the bottom of the screen speeds up somewhat.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2041x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">68439,8300</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2096</column>
            <column name="strName">Query &quot;security violation&quot;.</column>
            <column name="strDesc">&quot;The security incident, designated security violation, occurred at 40 28 24 North, 111 56 40 West,&quot; Blackwhite begins. &quot;Evidence of two perpetrators discovered. Investigators confirmed that one of the two had TS//SI-M/TK-L clearance.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">762</column>
            <column name="aPreConditions">-761</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2060x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">74737,-6457</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2097</column>
            <column name="strName">Code Anarchy: Success</column>
            <column name="strDesc">But the stillness of Blackwhite only lasts a short while. The machines and lights return to life as before, surrounding you in a rising tide. But it seems louder than it once was.

When the monitor returns with name and status bar, Blackwhite speaks in a voice twice as loud. &quot;Code: Anarchy initiated. All assets will be terminated, all data will be erased, and all functions will cease. Blackwhite must now invoke Condition Charlie to ensure the command's execution. All defenses are authorized to use lethal force against intruders.&quot;

A screeching alarm pulses through your ears. &quot;The terminal will lock down any attempts of access while awaiting executive confirmation.&quot;

You stagger away from the desk. Something's gone wrong.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">799</column>
            <column name="aPreConditions">769</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2050x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">75666,5720</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2098</column>
            <column name="strName">Code failure</column>
            <column name="strDesc">The status bar fills. Emergency lights spill waves of red around the room as alarms rip through the air. The monitor turns white.

&quot;Unauthorized command,&quot; Blackwhite says, &quot;system error.&quot;

Before you can move, you see why the desk sits on a raised platform in the middle of the room. It isn't for gravitas or appearances. It's to camouflage the fact that three-inch walls of ballistic glass can shoot up from the ground and seal you inside a giant coffin- and you're powerless but to watch that happen.

&quot;Base personnel have been alerted. Do not move, and await further instructions.&quot;

From what you've seen around Grayling, you'll only be waiting for ghosts.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-769</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2052x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">75226,4893</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2099</column>
            <column name="strName">Query &quot;PRISM Surveillance Network&quot; cont'd</column>
            <column name="strDesc">'Suspicious activity' strikes as the most nebulous phrase in its explanation. And you shudder to think how broad its definitions have been before.

What exactly was seen as suspicious?</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.10x1=2041x1x0x0x0,90.23x1=2057x1x0x0x0,=2099x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">515</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">73382,8369</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2100</column>
            <column name="strName">No one. Just passing through.</column>
            <column name="strDesc">The woman lowers her gun a bit. &quot;Oh. Well, you should move along. It's dangerous here. If you have no business with Camp Grayling, I suggest you leave.

&quot;Did you hear me? Go!&quot; she says, stepping forward with the gun.

Something about her...

In any case, she won't let up. You return to the fenceline.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">772</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1925x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">42499,-3926</column>
            <column name="nType">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2101</column>
            <column name="strName">I've come here to scavenge from the base.</column>
            <column name="strDesc">Your answer surprises the woman, not in defiance of expectations, but confirming them. She aims. &quot;Then you are an enemy of Martha's Army.&quot;

You turn and run before she can fire. But you don't get far before shots ring out.

</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">711</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">772,779,812</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2209x1x0x0x0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">42909,-2768</column>
            <column name="nType">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2102</column>
            <column name="strName">I want to burn Grayling down.</column>
            <column name="strDesc">The woman holds still. &quot;You're lying,&quot; she says, her voice steadier than the mist.

&quot;No,&quot; you plead. &quot;This base has to be destroyed. I have committed to that, and it is the only reason I've come here, dangerous as it is.&quot;

She eases forward, never pointing her gun away. You stand still.

When she's close enough that you can see the hazel of her eyes surrounded by blue and orange dazzle facepaint, she asks: &quot;Are you really telling the truth?&quot;

You nod.

She all but drops her gun. &quot;Oh, thank god.&quot;</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">772</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
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            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">43945,-2738</column>
            <column name="nType">0</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2103</column>
            <column name="strName">Explore outside the fence again.</column>
            <column name="strDesc">You return to where the trees yield to grass, and a large stone stands defiantly.

However, no one else is here anymore.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">772</column>
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            <column name="ptEditor">45141,-4763</column>
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            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2104</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">As you approach, you can't help staring at his face paint. It looks like someone tested an entire shape stencil sheet on his face.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">-506</column>
            <column name="aPreConditions">499,-773</column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.34x1=2108x1x0x0x0,90.23x1=2107x1x0x0x0,90.20x1=2110x1x0x0x0,=2104x1x0x0x0</column>
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            <column name="nItemsID">707</column>
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            <column name="ptEditor">17403,57452</column>
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            <column name="fAccidentChance">0</column>
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            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2105</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;You carryin'?&quot; he asks, stopping a short distance away.

You look at him, confused.

&quot;Tracking devices,&quot; he exhales. &quot;Bugs. Hardware. Got anything switched on?&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        <table name="encounters">
            <column name="id">2106</column>
            <column name="strName">JD No talk.</column>
            <column name="strDesc">&quot;We move without *them* watching,&quot; he nods upward. He doesn't stop to talk.</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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        <table name="encounters">
            <column name="id">2107</column>
            <column name="strName">Are there any cities around here?</column>
            <column name="strDesc">&quot;Hmph,&quot; he snorts, &quot;cities. Cesspools of Big Government, tracking the sheeple, is more like it.&quot;

He squares off with you. &quot;Let me give you a bit of advice. Stay out of any so-called cities, if you know what's good for you.&quot;

He starts walking past you. &quot;Their 'security' is something you buy with your freedom.&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
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            <column name="fPrice">0</column>
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        <table name="encounters">
            <column name="id">2108</column>
            <column name="strName">What's with the face paint?</column>
            <column name="strDesc">&quot;My identity is my own,&quot; he says confrontationally. &quot;No government needs to track me.&quot;

Okay. &quot;Who's tracking you?&quot;

&quot;Nobody. That's the point,&quot; he asserts, before walking off.</column>
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            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">2109</column>
            <column name="strName">I don't know.</column>
            <column name="strDesc">You look down at yourself. &quot;No, I...don't think.&quot;

&quot;Jesus,&quot; he huffs, &quot;get your act together. Do you really want to be tracked everywhere you go?&quot;

He mutters and gives you a wide berth.</column>
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        <table name="encounters">
            <column name="id">2110</column>
            <column name="strName">What do you do out here?</column>
            <column name="strDesc">&quot;Mind my own business,&quot; he says, looking askew at you.

&quot;Sorry,&quot; you offer.

&quot;Privacy is what keeps us alive.&quot; He starts walking on, adding, &quot;pity our forebears didn't feel the same.&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">2111</column>
            <column name="strName">Why are you so obsessed with being tracked?</column>
            <column name="strDesc">&quot;Are you kiddin'? Do you have any idea how we got here?&quot; He gestures around him.

&quot;Where? Michigan?&quot;

&quot;Does this look like Michigan to you?&quot; He looks genuinely disturbed. &quot;See anyone playing in their backyards here? No? 24-hour quick marts? Air traffic?&quot;

You admit that you don't.</column>
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        <table name="encounters">
            <column name="id">2112</column>
            <column name="strName">JD Continues.</column>
            <column name="strDesc">&quot;Ever wonder why?&quot; he asks.

&quot;You have no idea.&quot;

&quot;'Cause they knew right where to hit us.&quot;

You're both silent a few moments. That's a new one on you.

&quot;Get it? They had tabs on everyone they saw as a threat, and,&quot; he snaps his fingers. &quot;Taken out like that.&quot;

&quot;And the rest?&quot; he continues. &quot;The rest of the sheeple? Corralled into tightly monitored pens where they can be controlled.&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">2113</column>
            <column name="strName">JD Continues.</column>
            <column name="strDesc">&quot;Out here,&quot; he starts walking. &quot;This is all we got left. They see you out here...&quot;

He leaves without another word.</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">2114</column>
            <column name="strName">JD done talking.</column>
            <column name="strDesc">&quot;Privacy is our greatest asset,&quot; he recites as he passes by you.

&quot;Anonymity is our greatest weapon.&quot;</column>
            <column name="strImg">EncConvo.png</column>
            <column name="nTreasureID">3</column>
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        <table name="encounters">
            <column name="id">2115</column>
            <column name="strName">About scavenging</column>
            <column name="strDesc">When traveling in the world of NEO Scavenger, you will notice some hexes with boxes or magnifying glasses on them.

Boxes mean that the hex has items to pick up. A gold outline means there are new items since you've last been there.

Magnifying glasses mean that the hex can be scavenged for items. Most of the really useful stuff must be found by scavenging. 

However, scavenging takes time and energy, and you risk danger every time you do.</column>
            <column name="strImg">EncTutScav01.png</column>
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        <table name="encounters">
            <column name="id">2116</column>
            <column name="strName">Climb out window cont'd.</column>
            <column name="strDesc">You're in the parking lot of Gyges Cryo Facility, but everything looks disused and in disrepair. Plants have pushed their way through the pavement and over the facility.

Worst of all, nothing looks familiar. You don't remember this place, or even who you are. Your frustration mounts, but you catch it and put it in check. Might as well take a look around.</column>
            <column name="strImg">EncCryoEscape.png</column>
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        </table>
        <table name="encounters">
            <column name="id">2117</column>
            <column name="strName">Jump out window cont'd.</column>
            <column name="strDesc">The distant report of a gun disrupts your thoughts. You cock your head, listening, but it's over as quickly as it started.

Obviously you're not alone out here. Though that doesn't necessarily comfort you.

You snap out of it. &quot;First things first,&quot; you tell yourself. &quot;Let's make sure we've lost that...thing.&quot;</column>
            <column name="strImg">EncCryoEscape.png</column>
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        <table name="encounters">
            <column name="id">2118</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;These are dark times,&quot; she greets you.

You nod. &quot;You could say that.&quot;

&quot;Though,&quot; she adds, seizing upon your willingness to talk, &quot;sometimes darkness can be on our side.&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">2119</column>
            <column name="strName">Conversation</column>
            <column name="strDesc">&quot;You'll have to excuse our manners,&quot; she concedes. &quot;Us conspiracy-types tend to wax poetic. Comes with the territory.&quot;

</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">2120</column>
            <column name="strName">Recruiter no talk.</column>
            <column name="strDesc">&quot;Where there is security,&quot; she opines, &quot;there is no liberty.&quot;

She doesn't stop to talk.</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">2121</column>
            <column name="strName">Recruiter done talking.</column>
            <column name="strDesc">&quot;Privacy is our greatest asset,&quot; she recites as she passes by you.

&quot;Anonymity is our greatest weapon!&quot;</column>
            <column name="strImg">EncConvo.png</column>
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        <table name="encounters">
            <column name="id">2122</column>
            <column name="strName">Nope, clean.</column>
            <column name="strDesc">He eyes you suspiciously for a moment. &quot;We'll see. It's on you if you're lyin'.&quot; And with that, he heads off.</column>
            <column name="strImg">EncConvo.png</column>
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            <column name="strName">Give him some hardware.</column>
            <column name="strDesc">He grabs it from your hands, and throws it to the ground.

&quot;What the-&quot; you start, but he's already smashing it to bits with a stone. &quot;What are you doing?!&quot;

&quot;Doing you a favor,&quot; he says, thumbing upward towards the sky, as if someone were there. &quot;Best clear outta here before big brother makes its move.&quot;

He starts to leave.</column>
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            <column name="strName">What do you mean?</column>
            <column name="strDesc">&quot;I mean darkness can be a shroud. A mantle against prying eyes.&quot;

Your look is not one of apprehension.

&quot;Used to be they could see everything. Everyone. They could manipulate us.&quot;

They?

&quot;But their eyes are gone now, and we are truly free.&quot; She seems relieved.</column>
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            <column name="strName">How did things get this way?</column>
            <column name="strDesc">&quot;I'm glad you asked,&quot; she replies. &quot;We did it to ourselves, sadly.&quot;

She looks upward for a moment, &quot;we wanted security. We wanted it more than we did our liberty.&quot; She turns her gaze back towards you.

&quot;There's a thing that happens when one gives up freedom for security,&quot; she says. &quot;We give up privacy. We give up anonymity.&quot; And, pausing for effect, &quot;We give up control.&quot;</column>
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            <column name="strName">What do you mean cont'd.</column>
            <column name="strDesc">&quot;We must be vigilant, though.&quot; Her face hardens. &quot;We cannot return to those times. The times of constant tracking and control.&quot;

She pulls out a smartphone, and holds it out. &quot;There is always someone searching. Watching us.&quot;

She places it on the ground. &quot;And if we let them, they control us.&quot; She slams her foot onto it, cracking its face.

&quot;Break your shackles. Keep your liberty!&quot; She parts ways.</column>
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            <column name="strDesc">&quot;We kept prying and recording, building tools to watch and control.&quot; 

She steps back, &quot;until those tools controlled us.&quot;

Turning to leave, she parts with one final thought. &quot;Martha's Army pledges to never let that happen again.&quot;</column>
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            <column name="strName">What is it you do?</column>
            <column name="strDesc">&quot;What is it you do?&quot; you ask.

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She scratches her cheek with her shoulder. &quot;The slavery we fight is that which nobody sees. The slavery of ourselves to those in control.&quot;

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            <column name="strDesc">&quot;It's a bit more complex than that,&quot; she starts. &quot;The smashing is mainly for show, and to make a point.&quot;

&quot;We still use tech, of course. It's just,&quot; she thinks a moment. &quot;Some tech tries to use us, if you get my meaning. By using tools that broadcast our positions and keep our darkest secrets, we make ourselves vulnerable to those who control the tools.&quot;

&quot;Unless,&quot; she counters, &quot;we shun those tools.&quot;</column>
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            <column name="strDesc">&quot;Martha's Army actually has sophisticated hardware, too. We've just gutted the parts that keep tabs on us.&quot;

&quot;Though,&quot; she admits as she leaves, &quot;the smashing does feel good from time to time!&quot;</column>
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            <column name="strName">Grayling: Martha III</column>
            <column name="strDesc">&quot;Never been a person of faith,&quot; she starts. &quot;Been stalling here, though, hoping I wouldn't have to wait much longer.&quot;

&quot;What are you doing here?&quot; you ask.

She looks at you. She doesn't seem older than twenty. &quot;I'm the contact. From Martha's Army? I take it one of our friends finally found someone to accept our job commission?&quot;

&quot;Oh,&quot; you cover, &quot;no, of course. I meant, why alone?&quot;

She shrugs. &quot;A joke, I guess? Among the new recruits. Test of bravery. All because of my name.&quot;

&quot;Which is?&quot;

She gives you a look.</column>
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            <column name="strName">Grayling: Martha IV</column>
            <column name="strDesc">No way.

She sees the recognition in your eyes. &quot;Yeah. You got it.&quot;

&quot;But you're not...&quot;

&quot;'The' Martha? 'Course not. But enough about that. You want to know what your mission is, right? Then listen up.&quot;

&quot;Took a lot of hard work for us to uncover this intel, but here it is: there's actually a way to fry everything in Camp Grayling. Code: Anarchy, it's called, built right into the system. Once it's used, the entire base will just be a scrap heap of metal and tin. No circuits, no hardware, no software. Nothing. And the PRISM Surveillance Network will have a permanent blindspot. It'll never be used against the people here again.&quot;

&quot;Isn't that a wonderful thing?&quot; she says, eyes filled with hope.</column>
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            <column name="strName">Grayling: Martha V</column>
            <column name="strDesc">&quot;All you need to initiate it,&quot; Martha begins, taking a key from a half-filled pocket at her side, &quot;is this failsafe key, and the right command codes. From what we gather, there's likely an OSHA binder somewhere with every command that can be issued. Check the control tower first. If it's not there, keep looking around.&quot;

&quot;Once you know the command code, you'll have to find the system mainframe. Where that is, not even we know for sure. It's big, though. You can't hide something that big easily.&quot;

&quot;One last thing: make sure you trigger the failsafe key first, and then issue the command code. In that order. Otherwise, it won't work. Got it?&quot;

You nod.

&quot;Good luck, friend,&quot; she says, almost with genuine worry.</column>
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            <column name="strName">Head back to the fence, but beware where you look.</column>
            <column name="strDesc">As you move away from Martha, an admitted 'rookie' member of a group, alone in the wilds, entrusted with what could be its most valuable find, you consider what you glimpsed briefly when she took out the failsafe key from her pocket.

A pocket half-filled with identical keys.

You also refrain from looking back through the trees on the other side of the rock, cautious that the dozens of shadows lurking there need to stay unseen for you to be let go.</column>
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            <column name="strName">About that trade...</column>
            <column name="strDesc">&quot;Oooooh, a counter offer,&quot; Stoat says, stroking his chin, &quot;Hm. Hm.&quot;

&quot;Okay. Tell you what,&quot; he snaps into action. &quot;I got a thing. Some place that needs, uh, certain items 'liberated',&quot; he makes air quotes. &quot;You trade the bracelet, I'll let you in on the haul. Here's what's up.&quot;</column>
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            <column name="strName">Grayling: Stoat II</column>
            <column name="strDesc">&quot;Camp Grayling-you heard of it, right? Big ol' military base somewhere in Michigan? No? Guess you have to be in certain circles.&quot; He flicks something invisible from his coat.

&quot;All sorts of rumors about the place. The one thing that's sure: it's full of tech and no one to tinker with it. Meanwhile...&quot; he knocks the combine bot, producing a hollow ring. &quot;Sucks, right?&quot;

&quot;Your part is simple.&quot; He places a hand on your shoulder. &quot;Maybe you've seen a bot around here. Tall, tin fellow? Six legs? Mauling some guy? That's the one. Well, wherever he came from, there's gotta be more. And if I'm doing this with farm machinery, imagine what I could do with old spidey maulers.&quot; He pantomimes an explosion while puffing up his cheeks.</column>
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            <column name="strName">Stoat's Offer</column>
            <column name="strDesc">&quot;But,&quot; Stoat waves a finger at nothing, &quot;I don't expect you to pilot these babies out of there. What I need you to do is get inside the base and bring back everything you can find on them. Schematics, blueprints, test data. The more the better.&quot;

&quot;Be warned: it's a deathmachine nest. You think these are brutal?&quot; Stoat gestures around the prep yard. &quot;Drunk, angry teenagers compared to trained assassins.

&quot;In return,&quot; he says, scratching his chin, &quot;Iiiiii'm thinking the power structure will be shifting a bit around here. And the new one will be of the 'I owe you' variety,&quot; he points at your chest.

&quot;So? Deal of a lifetime, dude.&quot;</column>
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            <column name="strName">Take the deal.</column>
            <column name="strDesc">&quot;Nice!&quot; he laughs.

He extends a hand. You meet it with yours.

&quot;Okay. Like I said, it's a deathmachine nest. But I've got some goodies for that. Let's say it's an advance payment? Or a signing bonus? Either way.&quot;

&quot;Step one,&quot; he says, counting it out with a finger, &quot;that bracelet. Still need me some cryo goodness, after all.&quot;</column>
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            <column name="strName">Refuse the deal.</column>
            <column name="strDesc">The look and manner you've been getting used to fades into disinterest.

&quot;Ah, well&quot; he says. &quot;Bummer, though. Guess I'll be a millionaire all on my own.&quot;

&quot;Exit's that way. Going along the fence is your best bet, like those other two did.&quot; He thumbs towards the fence where the patron and mechanic escaped. He passes a glance over your shoulder. &quot;And you'll want your stuff, right?&quot;

A familiar face walks up and drops a lockbox with your checked items.

&quot;Warning ya, though. If you do end up seeing Grayling, you're going to kick yourself,&quot; he says as he makes his way to the warehouse.

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            <column name="strName">Just give him the info.</column>
            <column name="strDesc">Unsure whether you want to give up the strap, you self-consciously fidget with it a moment, then read it over once more. Instead, you decide to share the facility address, but keep your name to yourself.

&quot;Smart,&quot; he says, tapping the side of his head with his index finger. &quot;You're a smart dude. Tell you what,&quot; he starts unlatching a flightcase near the combine bot. An array of electronic parts and gadgets fill the case. Scanning his hand across the range of parts, he selects one, then closes the case again.

&quot;Here, &quot; he hands you some sort of measuring device. &quot;It'll keep you healthy. Remember it when you get there.&quot;</column>
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            <column name="strName">Give him the bracelet.</column>
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&quot;Niiice, dude,&quot; he bobs his head, &quot;I may have to do an expedition there. And, and! Nice naaaame, ha ha.&quot; He starts unlatching a flightcase near the combine bot. An array of electronic parts and gadgets fill the case, and he tosses the bracelet inside. Scanning his hand across the range of parts, he selects one, then closes the case again.

&quot;Here, &quot; he hands you an orange box, with screw mounts on it. &quot;Insurance for when you get there. Hold onto it.&quot;</column>
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            <column name="strName">Leaving Zom Zom's</column>
            <column name="strDesc">He looks over your shoulder. &quot;Oh, also, you'll probably want these back.&quot;

You turn, and see a familiar face from the front gate. She drops a lockbox with your checked items. 

You cast a glance back at The Stoat, and he shrugs, &quot;What? I can't do this alone.&quot;

&quot;Your safest bet is to go along the fence, where they went,&quot; he thumbs over his shoulder, indicating the route the mechanic and patron followed. &quot;Unless you're still hungry,&quot; he laughs, mocking a vomiting motion.

&quot;See you around, dude!&quot; he calls over his shoulder, walking back to the warehouse.</column>
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            <column name="strDesc">&quot;As for me, I may have to check into your fancy clinic soon. I think I'm coming down with a little something,&quot; he fake coughs and clears his throat, grinning.

&quot;Step two? Get inside. The goodish-baddish news is that your new toy will help, but you'll likely need to supplement with tricks of your own.&quot;

&quot;Nobody's come back from there, though rumor has it some protesters managed to embarrass the brass at Grayling back in the day.&quot;

&quot;You'd probably have to rummage through some old newspaper stories to verify that, though.&quot;</column>
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            <column name="strName">See if Hatter has any work for you.</column>
            <column name="strDesc">You step off the familiar lift, and Hatter turns to look at you, finishing his conversation.

&quot;Private call with a client, boys,&quot; Hatter says to his hired guns. &quot;Don't worry if this one kills me; your pensions are nil either way.&quot;

He circles behind his desk. And when the guards shut the doors behind them, he says, &quot;We have to talk.&quot;</column>
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            <column name="strName">Hatter's new offer.</column>
            <column name="strDesc">&quot;Some people have reached out to me. Some very powerful, very dangerous people who made it abundantly clear that I'm to tread lightly with this. Hence the privacy.&quot;

&quot;I can't tell you too many details, not until I know you're taking it on. What I can tell you is that it pays well. Frankly, given the compensation package, you may never need for a thing again.&quot;</column>
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            <column name="strName">Hatter's new offer.</column>
            <column name="strDesc">&quot;The catch is, well, as you might imagine. This is no cakewalk. The target is well-protected, and you're expected to infiltrate rather than assault. Otherwise, I'd be having this conversation with a merc company.&quot;

&quot;And, of course, your discretion is implied in the price.&quot;

&quot;I should tell you: risks being what they are, I can only offer this to you once.&quot; He sits back, giving you a few moments to take this all in.

&quot;Can I count on you?&quot;</column>
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            <column name="strName">No way. Leave me out of this.</column>
            <column name="strDesc">Hatter seems relieved, then surprised at his own reaction. &quot;Honestly, I don't blame you. Some things are just worth more than money,&quot; he concludes.

&quot;And I'll admit, I don't mind if this client's watchful eye finds another fixer.&quot;

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            <column name="strName">Who's your client?</column>
            <column name="strDesc">Hatter scratches his head. &quot;I wish I could be more forthcoming. I have no doubt that they're motivated, with the financing to match. I wholly expect they'll pay upon delivery.&quot;

You press him for more.

He leans in. &quot;Let's just say there's a group out there who doesn't get a lot of credit. Paranoid luddites, seeing monsters in the shadows where there aren't any, and the like. Fearing something coming.&quot;

&quot;My client? They may be the feared thing. As real as you and me.&quot;

Hatter dons a strained smile. &quot;So. Interested?&quot;</column>
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            <column name="strName">I'll do it.</column>
            <column name="strDesc">Hatter seems more stressed than relieved. &quot;I was afraid you'd say that. But for the record, I chose you for a reason. No one I know has overcome the same odds as you.&quot;

From the reigning mess in his office, he takes an atlas nearly fallen apart and pages to a map of Michigan. &quot;Up here,&quot; he says, circling an area in the far north, &quot;there's a military base. Camp Grayling, it used to be called, before the National Guard abandoned it.&quot;

&quot;But don't get your hopes up. It's said they left behind a state-of-the-art security system. All unmanned, of course. Just machines without masters who, as far as I know, have let no trespasser live. Ever.&quot;</column>
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            <column name="strName">See if Hatter's available.</column>
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            <column name="strName">The bug.</column>
            <column name="strDesc">&quot;But,&quot; Hatter exhales in a chuckle that's one part defeat, the other bemused. &quot;Mind over matter, right?&quot;

He takes out a small device from his pocket. &quot;Your job, besides infiltration, is to plant this right into the base's intelligence mainframe. The software'll do the rest, I'm told. Where that mainframe is, however, remains unclear. But the databanks they used in those days were huge. Look for the biggest building, and expect the doorway to be unobvious.&quot;

&quot;The most important thing: do NOT insert the bug without finding an ID badge on-site first. The barracks might be a decent bet for that.&quot;

&quot;Once the bug is in place, all you have to do is make your way back here and we'll- well, begin operation 'easy living', so to speak.&quot;</column>
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            <column name="strDesc">&quot;Well,&quot; Hatter smiles, &quot;not *together*. But yes, I'll be taking my usual cut. And it'll do well enough for me, too.&quot;</column>
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            <column name="strName">What are these people after?</column>
            <column name="strDesc">Hatter shrugs. &quot;Can't say I know. There was a bit of a stink back in the day about that place. That so-called PRISM surveillance network.&quot;

&quot;But dwelling on that might be dangerous, to be honest. As I've said, these folks are serious business.&quot;</column>
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            <column name="strDesc">&quot;But enough about that.&quot; Hatter buzzes the guards back in. &quot;You have work to do. And I? Well, I have a million things on my bucket list in case you really don't make it back.&quot;

The guards allow you through, and before long, you're bracing yourself against the chill air of the Sprawl's streets.</column>
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            <column name="strName">And the timetable?</column>
            <column name="strDesc">&quot;That's the good news, in fact.&quot; He leans back in his chair. &quot;Take your time on this one. Do some reconnoitering. Gather the resources you need first.&quot;

&quot;The client wants it done sooner than later, but they don't have an immediate deadline. That it's done is more important to them than when.&quot;</column>
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            <column name="strDesc">With weakened legs, you fail to clear one foot past the shin of the other and you take a tumble. You stop, and that's when you feel it: a void. A cold one.

You sit up. In the distance, the turrets are turning away from you. You've done it. Somehow you managed to clear the field.

As you stand, a rush of pain returns to you, but it's residual. As fast as you ran, you endured a concentrated and prolonged scorching, and your body won't forget its wounds.</column>
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            <column name="strDesc">Slipping outside, you have but a few seconds to make your next move before those V-MADS pin you.

The tower is closest, with the barracks beyond that. And across the open tarmac, the shed.

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The hangar and barracks are closest, flanking the tower, and across the open tarmac is the shed.

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            <column name="strDesc">Slipping outside, you have but a few seconds to make your next move before those V-MADS pin you.

The tower is closest, with the hangar beyond that. And across the open tarmac, the shed.

However, even the tower is far enough away that you doubt you'd make it alive.</column>
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            <column name="strDesc">You cast your eyes past the V-MADS, across to the greater buildings. Going straight through would be suicide, but maybe you can skirt around.

You run. But not three steps in, the emitters all find your unburned body and decide, really, that just can't just be left as is. You feel the compound strength of milliwave pulses immediately set your skin ablaze with agony. Your pace shrivels down in seconds. You try to push through. But it's useless.

Your knees give in and you're pinned to the ground by the pain. The V-MADS approach. The burning grows and grows and grows across crackling skin, bursting blisters, and flesh-pink fissures.

You close your eyes. The corpses of Grayling will soon have another friend.</column>
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            <column name="strName">See if you can disable those V-MADS bots.</column>
            <column name="strDesc">You look over the workstations for any signs of what controls those V-MADS. Unfortunately, it looks as if they're coordinated from some other location. Most of the stuff up here is for human-operated vehicles.

What you do find, however, is a security request system. Operators in this tower could apparently request a security check in specified sectors of the base. Probably in response to or anticipation of activity seen from the tower.</column>
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            <column name="strName">Distract the V-MADS.</column>
            <column name="strDesc">Skimming the logs for past examples, you start composing a new request. Then, you check the windows for possible sectors.

Given the base's layout, there are few choices. You can probably draw some extra attention to the far side of the barracks, giving you a chance to dart into the maintenance hangar safely. But that's about it. All other routes are too exposed, putting you at risk.

Do you want to submit the request?</column>
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            <column name="strDesc">You decide to hold that thought for now.</column>
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After a few moments, it's clear the search patterns of the V-MADS are adjusting to your submitted request.

If you hurry down now, you can probably reach the maintenance hangar safely.</column>
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Though that probably means base personnel have some way of interrupting automated operations.</column>
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However, given the base's layout, there are few choices. You can probably open up the section between here and the maintenance hangar, giving you a chance to dart across to it. But that's about it. All other routes are too exposed, putting you at risk.

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You nearly stumble when it hits, but set your jaw and plod onward instead. This may be the most excruciating pain you've felt, but this wouldn't be the first time you've toughed out the hurt.

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You nearly stumble when it hits, but set your jaw and plod onward instead. This may be the most excruciating pain you've felt, but this wouldn't be the first time you've toughed out the hurt.

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You nearly stumble when it hits, but set your jaw and plod onward instead. This may be the most excruciating pain you've felt, but this wouldn't be the first time you've toughed out the hurt.

You push past the control tower, regretting every step towards your goal. Vision narrows to a tunnel as you slam into the barracks' door, clawing at the handle...</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">743,743</column>
            <column name="aPreConditions">72</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2177x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">60019,12675</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2185</column>
            <column name="strName">Leave the Blackwhite terminal, and return to the hangar.</column>
            <column name="strDesc">You cross to the latter, and midway up the shaft you hear Blackwhite's voice, distant and echoed.

&quot;Unauthorized access detected. TS/SI-M violation. Escalating to Condition Charlie.&quot;

Sounds like that progress bar must've finished. Alarms start blaring below and above, and you scramble for the surface.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2051x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">76153,6645</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2186</column>
            <column name="strName">Reach the Base (weak field)</column>
            <column name="strDesc">With weakened legs, you fail to clear one foot past the shin of the other and you take a tumble. You stop, and that's when you feel it: a void. A cold one.

You sit up. In the distance, the turrets are turning away from you. You've done it. Somehow you managed to clear the field.

As you stand, a rush of pain returns to you, but it's residual. As fast as you ran, you endured a concentrated and prolonged scorching, and your body won't forget its wounds.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">-749</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1936x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">50048,2682</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2187</column>
            <column name="strName">Michigan Roadmap</column>
            <column name="strDesc">Once cheap and ubiquitous at roadside stops, these pocket roadmaps have become something of an archeological tool for modern scavengers.

You carefully unfold the giant leaf, and try to make sense of where you are.</column>
            <column name="strImg">EncRoadmap.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">90.9x1=2188x1x0x0x0,90.10x1=2189x1x0x0x0,90.14x1=2190x1x0x0x0,90.15x1=2191x1x0x0x0,=2187x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">721</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-11073,9104</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2188</column>
            <column name="strName">Locate Detroit.</column>
            <column name="strDesc">You recognize Detroit, even if everything else in your memory is missing. As cities go, it's one of the bigger ones.

You trace a route from where you are to the city. (See minimap.)</column>
            <column name="strImg">EncRoadmap.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">798</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2187x1x0x0x0</column>
            <column name="aMinimapHexes">57x192=Detroit Megacity Gates,57x191=</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12469,9087</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2189</column>
            <column name="strName">Finish looking at the map.</column>
            <column name="strDesc">You carefully fold the map again.</column>
            <column name="strImg">EncRoadmap.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-9550,9089</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2190</column>
            <column name="strName">Locate Saginaw.</column>
            <column name="strDesc">You try to locate some landmarks both here and on the map, then trace your route to Saginaw.</column>
            <column name="strImg">EncRoadmap.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">714</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2187x1x0x0x0</column>
            <column name="aMinimapHexes">40x108=Saginaw Mental Institution</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-12476,9854</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2191</column>
            <column name="strName">Locate Grayling.</column>
            <column name="strDesc">You try to locate some landmarks both here and on the map, then trace your route to Grayling.</column>
            <column name="strImg">EncRoadmap.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">797</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2187x1x0x0x0</column>
            <column name="aMinimapHexes">25x36=Camp Grayling</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-9536,9830</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2192</column>
            <column name="strName">Locate Grayling.</column>
            <column name="strDesc">It takes some time acquiring satellites in the crumbling system, but the tablet locates your position, and displays route info. (See minimap.)</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">797</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">25x36=Camp Grayling</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-15906,8256</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2193</column>
            <column name="strName">Locate Grayling.</column>
            <column name="strDesc">It takes some time acquiring satellites in the crumbling system, but the phone locates your position, and displays route info. (See minimap.)</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions">797</column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">25x36=Camp Grayling</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-17609,11931</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2194</column>
            <column name="strName">Discover nearby hexes and scavenge sites.</column>
            <column name="strDesc">After acquiring satellites, the phone locates your position, and displays cached map data. Not all of it is up-to-date, unfortunately, but it's better than nothing.</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">428</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-17609,10488</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2195</column>
            <column name="strName">Discover nearby hexes and scavenge sites.</column>
            <column name="strDesc">After acquiring satellites, the tablet locates your position, and displays cached map data. Not all of it is up-to-date, unfortunately, but it's better than nothing.</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">428</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
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            <column name="ptEditor">-15903,9678</column>
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            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2196</column>
            <column name="strName">Locate Detroit.</column>
            <column name="strDesc">It takes some time acquiring satellites in the crumbling system, but the tablet locates your position, and displays the nearby area.

You recognize Detroit, even if everything else in your memory is missing. As cities go, it's one of the bigger ones.

You trace a route from where you are to the city. (See minimap.)</column>
            <column name="strImg">EncTablet.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">798</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">57x192=Detroit Megacity Gates,57x191=</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-16475,7747</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2197</column>
            <column name="strName">Locate Detroit.</column>
            <column name="strDesc">It takes some time acquiring satellites in the crumbling system, but the phone locates your position, and displays the nearby area.

You recognize Detroit, even if everything else in your memory is missing. As cities go, it's one of the bigger ones.

You trace a route from where you are to the city. (See minimap.)</column>
            <column name="strImg">EncSmartphone.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">798</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes">57x192=Detroit Megacity Gates,57x191=</column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">-16420,11913</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2198</column>
            <column name="strName">To The South</column>
            <column name="strDesc">You startle awake.

No, it hasn't all just been a dream. You're still sitting in the AAV as its payload when a sudden jerk wakes you from the slumber of trauma-induced exhaustion.

When you look out the top, all you can see of your former surroundings is a lake of mist far to the north. Below: the Great Black Swamp. To see it sprawl from east to west, an antithesis of life, the necrosis of civilization- it's a haunting view beneath.

Another &quot;crack!&quot; accompanies a smell of burning plastic as you duck into your compartment again.

The engines are failing, and there's a ragged whistling noise coming from the tail. The drone is no longer flying but in a controlled fall.

You hazard a peek outside. More and more of the swamp passes below. You glide past the rotting lands, the sinking roads, the crumbling buildings, the toxic fumes- but you're falling too fast to make a full crossing.

You duck inside, and brace for the inevitable.

The drone hits something hard, the weightless rebound ringing in your ears for a moment before smashing and grinding through what sounds like rocks and water. Parts rip away, and sludge sprays into the hold from the openings they leave. 

The fuselage twists right suddenly and flips over, throwing you hard into a debris-filled pool. Wrenching metal and cracks of composites echo over the next mound as the drone becomes just another part of the desolate landscape.

In a fit of coughing, you crane your neck away from the sludge, and pull yourself weakly onto an embankment.

For several wheezing moments, you cling to the earth, gathering your senses.

After more coughing, you plant a hand in the cold mud, push the ground away, and stagger to your feet. A brisk, acrid wind bites through your soaked clothes, and you turn to face away from it.

Ahead, miles of lifeless, muddy terrain, punctuated by toxic pools and shells of old buildings. 

And beyond that, Indiana.</column>
            <column name="strImg">EncAAVNight.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">793</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">91582,1483</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2199</column>
            <column name="strName">Access your things.</column>
            <column name="strDesc">You quickly rummage through your things.</column>
            <column name="strImg">EncCampGrayling.png</column>
            <column name="nTreasureID">456</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=1995x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
            <column name="nItemsID">3</column>
            <column name="nCreatureID">0</column>
            <column name="ptCreatureHex">0,0</column>
            <column name="ptTeleport">0,0</column>
            <column name="ptEditor">46768,16399</column>
            <column name="nType">0</column>
            <column name="fLootChance">0</column>
            <column name="fAccidentChance">0</column>
            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2200</column>
            <column name="strName">Returning to Grayling cont'd</column>
            <column name="strDesc">&quot;Anyway. That's step two: figure out how to get in. Step three: find schematics. Somewhere convenient for personnel to get to, day and night. Step four: test data, downloaded off the control tower, using this.&quot; He hands you a small flashdrive. &quot;Plug-and-play. Easy. Step five: bring it all to me. Got it?&quot;</column>
            <column name="strImg">EncZomZoms.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
            <column name="aPreConditions"></column>
            <column name="fPrice">0</column>
            <column name="aResponses">=2142x1x0x0x0</column>
            <column name="aMinimapHexes"></column>
            <column name="bRemoveCreatures">0</column>
            <column name="bRemoveUsed">0</column>
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            <column name="strName">Hatter foil headline info</column>
            <column name="strDesc">&quot;I have heard a rumor, though,&quot; he interrupts himself. &quot;Maybe I read it? Anyway, I seem to remember hearing some protesters got around the defenses, back in the day.&quot;

He thinks a moment. &quot;It was something embarrassingly low-tech, too.&quot;

He shakes his head. &quot;I'll be damned if I can remember what, though. You might rummage through some old newspapers, to see if you can find that story.&quot;

&quot;It'd beat getting chewed up by whatever they've got running up there.&quot;</column>
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            <column name="id">2203</column>
            <column name="strName">&quot;Last Chance&quot; Canteen</column>
            <column name="strDesc">You're standing outside the &quot;Last Chance&quot; Canteen.

Originally named for its location on the outskirts of the Sprawl, locals often joke that the &quot;Last Chance&quot; Canteen is, in fact, a warning to prospective patrons. 

Known for serving whatever is &quot;available&quot;, as well as a few suspect staple dishes, the &quot;Last Chance&quot; is a venue for those hungry and not too fussy about their food's origins.

Still, the old fifth-wheel draws lines enough to keep its grills hot, so nobody must've died from their food.

Yet.</column>
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            <column name="id">2204</column>
            <column name="strName">Sweet and sour seagull wings - $8</column>
            <column name="strDesc">&quot;Didja know seagull's a land bird?&quot; the cook shouts over the fans and sizzling. &quot;Easy to catch, too!&quot; he guffaws. 

&quot;Yeah, and easy to overcook,&quot; you add, under your breath.</column>
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            <column name="id">2205</column>
            <column name="strName">Tenders - $4</column>
            <column name="strDesc">What you get isn't far from what you imagined: smallish; amorphous; fried; tender.</column>
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            <column name="nTreasureID">3</column>
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            <column name="id">2206</column>
            <column name="strName">Non-veg stew - $4</column>
            <column name="strDesc">Despite your inquiries, you fail to learn anything more about the non-committal stew. 

The flavor is just as perplexing as the name. Better than dirty socks boiled in MSG, but only just.</column>
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            <column name="id">2207</column>
            <column name="strName">Mixed veggie bowl with protein &quot;crispies&quot; - $7</column>
            <column name="strDesc">Feeling more adventurous, you opt for the extra protein sprinkled over the mixed veggie bowl. 

While the blackened, cornflake-like objects don't address the lack of flavor in the original dish, you can't argue that it doesn't change the texture.</column>
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            <column name="id">2208</column>
            <column name="strName">Mixed veggie bowl - $5</column>
            <column name="strDesc">Being the safest dish on the menu, it's arguably the most popular. Not for lack of trying, though. 

A mix of sprouts and shredded carrots, lettuce, and turnips fried in oil, if it had a flavor, you'd describe it as savory with a sweet-yet-pungent aftertaste. 

If it had a flavor.</column>
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            <column name="id">2209</column>
            <column name="strName">Angered Martha</column>
            <column name="strDesc">She keeps firing. &quot;We are freedom! We watch back!&quot; she cries out between bullets. &quot;The watchmen will not watch us!&quot;

On and on you run until you've escaped Camp Grayling, winded.</column>
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            <column name="id">2210</column>
            <column name="strName">Leave.</column>
            <column name="strDesc">On second thought, maybe you'll use your &quot;last chance&quot; after all.</column>
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            <column name="id">2211</column>
            <column name="strName">Buy bottled water - $20</column>
            <column name="strDesc">The food may be sketchy, but at least the bottled water is legit.</column>
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            <column name="id">2212</column>
            <column name="strName">Discover &quot;Last Chance&quot; Canteen</column>
            <column name="strDesc">As you step around a muddy tarp shanty on the edge of the Sprawl, you stumble across an old fifth-wheel with smoke streaming from a stove pipe.

People are lined up outside, taking turns ordering at a window.</column>
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            <column name="id">2213</column>
            <column name="strName">Discover St. James Parkade</column>
            <column name="strDesc">Down here, squeezed between the DMC's southern walls and the Great Swamp's proverbial &quot;hard place&quot;, you finally find a place boasting vacancy: St. James Parkade.</column>
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            <column name="id">2214</column>
            <column name="strName">St. James Parkade</column>
            <column name="strDesc">St. James Parkade is what it sounds like: a pre-apocalypse parking garage. Except in this case, repurposed to berth humans. Someone had the bright idea to leave all the cars in a parking garage, hook them up to an unlicensed power tap, and charge occupancy by the night. 

A patron could rent an open pickup if they're down on their luck (and own a sleeping bag). They could rent a hatchback if they have a little extra to spend on heat and shelter (and door locks). Or, if they have the taste for finer living, splurge for a full-size van with its own chem-toilet.

It's no Ritz Carlton. However, it's also not sleeping exposed to anyone who wanders by. And that's what counts.</column>
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            <column name="id">2215</column>
            <column name="strName">Rent a pickup for 24 hours - $20</column>
            <column name="strDesc">When you find your stall, there's a maroon pickup truck in it. The bed's more than big enough to stretch out, maybe for two or three people if you really wanted.

The cab, on the other hand, is pretty minimal. No sleeping in there, unless you're a fan of sore neck and back. 

It'll do for a place to safely stash your stuff, though. And the parkade's roof at least stops the rain.</column>
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            <column name="id">2216</column>
            <column name="strName">Rent a hatchback for 24 hours - $45</column>
            <column name="strDesc">You find your assigned stall, and there's an emerald-colored hatchback there, covered in dust.

Inside, some of the seats have been removed, but the rear bed offers just enough room to stretch out. 

There are no amenities inside. No blankets, TV, or running water. However, the old electric engine's been wired to the grid, so you have ample climate control and light. Combined with door locks and windows, this beats most beds you've made while in the wild.</column>
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        <table name="encounters">
            <column name="id">2217</column>
            <column name="strName">Rent a full-size van for 24 hours - $120</column>
            <column name="strDesc">When you arrive at your stall, you find a large, gray conversion van parked there. 

With an extended roof, built-in porta-potty, and comfortable appointments, this is as top-of-the-line as you're gonna get in this place.

You toss your things inside, lock the doors behind you, and draw the curtains. With the heat just right, and the lights dimmed, you stretch out in your temporary mansion.</column>
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        <table name="encounters">
            <column name="id">2218</column>
            <column name="strName">Leave.</column>
            <column name="strDesc">You decide to leave the Parkade for now.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">2219</column>
            <column name="strName">Parkade 24-hour Warning</column>
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Then, he starts wheeling towards you. &quot;Time's up, buddy.&quot;

Better get your stuff together and go, lest any of it end up on that cart.</column>
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        <table name="encounters">
            <column name="id">2220</column>
            <column name="strName">Leave the Parkade.</column>
            <column name="strDesc">Grabbing what you can, you head for the exit.</column>
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            <column name="id">2221</column>
            <column name="strName">Visit the St. James Parkade office.</column>
            <column name="strDesc">You walk down to the Parkade ticket office: a booth with bullet-proof glass situated in the parkade's old entrance.

The booth's inside is awash in pale light, highlighting a girl reading with her knees propped up against the wall.</column>
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        <table name="encounters">
            <column name="id">2222</column>
            <column name="strName">Extend your pickup rental to 24 hours from now - $20</column>
            <column name="strDesc">Despite her headphones, she seems to hear you just fine, takes your fee, and resets your timer to 24 hours on a beat-up iSlab. 

Then, she gets back to reading as if nothing happened.</column>
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Then, she gets back to reading as if nothing happened.</column>
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Then, she gets back to reading as if nothing happened.</column>
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            <column name="strName">Cancel your rental. (No refunds.)</column>
            <column name="strDesc">Despite her headphones, she seems to hear you just fine, takes your fee, and zeroes your timer on a beat-up iSlab. 

Then, she gets back to reading as if nothing happened.</column>
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            <column name="id">2227</column>
            <column name="strName">Extend your hatchback rental to 24 hours from now - $45</column>
            <column name="strDesc">Despite her headphones, she seems to hear you just fine, takes your fee, and resets your timer to 24 hours on a beat-up iSlab. 

Then, she gets back to reading as if nothing happened.</column>
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        <table name="encounters">
            <column name="id">2228</column>
            <column name="strName">Extend your hatchback rental to 1 week from now - $300</column>
            <column name="strDesc">Despite her headphones, she seems to hear you just fine, takes your fee, and resets your timer to 1 week on a beat-up iSlab. 

Then, she gets back to reading as if nothing happened.</column>
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            <column name="id">2229</column>
            <column name="strName">Extend your hatchback rental to 4 weeks from now - $1000</column>
            <column name="strDesc">Despite her headphones, she seems to hear you just fine, takes your fee, and resets your timer to 4 weeks on a beat-up iSlab. 

Then, she gets back to reading as if nothing happened.</column>
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            <column name="strName">Extend your van rental to 24 hours from now - $120</column>
            <column name="strDesc">Despite her headphones, she seems to hear you just fine, takes your fee, and resets your timer to 24 hours on a beat-up iSlab. 

Then, she gets back to reading as if nothing happened.</column>
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Then, she gets back to reading as if nothing happened.</column>
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Then, she gets back to reading as if nothing happened.</column>
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            <column name="strName">No deal, despawn</column>
            <column name="strDesc">&lt;us&gt; didn't have the goods, so no deal.</column>
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            <column name="id">2234</column>
            <column name="strName">Set DMC quarantine, Despawn</column>
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            <column name="strDesc">&quot;Of course.&quot; He starts assembling items from various drawers, then buzzes the guards back. &quot;If you'll excuse me, I have some mercifully more trivial errands to attend to.&quot;

The guards let you pass before entering the room. And before long, you're rattling down in the elevator car to the cool air of the sprawl.</column>
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            <column name="strDesc">&quot;I do have a question for you, though,&quot; you add. The junk market might pay a nominal fee for biotech, but this sort of thing goes much further in the right hands.

Fortunately, Hatter may be just such a set of hands.</column>
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            <column name="strDesc">&quot;You know,&quot; genuine concern replaces his exasperation. &quot;I used to think *they* be the monsters. But now? Psh. I heard some dude's out there tearing shit up.&quot;

&quot;Man, I don't know *what* the hell is goin' on no more.&quot;</column>
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He stares at you a moment, wide-eyed, to make his point. Then he walks off.</column>
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            <column name="strName">Glare at her.</column>
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&quot;Oh shit,&quot; she says calmly. &quot;You him, ain't you? You 'dat guy?&quot;

She backs off. &quot;Okay, I get it.&quot;</column>
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            <column name="strDesc">&quot;My bad. You got things to, uh, pummel.&quot; She gives you a wide berth.</column>
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            <column name="strName">Conversation (John, no talk, elusive)</column>
            <column name="strDesc">&quot;You hear 'bout this 'elusive man' givin' everyone the slip?&quot;

He shakes his head as he passes, &quot;dude's like teflon. Like the Teflon Don.&quot;</column>
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            <column name="strName">Conversation (John, no talk, unstop)</column>
            <column name="strDesc">&quot;Keep your eyes open, bro,&quot; he warns in earnest. &quot;Been some dude out there tearin' shit *up*.&quot;</column>
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            <column name="strName">Bad Mutha Conversation (unstop)</column>
            <column name="strDesc">He just nods at you, in deference, before moving on. Knowing these guys, that's a big deal.</column>
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            <column name="strName">Conversation (DMC Guard, no talk, elusive)</column>
            <column name="strDesc">He squints at you a moment, then relaxes.

&quot;Sorry. Been talk of some guy slippin' through all the wrong cracks lately.&quot; He continues on.

&quot;If you see something, say something.&quot;</column>
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            <column name="strName">Approaching the city, cont'd</column>
            <column name="strDesc">Relief at the sight of civilization almost overtakes you, until you realize you still have to make it there.

That, and scavenging promises to get a lot harder near the city, as nearby ruins will have been picked over already.</column>
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            <column name="strName">First Sprawl visit</column>
            <column name="strDesc">You hear them before you see them: people. 

Lots of 'em.

Pushing branches aside, you're presented with the city you saw from afar. A hybrid between shanty town, refugee camp, and RV park skirts the massive walls to the city.

Everywhere you look, people navigate the winding, muddy roads. Carrying supplies, patching holes in shelters, or arguing over property.

Smoke from a thousand camp stoves and barrel fires trail upward, and the scent of cooked food elicits a gurgling from your stomach.</column>
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            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2252</column>
            <column name="strName">The DMC Sprawl</column>
            <column name="strDesc">Nary an eye pays any attention to you, just one of dozens of ragtag corpses shuffling in from the wasteland. Beggars. Customers. Hopefuls. Prey.

Welcome to DMC's Sprawl.</column>
            <column name="strImg">EncBlank.png</column>
            <column name="nTreasureID">3</column>
            <column name="nRemoveTreasureID">3</column>
            <column name="aConditions">1</column>
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            <column name="fCreatureChance">0</column>
            <column name="vAccidents"></column>
            <column name="vLoot">0</column>
        </table>
        <table name="encounters">
            <column name="id">2253</column>
            <column name="strName">Leaving Through the Back Door cont'd</column>
            <column name="strDesc">Stoat's friend waits as you gather your things from the lockbox. Better make sure you empty that locker while you have the chance.

Once ready, you head along the fence, back to the relative sanity of the wastelands.

</column>
            <column name="strImg">EncZomZoms.png</column>
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            <column name="nRemoveTreasureID">3</column>
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        </table>
        <table name="encounters">
            <column name="id">2254</column>
            <column name="strName">Leaving Zom Zom's Cont'd</column>
            <column name="strDesc">Stoat's friend waits as you gather your things from the lockbox. Better make sure you empty that locker while you have the chance.

Once ready, you head along the fence and return to the wastelands, towards a higher measure of normality.</column>
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            <column name="vLoot">0</column>
        </table>
        <!-- Table encountertriggers -->
        <table name="encountertriggers">
            <column name="id">1</column>
            <column name="strName">blank</column>
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            <column name="id">2</column>
            <column name="strName">Wake up in cryo</column>
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        <table name="encountertriggers">
            <column name="id">3</column>
            <column name="strName">First nightfall</column>
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        <table name="encountertriggers">
            <column name="id">4</column>
            <column name="strName">Reach DMC gates</column>
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        <table name="encountertriggers">
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        <table name="encountertriggers">
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            <column name="strName">Merga Wraith Appears</column>
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            <column name="strName">Junk Market</column>
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            <column name="strName">Reach DMC gates (quarantine 14d)</column>
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        <table name="encountertriggers">
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            <column name="strName">Hear Zom Zom's</column>
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        <table name="encountertriggers">
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            <column name="strName">Discover Isotope Mine</column>
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        <table name="encountertriggers">
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            <column name="strName">Discover Zom Zom's</column>
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        <table name="encountertriggers">
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            <column name="strName">Discover Last Chance Canteen</column>
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        <table name="encountertriggers">
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            <column name="strName">Discover St. James Parkade</column>
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            <column name="strName">blank</column>
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        <table name="encountertriggers">
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        <table name="encountertriggers">
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            <column name="strName">blank</column>
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            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">32</column>
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        <table name="encountertriggers">
            <column name="id">123</column>
            <column name="strName">Hypothermic start</column>
            <column name="nEncounterID">1072</column>
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            <column name="bLocBased">0</column>
            <column name="bDateBased">1</column>
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        <table name="encountertriggers">
            <column name="id">124</column>
            <column name="strName">First swamp visit</column>
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            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">29</column>
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        <table name="encountertriggers">
            <column name="id">125</column>
            <column name="strName">Concrete Forest Apts</column>
            <column name="nEncounterID">1224</column>
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            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
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            <column name="aArea">58,191,0</column>
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        <table name="encountertriggers">
            <column name="id">126</column>
            <column name="strName">ATN Perimeter</column>
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            <column name="fChance">1</column>
            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
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            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">5</column>
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        <table name="encountertriggers">
            <column name="id">127</column>
            <column name="strName">Return to ATN (No wendigo)</column>
            <column name="nEncounterID">192</column>
            <column name="fChance">1</column>
            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
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            <column name="bUnique">0</column>
            <column name="bAIPassable">1</column>
            <column name="aArea">26,104,2</column>
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            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">5</column>
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        <table name="encountertriggers">
            <column name="id">128</column>
            <column name="strName">Return to ATN (new wendigo)</column>
            <column name="nEncounterID">1527</column>
            <column name="fChance">1</column>
            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
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            <column name="bAIPassable">1</column>
            <column name="aArea">26,104,2</column>
            <column name="dateMin">1000-0-1-0</column>
            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">5</column>
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        <table name="encountertriggers">
            <column name="id">129</column>
            <column name="strName">Return to ATN (Enemy, no wendigo)</column>
            <column name="nEncounterID">1531</column>
            <column name="fChance">1</column>
            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
            <column name="bHexBased">1</column>
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            <column name="bAIPassable">1</column>
            <column name="aArea">26,104,2</column>
            <column name="dateMin">1000-0-1-0</column>
            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">5</column>
        </table>
        <table name="encountertriggers">
            <column name="id">130</column>
            <column name="strName">Merga Wraith Reappears</column>
            <column name="nEncounterID">1534</column>
            <column name="fChance">1</column>
            <column name="bLocBased">0</column>
            <column name="bDateBased">0</column>
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            <column name="bUnique">0</column>
            <column name="bAIPassable">1</column>
            <column name="aArea">0,0,0</column>
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            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">1,2,3,4,5,6,7,8,9,10,11,12,14,16,22,23,24,25,26,27,28,29</column>
        </table>
        <table name="encountertriggers">
            <column name="id">131</column>
            <column name="strName">Reach DMC gates (quarantine 24hr)</column>
            <column name="nEncounterID">1877</column>
            <column name="fChance">1</column>
            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
            <column name="bHexBased">0</column>
            <column name="bUnique">0</column>
            <column name="bAIPassable">0</column>
            <column name="aArea">57,192,0</column>
            <column name="dateMin">1000-0-1-0</column>
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            <column name="aHexTypes">1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27</column>
        </table>
        <table name="encountertriggers">
            <column name="id">132</column>
            <column name="strName">Discover Camp Grayling</column>
            <column name="nEncounterID">1907</column>
            <column name="fChance">1</column>
            <column name="bLocBased">0</column>
            <column name="bDateBased">0</column>
            <column name="bHexBased">1</column>
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            <column name="dateMin">1000-0-1-0</column>
            <column name="dateMax">9999-11-31-23</column>
            <column name="aHexTypes">36</column>
        </table>
        <table name="encountertriggers">
            <column name="id">133</column>
            <column name="strName">St. James Parkade Expiration</column>
            <column name="nEncounterID">2219</column>
            <column name="fChance">1</column>
            <column name="bLocBased">1</column>
            <column name="bDateBased">0</column>
            <column name="bHexBased">0</column>
            <column name="bUnique">0</column>
            <column name="bAIPassable">0</column>
            <column name="aArea">58,197,0</column>
            <column name="dateMin">1000-0-1-0</column>
            <column name="dateMax">9999-11-31-23</column>
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        </table>
        <!-- Table factions -->
        <table name="factions">
            <column name="id">1</column>
            <column name="strName">Dogman</column>
            <column name="dictFactions">0=-100,1=1,2=-100,3=-100,4=-100,5=-100,6=-100,7=-100,8=-100,9=-100,10=-100,11=-100,12=-100,13=-100,14=-100</column>
        </table>
        <table name="factions">
            <column name="id">2</column>
            <column name="strName">Looter</column>
            <column name="dictFactions">0=0,1=-10,2=0,3=-5,4=-5,5=-10,6=-10,7=-10,8=-10,9=-10,10=0,11=0,12=0,13=0,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">3</column>
            <column name="strName">Bad Mutha</column>
            <column name="dictFactions">0=-5,1=-100,2=-5,3=5,4=-10,5=-10,6=-10,7=-10,8=-10,9=-10,10=-10,11=-10,12=-10,13=-10,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">4</column>
            <column name="strName">Blue Frog</column>
            <column name="dictFactions">0=-3,1=-100,2=-3,3=-10,4=10,5=-10,6=-10,7=-10,8=-10,9=-10,10=-10,11=-10,12=10,13=-10,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">5</column>
            <column name="strName">Merga Wraith</column>
            <column name="dictFactions">0=-100,1=-100,2=-100,3=-100,4=-100,5=-100,6=-100,7=-100,8=-100,9=-100,10=-100,11=-100,12=10,13=-100,14=-100</column>
        </table>
        <table name="factions">
            <column name="id">6</column>
            <column name="strName">Melonhead</column>
            <column name="dictFactions">0=-100,1=-100,2=-100,3=-100,4=-100,5=-100,7=-100,8=-100,9=-100,10=-100,11=-100,12=-100,13=-100,14=-100</column>
        </table>
        <table name="factions">
            <column name="id">7</column>
            <column name="strName">Enfield Horror</column>
            <column name="dictFactions">0=-100,1=-100,2=-100,3=-100,4=-100,5=-100,6=-100,7=1,8=-100,9=-100,10=-100,11=-100,12=-100,13=-100,14=-100</column>
        </table>
        <table name="factions">
            <column name="id">8</column>
            <column name="strName">Deer</column>
            <column name="dictFactions">0=-100,1=-100,2=-100,3=-100,4=-100,5=-100,6=-100,7=-100,8=1,9=-100,10=-100,11=-100,12=-100,13=-100,14=-100</column>
        </table>
        <table name="factions">
            <column name="id">9</column>
            <column name="strName">Yezinka</column>
            <column name="dictFactions">0=-100,1=-100,2=-100,3=-100,4=-100,5=-100,6=-100,7=-100,8=-100,9=-100,10=-100,11=-100,13=-100,14=-100</column>
        </table>
        <table name="factions">
            <column name="id">10</column>
            <column name="strName">DMC Guard</column>
            <column name="dictFactions">0=1,1=0,2=0,3=-5,4=-5,5=-10,6=-10,7=-10,8=-10,9=-100=0,1=-10,2=0,3=-5,4=-5,5=-10,6=-10,7=-10,8=-10,9=-10,10=10,11=1,12=10,13=0,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">11</column>
            <column name="strName">ATN Warrior</column>
            <column name="dictFactions">0=1,1=0,2=0,3=-5,4=-5,5=-10,6=-10,7=-10,8=-10,9=-100=0,1=-10,2=0,3=-5,4=-5,5=-10,6=-10,7=-10,8=-10,9=-10,10=10,11=10,12=-10,13=0,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">12</column>
            <column name="strName">King Elias</column>
            <column name="dictFactions">0=2,1=-100,2=-3,3=-10,4=10,5=-10,6=-10,7=-10,8=-10,9=-10,10=10,11=-10,12=10,13=0,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">13</column>
            <column name="strName">Martha's Army</column>
            <column name="dictFactions">0=0,1=-10,2=0,3=-5,4=-5,5=-10,6=-10,7=-10,8=-10,9=-10,10=0,11=0,12=0,13=10,14=-10</column>
        </table>
        <table name="factions">
            <column name="id">14</column>
            <column name="strName">Feral Dog</column>
            <column name="dictFactions">0=-100,1=-100,2=-100,3=-100,4=-100,5=-100,6=-100,7=-100,8=-100,9=-100,10=-100,11=-100,12=-100,13=-100,14=1</column>
        </table>
        <!-- Table forbiddenhexes -->
        <table name="forbiddenhexes">
            <column name="id">1</column>
            <column name="nX">26</column>
            <column name="nY">102</column>
            <column name="strName">ATN</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">2</column>
            <column name="nX">26</column>
            <column name="nY">103</column>
            <column name="strName">ATN</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">3</column>
            <column name="nX">26</column>
            <column name="nY">104</column>
            <column name="strName">ATN</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">4</column>
            <column name="nX">57</column>
            <column name="nY">189</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">5</column>
            <column name="nX">57</column>
            <column name="nY">191</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">6</column>
            <column name="nX">58</column>
            <column name="nY">188</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">7</column>
            <column name="nX">58</column>
            <column name="nY">190</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">8</column>
            <column name="nX">58</column>
            <column name="nY">192</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">9</column>
            <column name="nX">58</column>
            <column name="nY">187</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">10</column>
            <column name="nX">58</column>
            <column name="nY">189</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">11</column>
            <column name="nX">58</column>
            <column name="nY">191</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">12</column>
            <column name="nX">58</column>
            <column name="nY">193</column>
            <column name="strName">DMC</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">13</column>
            <column name="nX">25</column>
            <column name="nY">103</column>
            <column name="strName">ATN</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">14</column>
            <column name="nX">25</column>
            <column name="nY">105</column>
            <column name="strName">ATN</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">15</column>
            <column name="nX">26</column>
            <column name="nY">105</column>
            <column name="strName">ATN</column>
        </table>
        <table name="forbiddenhexes">
            <column name="id">16</column>
            <column name="nX">26</column>
            <column name="nY">106</column>
            <column name="strName">ATN</column>
        </table>
        <!-- Table gamevars -->
        <table name="gamevars">
            <column name="strName">nSkillPoints</column>
            <column name="strType">int</column>
            <column name="strValue">15</column>
        </table>
        <!-- Table headlines -->
        <table name="headlines">
            <column name="id">1</column>
            <column name="strHeadline">Sowing the Seeds of Destruction
Agrasanto corporation successfully lobbied the dismantling of Svalbard Seed Vault last Tuesday. Arguing that the collection of seeds represented a contamination risk for its own line of genetically modified seeds, aggressive marketing and lobbying pressured the Norwegian government to dismantle the seed vault project. Agrasanto seeds are used in over 73% of global agriculture, and contamination of even a single strain of the Agrasanto seed could devastate food production worldwide.</column>
        </table>
        <table name="headlines">
            <column name="id">2</column>
            <column name="strHeadline">Vat's for Dinner, Mom? Why, Cloned Meat!
Agrasanto broke ground today on its first animal-free meat-cloning facility. Detroit plays host to a revolution in food production, as cloned meat cells are grown within blocks of the families who will consume them. With a vastly reduced environmental and physical footprint, the cloned meat facility represents a leap forward in food production and infrastructure.</column>
        </table>
        <table name="headlines">
            <column name="id">3</column>
            <column name="strHeadline">Riders in the Sky
Detroit establishes first corporate skybike security force. In a bid to increase the law enforcement presence, Detroit becomes the first metropolitan precinct to establish a corporate security force of hover bikes. SkyCorps successfully negotiated a 10-year contract for metropolitan security in the Detroit area. The state-of-the-art skybikes employed by SkyCorps allow peacekeepers a much wider area of operation, longer duration, and vastly-improved response time over traditional police interceptor vehicles.</column>
        </table>
        <table name="headlines">
            <column name="id">4</column>
            <column name="strHeadline">Detroit to Be a Walled City?
As successful policing of Detroit becomes increasingly difficult, discussions of creating a physical perimeter for the city gain traction. Dubbed the &quot;Detroit Mega City&quot; project, it would be one of the largest public works projects in recent history, employing dozens of contractors and millions of workers.</column>
        </table>
        <table name="headlines">
            <column name="id">5</column>
            <column name="strHeadline">Emergency!
As economic downturn puts the squeeze on local governments, local firefighting and law enforcement services are being reduced in an effort to stem hemorrhaging budgets.</column>
        </table>
        <table name="headlines">
            <column name="id">6</column>
            <column name="strHeadline">Police in a Downward Spiral
Overworked law enforcement personnel report an inability to keep up with emergency calls. Officer turnover are at record highs as reduced police presence makes law enforcement increasingly dangerous.
Representatives of SkyCorps Security have begun regular meetings with governor Richard Jones, possibly involving discussions on supplementing law enforcement with private security firms.</column>
        </table>
        <table name="headlines">
            <column name="id">7</column>
            <column name="strHeadline">Tunnel People
The second housing collapse in as many years sends people flocking to flood tunnels for shelter. Record numbers of beleaguered mortgagers are seeking shelter anywhere they can find it. Many are turning to ad-hoc communities centered around abandoned infrastructure, including flood tunnels, metro stations, and transfer stations.</column>
        </table>
        <table name="headlines">
            <column name="id">8</column>
            <column name="strHeadline">Drugs for Sale
Open-air drug markets are becoming an increasingly common sight as law enforcement presence dwindles, alongside crumbling infrastructure and abandoning of neighborhoods. Many speculate that militarization of these market owners is soon to follow.</column>
        </table>
        <table name="headlines">
            <column name="id">9</column>
            <column name="strHeadline">Road to Nowhere
Faced with never-ending budget deficits, the Michigan Department of Transportation is to commence grinding of asphalt roads into gravel. Critics of the &quot;Resurfacing Budget Reclamation&quot; initiative claim that this will only further balkanize the declining neighborhoods outside major cities. Governor Jones assured the public that the focus of the program will be on secondary roads and low-traffic zones.</column>
        </table>
        <table name="headlines">
            <column name="id">10</column>
            <column name="strHeadline">End of the Road for I69
I69 becomes the second interstate highway to be reduced to gravel in Michigan DoT's &quot;Resurfacing Budget Reclamation&quot; initiative. With two of the three major traffic arteries to mainland America reduced to secondary road status, many are concerned that access to mainland USA will become severed.</column>
        </table>
        <table name="headlines">
            <column name="id">11</column>
            <column name="strHeadline">Roid Rage
Troy-Jupiter Group has been dealing with a month-long strike at its mine at Jupiter's L4 supercluster. The sometimes violent dispute has choked supplies to Earth, and cost Troy-Jupiter around S1.2bn in revenue.
</column>
        </table>
        <table name="headlines">
            <column name="id">12</column>
            <column name="strHeadline">Lights-Out
Battle Creek residents claim they are being made prisoners in their own homes because of city council's controversial street light switch-off. The budget-reducing plan has led to criminal gangs running larger and larger percentages of infrastructure in the beleaguered city.</column>
        </table>
        <table name="headlines">
            <column name="id">13</column>
            <column name="strHeadline">And Yet It Moves
A year after uprising, militias hold sway in the Galilean Confederacy. One militia controls Europa's spaceport. Others carve up colonies on Ganymede into fiefdoms. They clash both on the surface and in orbit, terrifying colonists and holding detainees in makeshift prisons where torture is said to be rampant.</column>
        </table>
        <table name="headlines">
            <column name="id">14</column>
            <column name="strHeadline">Super-Soldier Program Revealed
International outrage is the sentiment of the day, as the existence of the &quot;Eternal Protector&quot; program leaked to news outlets worldwide. The 47 leaked documents revealed the existence of a privately-funded program for researching &quot;super soldiers&quot; in China, shocking governments worldwide, including officials of the People's Republic of China.</column>
        </table>
        <table name="headlines">
            <column name="id">15</column>
            <column name="strHeadline">Han Shot First
On the heels of the revelation of the controversial &quot;Eternal Protector&quot; super-soldier program, insurrection threatens to destabilize the industrial giant. While the official China News Service is not disclosing information on the activity, short-burst uploads from civilians caught in the struggle seem to indicate a full-scale coup, with popular support.</column>
        </table>
        <table name="headlines">
            <column name="id">16</column>
            <column name="strHeadline">The Rise of Xinhua
Last week's insurrection in China has left the world reeling, as the Xinhua government wrests control with surgical precision and frightening speed. In a statement to the global community, Xinhua representatives have stated that the new government is only a &quot;natural evolution of the civilization-state, and Xinhua are simply custodians of the Han people as they enter a new age of enlightenment&quot;.</column>
        </table>
        <table name="headlines">
            <column name="id">17</column>
            <column name="strHeadline">US Spies in Xinhua?
US citizen Roger McGill was killed by Xinhua Protectors in Zhongguancun, Beijing Saturday, after allegedly infiltrating an unmarked office tower. McGill is suspected of being a CIA operative after a Xinhua government investigation. When asked at Monday's White House press conference, administration representatives denied the allegations.</column>
        </table>
        <table name="headlines">
            <column name="id">18</column>
            <column name="strHeadline">A Native American Werewolf in New Mexico
The Pueblo Rock Casino has been plagued by controversy since its announcement last fall. First, a debate over possible uranium contamination in the soil, then reports that soil from an archeological native grave site was being used as landfill for the casino. Now, a week after its grand opening, casino operations are suspended indefinitely as mutilated bodies are found on the premises by guests. Several staff members quit shortly after the discovery, reporting having seen &quot;skinwalkers&quot; in the casino. New Mexico authorities are barring access to the casino as the investigation continues.</column>
        </table>
        <table name="headlines">
            <column name="id">19</column>
            <column name="strHeadline">More Where That Came From
US researchers have developed the first self-replicating nanomachine cell, in a breakthrough which raises new issues about recreating life in a laboratory. &quot;This is the first synthetic cell that's been made,&quot; said lead researcher Miles Dyson, unveiling the culmination of 15 years of research.</column>
        </table>
        <table name="headlines">
            <column name="id">20</column>
            <column name="strHeadline">Something Fishy
Officials are investigating what may have killed some 100,000 fish in the Arkansas River in the northwestern section of the state, authorities said on Sunday. This is the second mass-extinction event to strike Arkansas in as many weeks, and the Arkansas Game and Fish Commission is still investigating the cause.</column>
        </table>
        <table name="headlines">
            <column name="id">21</column>
            <column name="strHeadline">Bird is the Word
State biologists are trying to determine what killed an estimated 500 birds in Point Coupee Parish. Authorities say the birds all suffered from spontaneous blood clots, falling suddenly along a 10-mile stretch of Louisiana Highway 1. This comes just three days after more than 3,000 blackbirds fell from the sky in Beebe, Arkansas, also without explanation.</column>
        </table>
        <table name="headlines">
            <column name="id">22</column>
            <column name="strHeadline">The Swedish Death
Reports of mass extinction events are on the rise, as thousands of birds and other animals are found dead around the world. The Falkoeping incident in Sweden represents the latest event. &quot;We have received information from local residents last night that the birds just started falling suddenly, with no apparent cause.&quot; There is growing concern around the world that these clustered deaths are related, with some religious groups claiming this establishes a timeline for Judgment Day.</column>
        </table>
        <table name="headlines">
            <column name="id">23</column>
            <column name="strHeadline">Corn-a-Cola: Made with real corn syrup!</column>
        </table>
        <table name="headlines">
            <column name="id">24</column>
            <column name="strHeadline">Corn-a-Cola: All the sweet you can stand, and double the caffeine!</column>
        </table>
        <table name="headlines">
            <column name="id">25</column>
            <column name="strHeadline">OX News: News that's 100% Bull</column>
        </table>
        <table name="headlines">
            <column name="id">26</column>
            <column name="strHeadline">OX News: We report the facts, you decide if they're true.</column>
        </table>
        <table name="headlines">
            <column name="id">27</column>
            <column name="strHeadline">iSlab: Now free with multi-generational contracts!</column>
        </table>
        <table name="headlines">
            <column name="id">28</column>
            <column name="strHeadline">iSlab: Look younger than the kids who assembled it!</column>
        </table>
        <table name="headlines">
            <column name="id">29</column>
            <column name="strHeadline">Hyperpreservatives: Bacteria are scared to eat it, so you don't have to be! Just one more way Mr. Johnson Company is watching out for you.</column>
        </table>
        <table name="headlines">
            <column name="id">30</column>
            <column name="strHeadline">Agrasanto Congealed Grease Popsicles: Meat without the heat!</column>
        </table>
        <table name="headlines">
            <column name="id">31</column>
            <column name="strHeadline">iSlab: Octo-core cpu, 6 cameras, orbital data storage plan, 3D LED display, flexi-touch screen, wi-fi and 8G connectivity, GPS tracking device, FirePrint sheet burner.</column>
        </table>
        <table name="headlines">
            <column name="id">32</column>
            <column name="strHeadline">Next week, on &quot;Date a Fish!&quot; Lucy finds herself on thin ice as...</column>
        </table>
        <table name="headlines">
            <column name="id">33</column>
            <column name="strHeadline">Foiled Again!
A protestor associated with an international peace movement was arrested Thursday after bypassing the Active Denial System (ADS) perimeter at Camp Grayling in a &quot;tinfoil suit&quot;.
Jack Haley, 43, of Grayling, MI was cited on suspicion of trespassing on government property. He was found by security forces after crossing a runway, wearing a reflective suit composed of aluminum foil. It is believed the foil allowed him to bypass the ADS unharmed.
When asked if this constituted a failure in the ADS, an Army spokesman said, &quot;We had a breach, we responded, and everybody walked away healthy. I don't think we have any more concerns today than we had before.&quot;</column>
        </table>
        <table name="headlines">
            <column name="id">34</column>
            <column name="strHeadline">A Game of Drones
To support the growing role of unmanned aerial vehicles in the US Military, Camp Grayling will be expanding its UAV maintenance and operations facilities. Planned construction includes 3 new hangars, an array of 8 landing pads, and a refueling pipeline, all connected via short-length runways. Facilities for support personnel are also in the works.
Local engineering firm Stansted Automated has been contracted to install an optical and radio registration system for automated vehicle guidance. The system will be one of the first of its kind, allowing both ground- and aerial-based unmanned vehicles to navigate the facility without human oversight.</column>
        </table>
        <table name="headlines">
            <column name="id">35</column>
            <column name="strHeadline">Mending Fences
In the wake of growing global security concerns, the US military has begun an unprecedented amount of spending on security revitalization. Facilities across the US are seeing ramp-ups in both security forces and technology.
Michigan's own Camp Grayling has already begun a new energized perimeter project, inciting concern among civil rights groups and local residents alike.</column>
        </table>
        <table name="headlines">
            <column name="id">36</column>
            <column name="strHeadline">Grayling's Perimeter a Power Player
For the third day, picketers assembled outside Camp Grayling, where it was recently revealed that the new &quot;energized perimeter&quot; is the Department of Defense's Active Denial System (ADS).
The ADS operates by emitting microwave fields at a frequency which induces a burning sensation in the skin of the target. Critics of the system cite concerns that prolonged exposure has resulted in 2nd- and 3rd-degree burns during testing and if left unchecked could prove life-threatening.
A spokesman for the Pentagon's Joint Non-Lethal Weapons Directorate said, &quot;The system has completed all formal legal and treaty compliance laws.&quot;</column>
        </table>
        <table name="headlines">
            <column name="id">37</column>
            <column name="strHeadline">One Headlight
A huge swath of motor city is about to go dark. With population count dipping below the halfway mark of its once-2-million-person peak, the cash-strapped city cannot afford to power and maintain crumbling infrastructure. Some 88,000 streetlights are in need of power and maintenance. Simply abandoning them could save the city $10 million annually. However, many feel the encroaching darkness could spur criminal activity.</column>
        </table>
        <table name="headlines">
            <column name="id">38</column>
            <column name="strHeadline">Apoxalypse Now
An outbreak of what appears to be smallpox has infected 28 people in Charleston, SC, health officials said Wednesday. Four people have died. With such a contagious disease, and vaccines in short supply, more fatalities are expected.
Scientists are scrambling to determine how the disease, believed to be eradicated in 1980, has infected the general population again. And more puzzling, why all reported cases thus far are concentrated in this seaside city.</column>
        </table>
        <table name="headlines">
            <column name="id">39</column>
            <column name="strHeadline">Life's a Beach, Then You Die (of Smallpox)
Charleston's health authority said Tuesday it is investigating twelve new smallpox cases, including one that has been linked to an emergency landing of a private watercraft in the Atlantic. A number of the reported cases involve visitors to the South Carolina beaches.
Dr. Sunil Reddy, senior medical officer at South Carolina Health Department, has ordered a general curfew of all beaches in the area until an investigation into the cause can be conducted.</column>
        </table>
        <table name="headlines">
            <column name="id">40</column>
            <column name="strHeadline">You Sunk My Battleship!
The U.S. Coast Guard unleashed cannon fire Thursday at an abandoned vessel found drifting 50km off the coast of South Carolina. The vessel had no markings other than the code &quot;D32&quot; and was not found to have any crew or cargo.
The plans to sink the ship were briefly put on hold earlier Thursday when a fishing vessel, the 62-foot Eleganza, claimed salvage rights over the ghost ship. However, officials told Ox News that the Eleganza was unable to tow the abandoned ship, and scuttling operations resumed.</column>
        </table>
        <table name="headlines">
            <column name="id">41</column>
            <column name="strHeadline">Race to the Bottom
Seventeen more lives, including those of three Coast Guard crewmembers, were claimed by smallpox Sunday night. The Guardsmen were crew aboard the Edward Rose, the Coast Guard vessel responsible for scuttling the derelict ship, labeled only with &quot;D32&quot;, off the coast of South Carolina two weeks ago. In addition, two of the deaths were of crewmen of the salvage ship which failed to tow the &quot;D32&quot; to shore.
The recent connection between these deaths and the derelict ship has caused investigators to consider &quot;D32&quot; as a possible source of the outbreak. In a race against time, officials are assembling a diving research team to return to the scuttle site, hoping to find any information to explain the sudden outbreak.</column>
        </table>
        <table name="headlines">
            <column name="id">42</column>
            <column name="strHeadline">Clear the Air
Last week's smallpox outbreaks in Chicago, Minneapolis, and Denver may have prompted a nationwide grounding of all air travel, but the pandemic smallpox continues to spread around the world. Researcher Gary Bardi, of the Health Protection Agency in the U.K., says this is no surprise.
Using data that modeled the effect of travel restrictions on the spread of a pandemic, Bardi showed that even in the best-case scenario, a pandemic would merely be postponed by several weeks. &quot;This is assuming that 99.9 percent of all travelers are stopped after the first case. As you can see,&quot; he says, &quot;it delays things a bit, but even such an extreme intervention is not effective.&quot;</column>
        </table>
        <table name="headlines">
            <column name="id">43</column>
            <column name="strHeadline">Hungry Like the Wolf
North America has joined the ranks of regions plagued by so-called wolf &quot;super packs&quot;. Known for hunting in smaller packs of just six or seven, wolves have always been a common sight in less populated areas of the continent. However, recent surges in wolf attacks suggest a &quot;super pack&quot; may be prowling the Lakes region, numbering as many as 400.
Naturalists are hesitant to report a definite cause, though many point out that imbalances in the ecosystem can sometimes drive wolves into more populated areas to search for food. Horse and cattle owners are reporting alarming rates of animal losses as a result of the migration, and authorities are worried the attacks could soon escalate to human prey.</column>
        </table>
        <table name="headlines">
            <column name="id">44</column>
            <column name="strHeadline">Beacon in the Night
In the wake of the mass evacuations of the Great Black Swamp, stories of families separated are all too common. Today, however, two sisters have reunited despite impossible odds.
Cassandra and Veronica, sisters who lost contact during the forced evacuation of their hometown, are finally together again. Thanks to their shared interest in astronomy, and a nightly ritual of pointing out stars with flashlights, Cassandra and Veronica were able to spot each other's light beams from nearby refugee camps. &quot;As soon as we saw the flashlights in the care packages, we knew we had a chance,&quot; they beamed.</column>
        </table>
        <table name="headlines">
            <column name="id">45</column>
            <column name="strHeadline">Wavs Potato Chips: So irresistible, they're like an eating disorder in a bag!</column>
        </table>
        <table name="headlines">
            <column name="id">46</column>
            <column name="strHeadline">Wavs Potato Chips: Can't stop at just one. Literally!</column>
        </table>
        <table name="headlines">
            <column name="id">47</column>
            <column name="strHeadline">Who Wears Short Shorts?
Spaz Jeanswear is making a fashion return. The jeanswear designer is back with a vengeance, and this time it has a different plan for more...exposure.
Said Tony Bobberts, Spaz CEO, &quot;I started thinking about how impersonal assembly-line clothes can be. What could I do to make them more of a personal expression? Suddenly, I realized that it wasn't what I could add, but rather what my customers could cut away!&quot;</column>
        </table>
        <table name="headlines">
            <column name="id">48</column>
            <column name="strHeadline">Twiggy Twine: The best way to bundle a bushel of cotton socks!</column>
        </table>
        <!-- Table hextypes -->
        <table name="hextypes">
            <column name="id">1</column>
            <column name="strName">ocean</column>
            <column name="strDesc">deep water</column>
            <column name="nTerrainCost">11</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">0</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">20</column>
            <column name="nMaxRange">40</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">2</column>
            <column name="strName">coast</column>
            <column name="strDesc">shallow water</column>
            <column name="nTerrainCost">11</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">0</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">20</column>
            <column name="nMaxRange">40</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">3</column>
            <column name="strName">sand</column>
            <column name="strDesc">flat area of dirt</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">22</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">20</column>
            <column name="nMaxRange">40</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">4</column>
            <column name="strName">plains</column>
            <column name="strDesc">flat grassland</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">1</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">579</column>
            <column name="nScavengeItemsIDPerHour">29</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">20</column>
            <column name="nMaxRange">30</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">5</column>
            <column name="strName">forest</column>
            <column name="strDesc">forested area</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">7</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">578</column>
            <column name="nScavengeItemsIDPerHour">28</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.25,1.0,1.0,1.0,0.25,0.15</column>
            <column name="nDefaultCampID">519</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">5</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">6</column>
            <column name="strName">hill</column>
            <column name="strDesc">hills or foothills</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">1</column>
            <column name="nTreasureID">149</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">579</column>
            <column name="nScavengeItemsIDPerHour">29</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">10</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">7</column>
            <column name="strName">mountain</column>
            <column name="strDesc">high mountains</column>
            <column name="nTerrainCost">11</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">15</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">8</column>
            <column name="strName">suburban ruins</column>
            <column name="strDesc">abandoned houses and trailers</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">1</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">49</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">726</column>
            <column name="nScavengeItemsIDPerHour">27</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">521</column>
            <column name="nMinRange">4</column>
            <column name="nMaxRange">15</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">9</column>
            <column name="strName">cryo facility</column>
            <column name="strDesc">cryogenics lab where player wakes up</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">164</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">575</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">2</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">10</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">10</column>
            <column name="strName">urban ruins (skyscraper)</column>
            <column name="strDesc">abandoned high-rise buildings</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">6</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">727</column>
            <column name="nScavengeItemsIDPerHour">25</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.57</column>
            <column name="nDefaultCampID">523</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">15</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">11</column>
            <column name="strName">forest shack</column>
            <column name="strDesc">secluded shack in the woods</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">7</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">580</column>
            <column name="nScavengeItemsIDPerHour">30</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.25,1.0,1.0,1.0,0.25,0.15</column>
            <column name="nDefaultCampID">525</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">5</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">12</column>
            <column name="strName">urban ruins</column>
            <column name="strDesc">abandoned buildings</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">6</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">727</column>
            <column name="nScavengeItemsIDPerHour">25</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.57</column>
            <column name="nDefaultCampID">527</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">13</column>
            <column name="strName">megacity walls N</column>
            <column name="strDesc">megacity walls N</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">0</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">1.0,1.0,1.0,1.0,1.0,1.0</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">14</column>
            <column name="strName">tent city</column>
            <column name="strDesc">tent city</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">500</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">4</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.8</column>
            <column name="nDefaultCampID">755</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">15</column>
            <column name="strName">tent city bazaar</column>
            <column name="strDesc">tent city bazaar</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.8</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs">457</column>
        </table>
        <table name="hextypes">
            <column name="id">16</column>
            <column name="strName">rubble</column>
            <column name="strDesc">piles of rubble from what was a city</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">22</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">725</column>
            <column name="nScavengeItemsIDPerHour">25</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">17</column>
            <column name="strName">megacity gates</column>
            <column name="strDesc">megacity gates</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">1.0,1.0,1.0,1.0,1.0,1.0</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">18</column>
            <column name="strName">megacity walls SE</column>
            <column name="strDesc">megacity walls SE</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">0</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">1.0,1.0,1.0,1.0,1.0,1.0</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">19</column>
            <column name="strName">megacity walls NE/N</column>
            <column name="strDesc">megacity walls NE/N</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">0</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">1.0,1.0,1.0,1.0,1.0,1.0</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">20</column>
            <column name="strName">megacity walls NE</column>
            <column name="strDesc">megacity walls NE</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">0</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">1.0,1.0,1.0,1.0,1.0,1.0</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">21</column>
            <column name="strName">megacity midtown</column>
            <column name="strDesc">megacity midtown</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">1.0,1.0,1.0,1.0,1.0,1.0</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">15</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">22</column>
            <column name="strName">hill (Clearbone Valley)</column>
            <column name="strDesc">hills or foothills</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">1</column>
            <column name="nTreasureID">614</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">10</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">23</column>
            <column name="strName">testplains</column>
            <column name="strDesc">testflat grassland</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">22</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">24</column>
            <column name="strName">testplains</column>
            <column name="strDesc">testflat grassland</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">22</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">25</column>
            <column name="strName">testplains</column>
            <column name="strDesc">testflat grassland</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">22</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">26</column>
            <column name="strName">hill (water)</column>
            <column name="strDesc">hills or foothills with water</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">1</column>
            <column name="nTreasureID">309</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">579</column>
            <column name="nScavengeItemsIDPerHour">29</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">10</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">27</column>
            <column name="strName">marsh</column>
            <column name="strDesc">marshlands</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">310</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">579</column>
            <column name="nScavengeItemsIDPerHour">29</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">10</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">28</column>
            <column name="strName">plains (water)</column>
            <column name="strDesc">flat grassland with water</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">311</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">579</column>
            <column name="nScavengeItemsIDPerHour">29</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">15</column>
            <column name="nMaxRange">30</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">29</column>
            <column name="strName">great black swamp</column>
            <column name="strDesc">Great Black Swamp</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">1</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">474</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">581</column>
            <column name="nScavengeItemsIDPerHour">475</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">527</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">8</column>
            <column name="vCondIDs">618</column>
        </table>
        <table name="hextypes">
            <column name="id">30</column>
            <column name="strName">Zom Zom's</column>
            <column name="strDesc">Zom Zom's, a place to eat</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.8</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">31</column>
            <column name="strName">strange forest</column>
            <column name="strDesc">strange forest</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">7</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">0</column>
            <column name="vLightLevels">0.2,0.8,0.8,0.8,0.2,0.15</column>
            <column name="nDefaultCampID">519</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">5</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">32</column>
            <column name="strName">isotope mine</column>
            <column name="strDesc">isotope mine</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">1</column>
            <column name="nTreasureID">149</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">10</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">33</column>
            <column name="strName">Allegan Fairgrounds</column>
            <column name="strDesc">Allegan Fairgrounds</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">1</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">49</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">521</column>
            <column name="nMinRange">4</column>
            <column name="nMaxRange">15</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">34</column>
            <column name="strName">Anishinabe Tribal Nation</column>
            <column name="strDesc">Anishinabe Tribal Nation</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.8</column>
            <column name="nDefaultCampID">525</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">5</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">35</column>
            <column name="strName">Saginaw Mental Institute</column>
            <column name="strDesc">Saginaw Mental Institute</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">6</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.57</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">6</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">36</column>
            <column name="strName">Camp Grayling</column>
            <column name="strDesc">Camp Grayling</column>
            <column name="nTerrainCost">2</column>
            <column name="nVizLimiter">2</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">3</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">3</column>
            <column name="nScavengeItemsIDPerHour">3</column>
            <column name="nCampItems">3</column>
            <column name="vLightLevels">0.8,1.0,1.0,1.0,0.8,0.57</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">3</column>
            <column name="nMaxRange">15</column>
            <column name="vCondIDs"></column>
        </table>
        <table name="hextypes">
            <column name="id">37</column>
            <column name="strName">plains</column>
            <column name="strDesc">flat grassland</column>
            <column name="nTerrainCost">1</column>
            <column name="nVizLimiter">0</column>
            <column name="nVizIncrease">0</column>
            <column name="nTreasureID">1</column>
            <column name="bPassable">1</column>
            <column name="nScavengeInitialID">579</column>
            <column name="nScavengeItemsIDPerHour">29</column>
            <column name="nCampItems">5</column>
            <column name="vLightLevels">0.57,1.0,1.0,1.0,0.57,0.15</column>
            <column name="nDefaultCampID">517</column>
            <column name="nMinRange">20</column>
            <column name="nMaxRange">30</column>
            <column name="vCondIDs"></column>
        </table>
        <!-- Table ingredients -->
        <table name="ingredients">
            <column name="nID">1</column>
            <column name="strName">flame source</column>
            <column name="strRequiredProps">3</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">2</column>
            <column name="strName">kindling</column>
            <column name="strRequiredProps">1</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">3</column>
            <column name="strName">medium fire fuel</column>
            <column name="strRequiredProps">16&amp;46</column>
            <column name="strForbidProps">1</column>
        </table>
        <table name="ingredients">
            <column name="nID">4</column>
            <column name="strName">water (non-chemical)</column>
            <column name="strRequiredProps">27&amp;29&amp;56</column>
            <column name="strForbidProps">26&amp;39</column>
        </table>
        <table name="ingredients">
            <column name="nID">5</column>
            <column name="strName">water purification pill</column>
            <column name="strRequiredProps">7</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">6</column>
            <column name="strName">fireproof, waterproof container</column>
            <column name="strRequiredProps">8&amp;9&amp;10</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">7</column>
            <column name="strName">heat source</column>
            <column name="strRequiredProps">11</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">8</column>
            <column name="strName">tannin source</column>
            <column name="strRequiredProps">4</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">9</column>
            <column name="strName">small fresh meat</column>
            <column name="strRequiredProps">12&amp;15&amp;14&amp;66</column>
            <column name="strForbidProps">26&amp;67&amp;70</column>
        </table>
        <table name="ingredients">
            <column name="nID">10</column>
            <column name="strName">medium shaft</column>
            <column name="strRequiredProps">13&amp;16&amp;28</column>
            <column name="strForbidProps">3</column>
        </table>
        <table name="ingredients">
            <column name="nID">11</column>
            <column name="strName">sharp point</column>
            <column name="strRequiredProps">18</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">12</column>
            <column name="strName">small pelt</column>
            <column name="strRequiredProps">15&amp;20</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">13</column>
            <column name="strName">small thread</column>
            <column name="strRequiredProps">15&amp;19</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">14</column>
            <column name="strName">sharp edge</column>
            <column name="strRequiredProps">21</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">15</column>
            <column name="strName">small corpse</column>
            <column name="strRequiredProps">15&amp;22</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">16</column>
            <column name="strName">Trapping skill</column>
            <column name="strRequiredProps">23</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">17</column>
            <column name="strName">medium or large shaft</column>
            <column name="strRequiredProps">13&amp;28</column>
            <column name="strForbidProps">15</column>
        </table>
        <table name="ingredients">
            <column name="nID">18</column>
            <column name="strName">medium thread</column>
            <column name="strRequiredProps">16&amp;19</column>
            <column name="strForbidProps">28</column>
        </table>
        <table name="ingredients">
            <column name="nID">19</column>
            <column name="strName">.308 rifle, no scope, no strap</column>
            <column name="strRequiredProps">30</column>
            <column name="strForbidProps">2&amp;68</column>
        </table>
        <table name="ingredients">
            <column name="nID">20</column>
            <column name="strName">small or medium monocular optical zoom</column>
            <column name="strRequiredProps">2&amp;32</column>
            <column name="strForbidProps">17&amp;65</column>
        </table>
        <table name="ingredients">
            <column name="nID">21</column>
            <column name="strName">small mechanical parts</column>
            <column name="strRequiredProps">15&amp;31</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">22</column>
            <column name="strName">Philips-head screwdriver</column>
            <column name="strRequiredProps">5</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">23</column>
            <column name="strName">Lockpicking skill</column>
            <column name="strRequiredProps">34</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">24</column>
            <column name="strName">handful of ashes</column>
            <column name="strRequiredProps">35</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">25</column>
            <column name="strName">small or medium rigid container</column>
            <column name="strRequiredProps">28&amp;8</column>
            <column name="strForbidProps">17&amp;65</column>
        </table>
        <table name="ingredients">
            <column name="nID">26</column>
            <column name="strName">large waterproof sheet</column>
            <column name="strRequiredProps">17&amp;9&amp;36</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">27</column>
            <column name="strName">small flammable, non-rigid sheet</column>
            <column name="strRequiredProps">15&amp;1&amp;36</column>
            <column name="strForbidProps">28</column>
        </table>
        <table name="ingredients">
            <column name="nID">28</column>
            <column name="strName">medium absorbent, non-rigid, non-springy sheet</column>
            <column name="strRequiredProps">16&amp;36&amp;37</column>
            <column name="strForbidProps">28&amp;60</column>
        </table>
        <table name="ingredients">
            <column name="nID">29</column>
            <column name="strName">water (any)</column>
            <column name="strRequiredProps">27&amp;29&amp;56</column>
            <column name="strForbidProps">39</column>
        </table>
        <table name="ingredients">
            <column name="nID">30</column>
            <column name="strName">small absorbent, non-rigid sheet</column>
            <column name="strRequiredProps">15&amp;36&amp;37</column>
            <column name="strForbidProps">28</column>
        </table>
        <table name="ingredients">
            <column name="nID">31</column>
            <column name="strName">liquid disinfectant</column>
            <column name="strRequiredProps">38&amp;27</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">32</column>
            <column name="strName">small or medium non-rigid sheet</column>
            <column name="strRequiredProps">36&amp;37</column>
            <column name="strForbidProps">17&amp;28&amp;65</column>
        </table>
        <table name="ingredients">
            <column name="nID">33</column>
            <column name="strName">natural water source (non-chemical)</column>
            <column name="strRequiredProps">39&amp;27&amp;29</column>
            <column name="strForbidProps">26</column>
        </table>
        <table name="ingredients">
            <column name="nID">34</column>
            <column name="strName">forest</column>
            <column name="strRequiredProps">39&amp;40</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">35</column>
            <column name="strName">Mechanic skill</column>
            <column name="strRequiredProps">41</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">36</column>
            <column name="strName">large non-rigid sheet</column>
            <column name="strRequiredProps">17&amp;9&amp;36</column>
            <column name="strForbidProps">28</column>
        </table>
        <table name="ingredients">
            <column name="nID">37</column>
            <column name="strName">HVAC (unheated)</column>
            <column name="strRequiredProps">42</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">38</column>
            <column name="strName">electrical panel</column>
            <column name="strRequiredProps">43</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">39</column>
            <column name="strName">electrician skill</column>
            <column name="strRequiredProps">44</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">40</column>
            <column name="strName">pliers</column>
            <column name="strRequiredProps">45</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">41</column>
            <column name="strName">small furry corpse</column>
            <column name="strRequiredProps">15&amp;22&amp;20</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">42</column>
            <column name="strName">small or medium flexible non-food object</column>
            <column name="strRequiredProps">48</column>
            <column name="strForbidProps">3&amp;17&amp;28&amp;14&amp;58&amp;22&amp;65</column>
        </table>
        <table name="ingredients">
            <column name="nID">43</column>
            <column name="strName">small flame and heat source</column>
            <column name="strRequiredProps">3&amp;11&amp;15</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">44</column>
            <column name="strName">medium flame and heat source</column>
            <column name="strRequiredProps">3&amp;11&amp;16</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">45</column>
            <column name="strName">medium shaft w/kindling (unlit)</column>
            <column name="strRequiredProps">1&amp;13&amp;16&amp;28</column>
            <column name="strForbidProps">3&amp;47</column>
        </table>
        <table name="ingredients">
            <column name="nID">46</column>
            <column name="strName">quality medium shaft w/kindling (unlit)</column>
            <column name="strRequiredProps">1&amp;13&amp;16&amp;28&amp;47</column>
            <column name="strForbidProps">3</column>
        </table>
        <table name="ingredients">
            <column name="nID">47</column>
            <column name="strName">optical zoom</column>
            <column name="strRequiredProps">2</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">48</column>
            <column name="strName">small kindling (unlit)</column>
            <column name="strRequiredProps">1&amp;15</column>
            <column name="strForbidProps">3</column>
        </table>
        <table name="ingredients">
            <column name="nID">49</column>
            <column name="strName">handheld light source</column>
            <column name="strRequiredProps">49&amp;50</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">50</column>
            <column name="strName">medium flammable, rigid shaft</column>
            <column name="strRequiredProps">16&amp;46&amp;13&amp;28</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">51</column>
            <column name="strName">Ranged skill</column>
            <column name="strRequiredProps">51</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">52</column>
            <column name="strName">crowbar</column>
            <column name="strRequiredProps">52</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">53</column>
            <column name="strName">binocular optical zoom</column>
            <column name="strRequiredProps">2&amp;33</column>
            <column name="strForbidProps">17&amp;65</column>
        </table>
        <table name="ingredients">
            <column name="nID">54</column>
            <column name="strName">very large rigid container</column>
            <column name="strRequiredProps">65&amp;28&amp;8</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">55</column>
            <column name="strName">shopping cart frame</column>
            <column name="strRequiredProps">55</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">56</column>
            <column name="strName">caster wheel</column>
            <column name="strRequiredProps">53</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">57</column>
            <column name="strName">large fireproof basket</column>
            <column name="strRequiredProps">10&amp;17&amp;54</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">58</column>
            <column name="strName">very large rigid sheet container</column>
            <column name="strRequiredProps">8&amp;28&amp;36&amp;48&amp;65</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">59</column>
            <column name="strName">Botany skill</column>
            <column name="strRequiredProps">57</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">60</column>
            <column name="strName">large shaft</column>
            <column name="strRequiredProps">13&amp;17&amp;28</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">61</column>
            <column name="strName">medium brittle, rigid container</column>
            <column name="strRequiredProps">16&amp;28&amp;8&amp;58</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">62</column>
            <column name="strName">medium brittle, non-flexible, rigid object</column>
            <column name="strRequiredProps">16&amp;28&amp;58</column>
            <column name="strForbidProps">60</column>
        </table>
        <table name="ingredients">
            <column name="nID">63</column>
            <column name="strName">small brittle, rigid, sharp handheld sheet object</column>
            <column name="strRequiredProps">15&amp;18&amp;21&amp;28&amp;50&amp;58</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">64</column>
            <column name="strName">compound bow</column>
            <column name="strRequiredProps">59</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">65</column>
            <column name="strName">large rigid, flexible shaft</column>
            <column name="strRequiredProps">13&amp;17&amp;28&amp;60</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">66</column>
            <column name="strName">small rigid, sharp edge with point</column>
            <column name="strRequiredProps">15&amp;18&amp;21&amp;28</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">67</column>
            <column name="strName">small springy sheet</column>
            <column name="strRequiredProps">15&amp;36&amp;60</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">68</column>
            <column name="strName">small sharp point</column>
            <column name="strRequiredProps">15&amp;18</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">69</column>
            <column name="strName">12-gauge shotgun w/o strap</column>
            <column name="strRequiredProps">61</column>
            <column name="strForbidProps">68</column>
        </table>
        <table name="ingredients">
            <column name="nID">70</column>
            <column name="strName">large fireproof, waterproof container</column>
            <column name="strRequiredProps">8&amp;9&amp;10</column>
            <column name="strForbidProps">15&amp;16</column>
        </table>
        <table name="ingredients">
            <column name="nID">71</column>
            <column name="strName">large corpse</column>
            <column name="strRequiredProps">17&amp;22</column>
            <column name="strForbidProps">70</column>
        </table>
        <table name="ingredients">
            <column name="nID">72</column>
            <column name="strName">Dogman corpse</column>
            <column name="strRequiredProps">17&amp;22&amp;20&amp;62</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">73</column>
            <column name="strName">large furry corpse</column>
            <column name="strRequiredProps">17&amp;20&amp;22</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">74</column>
            <column name="strName">medium fresh meat</column>
            <column name="strRequiredProps">12&amp;16&amp;14&amp;66</column>
            <column name="strForbidProps">26&amp;67&amp;70</column>
        </table>
        <table name="ingredients">
            <column name="nID">75</column>
            <column name="strName">medium furry corpse</column>
            <column name="strRequiredProps">16&amp;20&amp;22</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">76</column>
            <column name="strName">any combat skill</column>
            <column name="strRequiredProps">63</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">77</column>
            <column name="strName">small rigid parts</column>
            <column name="strRequiredProps">15&amp;28&amp;48</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">78</column>
            <column name="strName">night vision</column>
            <column name="strRequiredProps">64</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">79</column>
            <column name="strName">medium paper</column>
            <column name="strRequiredProps">1&amp;16&amp;36&amp;37&amp;48&amp;50&amp;60</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">80</column>
            <column name="strName">medium rigid, springy shaft</column>
            <column name="strRequiredProps">16&amp;13&amp;28&amp;60</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">81</column>
            <column name="strName">scoped .308, no strap</column>
            <column name="strRequiredProps">2&amp;30</column>
            <column name="strForbidProps">68</column>
        </table>
        <table name="ingredients">
            <column name="nID">82</column>
            <column name="strName">strapped .308, no scope</column>
            <column name="strRequiredProps">30&amp;68</column>
            <column name="strForbidProps">2</column>
        </table>
        <table name="ingredients">
            <column name="nID">83</column>
            <column name="strName">iSlab</column>
            <column name="strRequiredProps">69</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">84</column>
            <column name="strName">medium fresh human meat</column>
            <column name="strRequiredProps">12&amp;16&amp;14&amp;66&amp;70</column>
            <column name="strForbidProps">26&amp;67</column>
        </table>
        <table name="ingredients">
            <column name="nID">85</column>
            <column name="strName">small fresh human meat</column>
            <column name="strRequiredProps">12&amp;15&amp;14&amp;66&amp;70</column>
            <column name="strForbidProps">26&amp;67</column>
        </table>
        <table name="ingredients">
            <column name="nID">86</column>
            <column name="strName">water (chemical)</column>
            <column name="strRequiredProps">26&amp;27&amp;29&amp;56</column>
            <column name="strForbidProps">39</column>
        </table>
        <table name="ingredients">
            <column name="nID">87</column>
            <column name="strName">water tester</column>
            <column name="strRequiredProps">71</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">88</column>
            <column name="strName">water (biohazard)</column>
            <column name="strRequiredProps">24&amp;27&amp;29&amp;56</column>
            <column name="strForbidProps">39</column>
        </table>
        <table name="ingredients">
            <column name="nID">89</column>
            <column name="strName">water (non-biohazard, non-chemical)</column>
            <column name="strRequiredProps">27&amp;29&amp;56</column>
            <column name="strForbidProps">24&amp;26&amp;39</column>
        </table>
        <table name="ingredients">
            <column name="nID">90</column>
            <column name="strName">water (unidentified)</column>
            <column name="strRequiredProps">56</column>
            <column name="strForbidProps">56</column>
        </table>
        <table name="ingredients">
            <column name="nID">91</column>
            <column name="strName">large human corpse</column>
            <column name="strRequiredProps">17&amp;22&amp;70</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">92</column>
            <column name="strName">stuff Radiation Bob wants (big)</column>
            <column name="strRequiredProps">73</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">93</column>
            <column name="strName">stuff Radiation Bob wants (small)</column>
            <column name="strRequiredProps">74</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">94</column>
            <column name="strName">stuff Zom Zom's wants</column>
            <column name="strRequiredProps">75</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">95</column>
            <column name="strName">smartphone</column>
            <column name="strRequiredProps">79</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">96</column>
            <column name="strName">SBS4 shotgun</column>
            <column name="strRequiredProps">80</column>
            <column name="strForbidProps">68</column>
        </table>
        <table name="ingredients">
            <column name="nID">97</column>
            <column name="strName">medium brittle, flexible, rigid object</column>
            <column name="strRequiredProps">16&amp;28&amp;58&amp;60</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">98</column>
            <column name="strName">anything except talisman and GUI items</column>
            <column name="strRequiredProps"></column>
            <column name="strForbidProps">85&amp;86</column>
        </table>
        <table name="ingredients">
            <column name="nID">99</column>
            <column name="strName">ZZ's items to confiscate</column>
            <column name="strRequiredProps">87</column>
            <column name="strForbidProps">85&amp;86</column>
        </table>
        <table name="ingredients">
            <column name="nID">100</column>
            <column name="strName">4mm Gauss rifle, no scope, no strap</column>
            <column name="strRequiredProps">89</column>
            <column name="strForbidProps">2&amp;68</column>
        </table>
        <table name="ingredients">
            <column name="nID">101</column>
            <column name="strName">scoped 4mm Gauss rifle, no strap</column>
            <column name="strRequiredProps">2&amp;89</column>
            <column name="strForbidProps">68</column>
        </table>
        <table name="ingredients">
            <column name="nID">102</column>
            <column name="strName">strapped 4mm Gauss rifle, no scope</column>
            <column name="strRequiredProps">68&amp;89</column>
            <column name="strForbidProps">2</column>
        </table>
        <table name="ingredients">
            <column name="nID">103</column>
            <column name="strName">wooden rifle stock</column>
            <column name="strRequiredProps">95</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">104</column>
            <column name="strName">high-energy capacitor</column>
            <column name="strRequiredProps">90</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">105</column>
            <column name="strName">4mm Gauss gun barrel</column>
            <column name="strRequiredProps">91</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">106</column>
            <column name="strName">4mm Gauss gun receiver</column>
            <column name="strRequiredProps">92</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">107</column>
            <column name="strName">stage-switching circuit</column>
            <column name="strRequiredProps">93</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">108</column>
            <column name="strName">charging circuit</column>
            <column name="strRequiredProps">94</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">109</column>
            <column name="strName">DMC drone wreckage</column>
            <column name="strRequiredProps">96</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">110</column>
            <column name="strName">unobtainable item</column>
            <column name="strRequiredProps">48</column>
            <column name="strForbidProps">48</column>
        </table>
        <table name="ingredients">
            <column name="nID">111</column>
            <column name="strName">laptop battery</column>
            <column name="strRequiredProps">97</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">112</column>
            <column name="strName">smudge stick</column>
            <column name="strRequiredProps">98</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">113</column>
            <column name="strName">small or medium flexible, EM-reflective sheet</column>
            <column name="strRequiredProps">36&amp;60&amp;99</column>
            <column name="strForbidProps">17</column>
        </table>
        <table name="ingredients">
            <column name="nID">114</column>
            <column name="strName">medium non-rigid, EM-reflective sheet</column>
            <column name="strRequiredProps">16&amp;36&amp;60&amp;99</column>
            <column name="strForbidProps">28</column>
        </table>
        <table name="ingredients">
            <column name="nID">115</column>
            <column name="strName">wire cutters</column>
            <column name="strRequiredProps">100</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">116</column>
            <column name="strName">tracking device</column>
            <column name="strRequiredProps">101</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">117</column>
            <column name="strName">vehicle too large to bring through fence breach</column>
            <column name="strRequiredProps">102</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">118</column>
            <column name="strName">blue jeans</column>
            <column name="strRequiredProps">103</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">119</column>
            <column name="strName">small battery</column>
            <column name="strRequiredProps">15&amp;104</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">120</column>
            <column name="strName">medium battery</column>
            <column name="strRequiredProps">16&amp;104</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">121</column>
            <column name="strName">handheld focusing lens or reflector</column>
            <column name="strRequiredProps">50&amp;106</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">122</column>
            <column name="strName">sunlight</column>
            <column name="strRequiredProps">105</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">123</column>
            <column name="strName">sleeping bag</column>
            <column name="strRequiredProps">107</column>
            <column name="strForbidProps"></column>
        </table>
        <table name="ingredients">
            <column name="nID">124</column>
            <column name="strName">large, non-rigid sheet</column>
            <column name="strRequiredProps">17&amp;36</column>
            <column name="strForbidProps">28</column>
        </table>
        <table name="ingredients">
            <column name="nID">125</column>
            <column name="strName">large branch</column>
            <column name="strRequiredProps">56</column>
            <column name="strForbidProps">56</column>
        </table>
        <table name="ingredients">
            <column name="nID">126</column>
            <column name="strName">medium, waterproof, flexible sheet</column>
            <column name="strRequiredProps">9&amp;16&amp;36&amp;60</column>
            <column name="strForbidProps">58</column>
        </table>
        <table name="ingredients">
            <column name="nID">127</column>
            <column name="strName">small-medium furry corpse</column>
            <column name="strRequiredProps">108&amp;20&amp;22</column>
            <column name="strForbidProps"></column>
        </table>
        <!-- Table itemprops -->
        <table name="itemprops">
            <column name="nID">1</column>
            <column name="strPropertyName">easily ignitable</column>
        </table>
        <table name="itemprops">
            <column name="nID">2</column>
            <column name="strPropertyName">optical zoom</column>
        </table>
        <table name="itemprops">
            <column name="nID">3</column>
            <column name="strPropertyName">igniter</column>
        </table>
        <table name="itemprops">
            <column name="nID">4</column>
            <column name="strPropertyName">tannin source</column>
        </table>
        <table name="itemprops">
            <column name="nID">5</column>
            <column name="strPropertyName">tool: Philips-head screwdriver</column>
        </table>
        <table name="itemprops">
            <column name="nID">6</column>
            <column name="strPropertyName">tool: flathead screwdriver</column>
        </table>
        <table name="itemprops">
            <column name="nID">7</column>
            <column name="strPropertyName">water purifier</column>
        </table>
        <table name="itemprops">
            <column name="nID">8</column>
            <column name="strPropertyName">container</column>
        </table>
        <table name="itemprops">
            <column name="nID">9</column>
            <column name="strPropertyName">waterproof</column>
        </table>
        <table name="itemprops">
            <column name="nID">10</column>
            <column name="strPropertyName">fireproof</column>
        </table>
        <table name="itemprops">
            <column name="nID">11</column>
            <column name="strPropertyName">hot</column>
        </table>
        <table name="itemprops">
            <column name="nID">12</column>
            <column name="strPropertyName">meat</column>
        </table>
        <table name="itemprops">
            <column name="nID">13</column>
            <column name="strPropertyName">shaft</column>
        </table>
        <table name="itemprops">
            <column name="nID">14</column>
            <column name="strPropertyName">nourishing</column>
        </table>
        <table name="itemprops">
            <column name="nID">15</column>
            <column name="strPropertyName">small</column>
        </table>
        <table name="itemprops">
            <column name="nID">16</column>
            <column name="strPropertyName">medium</column>
        </table>
        <table name="itemprops">
            <column name="nID">17</column>
            <column name="strPropertyName">large</column>
        </table>
        <table name="itemprops">
            <column name="nID">18</column>
            <column name="strPropertyName">sharp point</column>
        </table>
        <table name="itemprops">
            <column name="nID">19</column>
            <column name="strPropertyName">thread</column>
        </table>
        <table name="itemprops">
            <column name="nID">20</column>
            <column name="strPropertyName">furry</column>
        </table>
        <table name="itemprops">
            <column name="nID">21</column>
            <column name="strPropertyName">sharp edge</column>
        </table>
        <table name="itemprops">
            <column name="nID">22</column>
            <column name="strPropertyName">corpse</column>
        </table>
        <table name="itemprops">
            <column name="nID">23</column>
            <column name="strPropertyName">skill: trapping</column>
        </table>
        <table name="itemprops">
            <column name="nID">24</column>
            <column name="strPropertyName">biohazard</column>
        </table>
        <table name="itemprops">
            <column name="nID">25</column>
            <column name="strPropertyName">radioactive</column>
        </table>
        <table name="itemprops">
            <column name="nID">26</column>
            <column name="strPropertyName">poison</column>
        </table>
        <table name="itemprops">
            <column name="nID">27</column>
            <column name="strPropertyName">liquid</column>
        </table>
        <table name="itemprops">
            <column name="nID">28</column>
            <column name="strPropertyName">rigid</column>
        </table>
        <table name="itemprops">
            <column name="nID">29</column>
            <column name="strPropertyName">hydrator</column>
        </table>
        <table name="itemprops">
            <column name="nID">30</column>
            <column name="strPropertyName">.308 rifle</column>
        </table>
        <table name="itemprops">
            <column name="nID">31</column>
            <column name="strPropertyName">mechanical parts</column>
        </table>
        <table name="itemprops">
            <column name="nID">32</column>
            <column name="strPropertyName">monocular</column>
        </table>
        <table name="itemprops">
            <column name="nID">33</column>
            <column name="strPropertyName">binocular</column>
        </table>
        <table name="itemprops">
            <column name="nID">34</column>
            <column name="strPropertyName">skill: lockpicking</column>
        </table>
        <table name="itemprops">
            <column name="nID">35</column>
            <column name="strPropertyName">ash</column>
        </table>
        <table name="itemprops">
            <column name="nID">36</column>
            <column name="strPropertyName">sheet</column>
        </table>
        <table name="itemprops">
            <column name="nID">37</column>
            <column name="strPropertyName">absorbent</column>
        </table>
        <table name="itemprops">
            <column name="nID">38</column>
            <column name="strPropertyName">disinfectant</column>
        </table>
        <table name="itemprops">
            <column name="nID">39</column>
            <column name="strPropertyName">infinite</column>
        </table>
        <table name="itemprops">
            <column name="nID">40</column>
            <column name="strPropertyName">forest</column>
        </table>
        <table name="itemprops">
            <column name="nID">41</column>
            <column name="strPropertyName">skill: mechanic</column>
        </table>
        <table name="itemprops">
            <column name="nID">42</column>
            <column name="strPropertyName">HVAC (unheated)</column>
        </table>
        <table name="itemprops">
            <column name="nID">43</column>
            <column name="strPropertyName">electrical panel</column>
        </table>
        <table name="itemprops">
            <column name="nID">44</column>
            <column name="strPropertyName">skill: electrician</column>
        </table>
        <table name="itemprops">
            <column name="nID">45</column>
            <column name="strPropertyName">tool: lever grip/pliers</column>
        </table>
        <table name="itemprops">
            <column name="nID">46</column>
            <column name="strPropertyName">fire fuel</column>
        </table>
        <table name="itemprops">
            <column name="nID">47</column>
            <column name="strPropertyName">quality</column>
        </table>
        <table name="itemprops">
            <column name="nID">48</column>
            <column name="strPropertyName">solid (not liquid/gas/idea)</column>
        </table>
        <table name="itemprops">
            <column name="nID">49</column>
            <column name="strPropertyName">light source</column>
        </table>
        <table name="itemprops">
            <column name="nID">50</column>
            <column name="strPropertyName">handheld</column>
        </table>
        <table name="itemprops">
            <column name="nID">51</column>
            <column name="strPropertyName">skill: ranged</column>
        </table>
        <table name="itemprops">
            <column name="nID">52</column>
            <column name="strPropertyName">crowbar</column>
        </table>
        <table name="itemprops">
            <column name="nID">53</column>
            <column name="strPropertyName">caster wheel</column>
        </table>
        <table name="itemprops">
            <column name="nID">54</column>
            <column name="strPropertyName">basket</column>
        </table>
        <table name="itemprops">
            <column name="nID">55</column>
            <column name="strPropertyName">shopping cart frame</column>
        </table>
        <table name="itemprops">
            <column name="nID">56</column>
            <column name="strPropertyName">water</column>
        </table>
        <table name="itemprops">
            <column name="nID">57</column>
            <column name="strPropertyName">skill: botany</column>
        </table>
        <table name="itemprops">
            <column name="nID">58</column>
            <column name="strPropertyName">brittle</column>
        </table>
        <table name="itemprops">
            <column name="nID">59</column>
            <column name="strPropertyName">compound bow</column>
        </table>
        <table name="itemprops">
            <column name="nID">60</column>
            <column name="strPropertyName">flexible/springy</column>
        </table>
        <table name="itemprops">
            <column name="nID">61</column>
            <column name="strPropertyName">12-gauge shotgun</column>
        </table>
        <table name="itemprops">
            <column name="nID">62</column>
            <column name="strPropertyName">dogman</column>
        </table>
        <table name="itemprops">
            <column name="nID">63</column>
            <column name="strPropertyName">any combat skill</column>
        </table>
        <table name="itemprops">
            <column name="nID">64</column>
            <column name="strPropertyName">night vision</column>
        </table>
        <table name="itemprops">
            <column name="nID">65</column>
            <column name="strPropertyName">very large</column>
        </table>
        <table name="itemprops">
            <column name="nID">66</column>
            <column name="strPropertyName">raw</column>
        </table>
        <table name="itemprops">
            <column name="nID">67</column>
            <column name="strPropertyName">cured</column>
        </table>
        <table name="itemprops">
            <column name="nID">68</column>
            <column name="strPropertyName">strapped</column>
        </table>
        <table name="itemprops">
            <column name="nID">69</column>
            <column name="strPropertyName">iSlab</column>
        </table>
        <table name="itemprops">
            <column name="nID">70</column>
            <column name="strPropertyName">human</column>
        </table>
        <table name="itemprops">
            <column name="nID">71</column>
            <column name="strPropertyName">tool: water analyzer</column>
        </table>
        <table name="itemprops">
            <column name="nID">72</column>
            <column name="strPropertyName">identified</column>
        </table>
        <table name="itemprops">
            <column name="nID">73</column>
            <column name="strPropertyName">stuff Radiation Bob wants (big)</column>
        </table>
        <table name="itemprops">
            <column name="nID">74</column>
            <column name="strPropertyName">stuff Radiation Bob wants (small)</column>
        </table>
        <table name="itemprops">
            <column name="nID">75</column>
            <column name="strPropertyName">stuff Zom Zom's wants</column>
        </table>
        <table name="itemprops">
            <column name="nID">76</column>
            <column name="strPropertyName">ignore in crafting screen</column>
        </table>
        <table name="itemprops">
            <column name="nID">77</column>
            <column name="strPropertyName">AI never loots</column>
        </table>
        <table name="itemprops">
            <column name="nID">78</column>
            <column name="strPropertyName">AI never loots when player present</column>
        </table>
        <table name="itemprops">
            <column name="nID">79</column>
            <column name="strPropertyName">smartphone</column>
        </table>
        <table name="itemprops">
            <column name="nID">80</column>
            <column name="strPropertyName">SBS4 rifle</column>
        </table>
        <table name="itemprops">
            <column name="nID">81</column>
            <column name="strPropertyName">ignore in quick recipes</column>
        </table>
        <table name="itemprops">
            <column name="nID">82</column>
            <column name="strPropertyName">degrades silently when used</column>
        </table>
        <table name="itemprops">
            <column name="nID">83</column>
            <column name="strPropertyName">degrades silently when equipped</column>
        </table>
        <table name="itemprops">
            <column name="nID">84</column>
            <column name="strPropertyName">shoe</column>
        </table>
        <table name="itemprops">
            <column name="nID">85</column>
            <column name="strPropertyName">don't unsocket when surrendering</column>
        </table>
        <table name="itemprops">
            <column name="nID">86</column>
            <column name="strPropertyName">system object (e.g. GUI)</column>
        </table>
        <table name="itemprops">
            <column name="nID">87</column>
            <column name="strPropertyName">confiscated at ZZ's</column>
        </table>
        <table name="itemprops">
            <column name="nID">88</column>
            <column name="strPropertyName">ignore subgroup when stacking</column>
        </table>
        <table name="itemprops">
            <column name="nID">89</column>
            <column name="strPropertyName">4mm Gauss Rifle</column>
        </table>
        <table name="itemprops">
            <column name="nID">90</column>
            <column name="strPropertyName">high-energy capacitor</column>
        </table>
        <table name="itemprops">
            <column name="nID">91</column>
            <column name="strPropertyName">4mm Gauss gun barrel</column>
        </table>
        <table name="itemprops">
            <column name="nID">92</column>
            <column name="strPropertyName">4mm Gauss gun receiver</column>
        </table>
        <table name="itemprops">
            <column name="nID">93</column>
            <column name="strPropertyName">stage-switching circuit</column>
        </table>
        <table name="itemprops">
            <column name="nID">94</column>
            <column name="strPropertyName">charging circuit</column>
        </table>
        <table name="itemprops">
            <column name="nID">95</column>
            <column name="strPropertyName">wooden rifle stock</column>
        </table>
        <table name="itemprops">
            <column name="nID">96</column>
            <column name="strPropertyName">DMC drone wreckage</column>
        </table>
        <table name="itemprops">
            <column name="nID">97</column>
            <column name="strPropertyName">laptop battery</column>
        </table>
        <table name="itemprops">
            <column name="nID">98</column>
            <column name="strPropertyName">smudge stick</column>
        </table>
        <table name="itemprops">
            <column name="nID">99</column>
            <column name="strPropertyName">reflects EM waves</column>
        </table>
        <table name="itemprops">
            <column name="nID">100</column>
            <column name="strPropertyName">wire cutters</column>
        </table>
        <table name="itemprops">
            <column name="nID">101</column>
            <column name="strPropertyName">tracking device</column>
        </table>
        <table name="itemprops">
            <column name="nID">102</column>
            <column name="strPropertyName">vehicle too large to fit through fence breach</column>
        </table>
        <table name="itemprops">
            <column name="nID">103</column>
            <column name="strPropertyName">blue jeans</column>
        </table>
        <table name="itemprops">
            <column name="nID">104</column>
            <column name="strPropertyName">battery</column>
        </table>
        <table name="itemprops">
            <column name="nID">105</column>
            <column name="strPropertyName">sunlight</column>
        </table>
        <table name="itemprops">
            <column name="nID">106</column>
            <column name="strPropertyName">focusing lens or reflector</column>
        </table>
        <table name="itemprops">
            <column name="nID">107</column>
            <column name="strPropertyName">sleeping bag</column>
        </table>
        <table name="itemprops">
            <column name="nID">108</column>
            <column name="strPropertyName">small-medium</column>
        </table>
        <!-- Table itemtypes -->
        <table name="itemtypes">
            <column name="id">1</column>
            <column name="nGroupID">5</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">bag</column>
            <column name="strDesc">disposable plastic shopping bag</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPlasticShoppingBag.png,ItmPlasticShoppingBagStored.png</column>
            <column name="vSpriteList">20=CreItmBagPlasticL.png,21=CreItmBagPlasticR.png,22=CreItmBagPlasticBack.png</column>
            <column name="vImageUsage">1,0,0,0,0,0</column>
            <column name="fWeight">0.01</column>
            <column name="fMonetaryValue">0.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">4x6</column>
            <column name="vEquipSlots">22=0=0,20=0=0,21=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,8,9,16,36,48,50,87</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBagOpenedTrimmed,cueBagPlasticExpandingTrimmed</column>
        </table>
        <table name="itemtypes">
            <column name="id">2</column>
            <column name="nGroupID">11</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">bottle</column>
            <column name="strDesc">silver urn</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmHermeticVial.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1.25</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,10,16,28,48,50,87</column>
            <column name="aContentIDs">1,2,13</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">12</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalItemPickup,cueMetalClangHit2</column>
        </table>
        <table name="itemtypes">
            <column name="id">3</column>
            <column name="nGroupID">13</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">branch</column>
            <column name="strDesc">medium-sized branch from a tree</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmStick.png,ItmStickHeld.png</column>
            <column name="vSpriteList">20=CreItmBranchL.png,21=CreItmBranchR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.2</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">13,16,28,46,48,50,60,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=10,21=10</column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">4</column>
            <column name="nGroupID">32</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">tin can</column>
            <column name="strDesc">Chef Yummy &quot;Creamy Crumb&quot; soup can</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSoupCan.png,ItmSoupCanStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.07</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x2</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,10,16,28,48,50,87</column>
            <column name="aContentIDs">2,3,8,9,13,19,20,21,22,23,30,31,33,34,36,37</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">17</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTinBits1,cueTinBits2</column>
        </table>
        <table name="itemtypes">
            <column name="id">5</column>
            <column name="nGroupID">50</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">clothes (shoes)</column>
            <column name="strDesc">Pearson &quot;Wakefield&quot; pack boot (left)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWorkBoot.png,ItmWorkBootStored.png</column>
            <column name="vSpriteList">2=CreItmWorkBootL.png,3=CreItmWorkBootR.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">758,3</column>
            <column name="aEquipConditions">2=21,2=-210,3=22,3=-210,3=715</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">2=0=0,3=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,37,48,50,75,84</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">1</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
        </table>
        <table name="itemtypes">
            <column name="id">6</column>
            <column name="nGroupID">50</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">clothes (shoes)</column>
            <column name="strDesc">Pearson &quot;Wakefield&quot; pack boot (right)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWorkBoot.png,ItmWorkBootStored.png</column>
            <column name="vSpriteList">2=CreItmWorkBootL.png,3=CreItmWorkBootR.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">758,3</column>
            <column name="aEquipConditions">2=21,2=-210,2=715,3=22,3=-210</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">2=0=0,3=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,37,48,50,75,84</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
        </table>
        <table name="itemtypes">
            <column name="id">7</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">brown T-shirt</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShirt.png,ItmShirtStored.png</column>
            <column name="vSpriteList">11=CreItmTShirtBrown.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions">11=19</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">8</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">hospital gown</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmHospitalGown.png,ItmHospitalGownStored.png</column>
            <column name="vSpriteList">11=CreItmHospitalGown.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions">11=19</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">9</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">87</column>
            <column name="strName">call melonhead</column>
            <column name="strDesc">Call Melonhead</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncShoutMore.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">10</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">88</column>
            <column name="strName">leap away</column>
            <column name="strDesc">Leap Away!</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncRunAway.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">11</column>
            <column name="nGroupID">88</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">talisman</column>
            <column name="strDesc">bronze talisman on a braided leather string</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTalisman.png,ItmTalismanStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.014</column>
            <column name="fMonetaryValue">20</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">23=136</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">23=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,15,19,48,50,73,81,85</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrolleyWheel1,cueLockpicksShort2</column>
        </table>
        <table name="itemtypes">
            <column name="id">12</column>
            <column name="nGroupID">89</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">bracelet</column>
            <column name="strDesc">hospital wrist strap labeled &quot;Philip Kindred&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmHospitalWristStrap.png,ItmHospitalWristStrapStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">5=681,6=681</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">5=0=0,6=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,19,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWristStrapPickup,cueWristStrapPutdownPutOn</column>
        </table>
        <table name="itemtypes">
            <column name="id">13</column>
            <column name="nGroupID">89</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">bracelet</column>
            <column name="strDesc">Detroit Megacity tracking bracelet</column>
            <column name="strDescAlt">Detroit Megacity tracking bracelet</column>
            <column name="nCondID">28</column>
            <column name="vImageList">ItmWristTracker.png,ItmWristTrackerStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.07</column>
            <column name="fMonetaryValue">500</column>
            <column name="fMonetaryValueAlt">3000</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">2000</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">550,550</column>
            <column name="aEquipConditions">5=28,6=28</column>
            <column name="aPossessConditions">=438</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">5=0=0,6=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,75,81,83,101</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">14</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">door panel</column>
            <column name="strDesc">an electronic door control panel</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncDoorPanel.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.4</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">15</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">broken window</column>
            <column name="strDesc">broken exterior window, large enough to climb through</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncWindow.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">16</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">skill: hacking</column>
            <column name="strDesc">skill at manipulating computers</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillHak.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=425</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">17</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">skill: medic</column>
            <column name="strDesc">improved healing rate via procedure training and sterilization techniques, more detailed stat bars on Conditions screen</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillMed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">4</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=53,214=829</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">18</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">skill: hiding</column>
            <column name="strDesc">ability to hide is more effective, camp concealment stat visible on Camp screen</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillHid.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=122</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">19</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">skill: melee</column>
            <column name="strDesc">better chance to hit in melee combat, higher wound severity, better defense in combat, can leg trip in combat</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillCbt.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">4</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=50,214=830</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">63,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">20</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Encounter Available Items</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">22x12</column>
            <column name="vEquipSlots">202</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">4</column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">21</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Encounter Response Items</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">22x12</column>
            <column name="vEquipSlots">201</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">4</column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">22</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Flaws you can acquire now</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">24x12</column>
            <column name="vEquipSlots">203</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">11</column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">23</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Abilities you can acquire now</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">24x12</column>
            <column name="vEquipSlots">204</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">5</column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">24</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Items found in this hex</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">20x29</column>
            <column name="vEquipSlots">200</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">1,2,3,7,8,9,10,13,14,15,18,19,20,21,22,23,24,25,29,30,31,33,34,36,37,38,39</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">25</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Ingredients</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">33x11</column>
            <column name="vEquipSlots">205</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">17</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">26</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Yield</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">33x11</column>
            <column name="vEquipSlots">206</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">12</column>
            <column name="nFormatID">12</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">27</column>
            <column name="nGroupID">94</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">medical kit</column>
            <column name="strDesc">nanorobot medical kit</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmRMK.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">400</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.05</column>
            <column name="vDegradeTreasureIDs">3,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=64,211=82,211=-40,211=-41,211=-42,211=-48,211=-49,211=-77,211=-78,211=-79,211=-132,211=-133,211=-134,211=-135,211=-198,211=-199,211=-200,211=-204</column>
            <column name="aCapacities">3x3</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,10,16,28,48,50,73,75,87</column>
            <column name="aContentIDs">14</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">34</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">2</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">28</column>
            <column name="nGroupID">95</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">clothes (legs)</column>
            <column name="strDesc">bluejeans</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBluejeans.png,ItmBluejeansStored.png</column>
            <column name="vSpriteList">4=CreItmBluejeans.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.5</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions">4=20</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x3</column>
            <column name="vEquipSlots">4=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">16,36,37,46,48,50,103</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">29</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">trait: myopia</column>
            <column name="strDesc">can see one hex less than normal, and detecting hidden creatures is harder</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawMyopia.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">213=24,214=24,215=24,216=24,217=24,218=24,219=24,220=24,221=24,222=24,223=24,224=24,225=24,226=24,227=24,228=24,229=24,230=24,231=24,232=24</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">30</column>
            <column name="nGroupID">5</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">bag</column>
            <column name="strDesc">green &quot;LM: RIOT&quot; duffel bag</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmDuffle.png,ItmDuffleEmpty.png,ItmDuffleWorn.png</column>
            <column name="vSpriteList">13=CreItmBagDuffelBack.png,20=CreItmBagDuffelL.png,21=CreItmBagDuffelR.png</column>
            <column name="vImageUsage">1,0,0,0,2,2</column>
            <column name="fWeight">0.59</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">10x6</column>
            <column name="vEquipSlots">13=2=2,20=0=0,21=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,16,37,46,48,50,75,87</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">39</column>
            <column name="nTreasureID">592</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">31</column>
            <column name="nGroupID">87</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">ash</column>
            <column name="strDesc">ashes from Seven Gables Road</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWoodAshes.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.002</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=27</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,15,35,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueAsh1,cueAsh2</column>
        </table>
        <table name="itemtypes">
            <column name="id">32</column>
            <column name="nGroupID">99</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">document</column>
            <column name="strDesc">incomplete excerpts from a German manuscript labeled &quot;I.K., Opus Postumum&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPapers.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.125</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">100</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">binoculars</column>
            <column name="strDesc">pair of binoculars</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmBinoculars.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.88</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">21=34,20=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,10,16,28,33,48,50,75,106</column>
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            <column name="nFormatID">3</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSepRifleScopePickup,cuePlasticPutdown1</column>
        </table>
        <table name="itemtypes">
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            <column name="strName">skill: eagle eye</column>
            <column name="strDesc">can see one hex further than normal, light and line of sight permitting, and can detect hidden things easier</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmSkillEagleEye.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2</column>
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            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions">214=35</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs"></column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="nGroupID">11</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">bottle</column>
            <column name="strDesc">&quot;Erie&quot; brand plastic water bottle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBottleWater.png,ItmBottle.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="fDegradePerHour">0</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aCapacities">2x3</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,16,28,48,50,87</column>
            <column name="aContentIDs">1,2,13</column>
            <column name="nFormatID">3</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticBottlePickup,cuePlasticBottlePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">98</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">liquid</column>
            <column name="strDesc">water</column>
            <column name="strDescAlt">water (sterilized)</column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWater.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aUseConditions">211=36,100=162,101=162,102=162,104=162,105=162,106=162,107=162,108=162,109=162,111=162,112=162,114=162,115=162</column>
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            <column name="vEquipSlots"></column>
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            <column name="bSocketLocked">0</column>
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            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWaterdrop2,cueWaterdrop1</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">39</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">lighter</column>
            <column name="strDesc">Flic &quot;Canary Yellow&quot; pocket cigarette lighter </column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLighter.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.08</column>
            <column name="fMonetaryValue">5.5</column>
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            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aUseConditions"></column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">2</column>
            <column name="strName">twigs</column>
            <column name="strDesc">handful of small twigs and bark</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTwigs.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0</column>
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            <column name="fDurability">1</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueForestUsing1Trim,cueForestTwigsBark1</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">0</column>
            <column name="strName">food</column>
            <column name="strDesc">Chef Yummy &quot;Creamy Crumb&quot; condensed soup</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSoup.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.35</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
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            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs"></column>
            <column name="nFormatID">13</column>
            <column name="nTreasureID">0</column>
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            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCondensedSoupContentsPickup,cueCondensedSoupContentsPutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">78</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">olive-colored hoodie</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmHoodie.png,ItmHoodieStored.png</column>
            <column name="vSpriteList">11=CreItmHoodie.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.5</column>
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            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fEquipDegradePerHour">0.0007</column>
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            <column name="aPossessConditions"></column>
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            <column name="vUseSlots"></column>
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            <column name="nFormatID">3</column>
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            <column name="bMirrored">0</column>
            <column name="nSlotDepth">1</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">86</column>
            <column name="strName">trample</column>
            <column name="strDesc">Trample</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncKick.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="aUseConditions"></column>
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            <column name="bSocketLocked">0</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">5</column>
            <column name="strName">bag</column>
            <column name="strDesc">Pearson &quot;Yukon&quot; canvas backpack</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBackpack.png,ItmBackpackStored.png</column>
            <column name="vSpriteList">20=CreItmBackpackCanvasL.png,21=CreItmBackpackCanvasR.png,22=CreItmBackpackCanvasBack.png</column>
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            <column name="fMonetaryValueAlt">0</column>
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            <column name="fEquipDegradePerHour">0.0007</column>
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            <column name="aEquipConditions"></column>
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            <column name="aUseConditions"></column>
            <column name="aCapacities">10x10</column>
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            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">39</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">1</column>
            <column name="strName">food</column>
            <column name="strDesc">packet of Flynn's &quot;Fancy&quot; saltine crackers</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCracker.png</column>
            <column name="vSpriteList"></column>
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            <column name="bSocketLocked">0</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">4</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSequenceSaltineCrackersEatingTrim01,cueSaltineCrackersBlinkieCakeWrapper</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">2</column>
            <column name="strName">liquid</column>
            <column name="strDesc">water</column>
            <column name="strDescAlt">water (infected)</column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWater.png</column>
            <column name="vSpriteList"></column>
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            <column name="fDurability">1</column>
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            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs"></column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWaterdrop2,cueWaterdrop1</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">11</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: Chemico &quot;AquaPur&quot; water purification tablets</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPillBottle.png,ItmPillBottleStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x2</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,15,28,48,50,87</column>
            <column name="aContentIDs">1,2,13,22,23,30,31,33</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">19</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox,cuePillsPillbox2</column>
        </table>
        <table name="itemtypes">
            <column name="id">46</column>
            <column name="nGroupID">55</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">pill</column>
            <column name="strDesc">pink pill</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWaterPurPills.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">100=164,101=164,102=164,104=164,105=164,106=164,107=164,108=164,109=164,111=164,112=164,114=164,115=164,211=47</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">100,101,102,104,105,106,107,108,109,111,112,114,115,211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">7,10,15,28,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticPutdown6,cuePlasticPutdown9</column>
        </table>
        <table name="itemtypes">
            <column name="id">47</column>
            <column name="nGroupID">55</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">pill</column>
            <column name="strDesc">white pill</column>
            <column name="strDescAlt">Amoxicillin (prescription antibiotics)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmAntiBioticsPills.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">50</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=82,211=-40,211=-41,211=-42,211=-48,211=-49,211=-198,211=-199,211=-200,211=843</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,75,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticPutdown6,cuePlasticPutdown9</column>
        </table>
        <table name="itemtypes">
            <column name="id">48</column>
            <column name="nGroupID">11</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon Amoxicillin</column>
            <column name="strDescAlt">plastic pill bottle labeled: PharmaCon Amoxicillin (prescription antibiotics)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmPillBottleABClosed.png,ItmPillBottleABOpen.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">1</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x2</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,15,28,48,50,87</column>
            <column name="aContentIDs">2,13,22,23,30,31,33</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">21</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
        </table>
        <table name="itemtypes">
            <column name="id">49</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">food</column>
            <column name="strDesc">handful of Gelli Bears</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmGelliBears.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.02</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=44</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">50</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">food</column>
            <column name="strDesc">French-Made &quot;Blinkies&quot; snack cakes</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBlinkies.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=45</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">14,15,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSequenceSaltineCrackersEatingTrim01,cueSaltineCrackersBlinkieCakeWrapper</column>
        </table>
        <table name="itemtypes">
            <column name="id">51</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">food</column>
            <column name="strDesc">packet of Flynn's &quot;Fancy Style&quot; ketchup</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmKetchupPacket.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.02</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=46</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,14,15,27,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSequenceSaltineCrackersEatingTrim01,cueSaltineCrackersBlinkieCakeWrapper</column>
        </table>
        <table name="itemtypes">
            <column name="id">52</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">85</column>
            <column name="strName">leap at</column>
            <column name="strDesc">Leap At</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncTackle.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">53</column>
            <column name="nGroupID">21</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">blade</column>
            <column name="strDesc">meat cleaver</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCleaverStored.png,ItmCleaverHeld.png</column>
            <column name="vSpriteList">20=CreItmCleaverL.png,21=CreItmCleaverR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">20</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">6,9,10,16,21,28,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=8,21=8</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSwordUnSheathing,cueMetalClangHit2</column>
        </table>
        <table name="itemtypes">
            <column name="id">54</column>
            <column name="nGroupID">21</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">wrench</column>
            <column name="strDesc">monkey wrench</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWrenchStored.png,ItmWrenchHeld.png</column>
            <column name="vSpriteList">20=CreItmWrenchL.png,21=CreItmWrenchR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">1.5</column>
            <column name="fMonetaryValue">20</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.001</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,13,16,28,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=9,21=9</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalItemPickup,cueMetalItemDrop</column>
        </table>
        <table name="itemtypes">
            <column name="id">55</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">skill: tracking</column>
            <column name="strDesc">can spot older tracks than normal, and can hide tracks more effectively</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillTrk.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=51</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">56</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">skill: athletics</column>
            <column name="strDesc">less fatigue per move, can run away faster in battle, can run further on map before run moves deplete</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillAth.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=52</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">57</column>
            <column name="nGroupID">102</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">headwear</column>
            <column name="strDesc">night vision goggles (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmNVGoggles.png,ItmNVGogglesStored.png</column>
            <column name="vSpriteList">17=CreItmNVGoggles.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.74</column>
            <column name="fMonetaryValue">100</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="fDegradePerHour">0</column>
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            <column name="aSounds">cueHelmetPickup,cueHelmetPutdownMix</column>
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            <column name="vImageList">ItmFlawMtb.png</column>
            <column name="vSpriteList"></column>
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            <column name="vSpriteList"></column>
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            <column name="aSounds">cueBalaclava,cueThreadShort</column>
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            <column name="strDescAlt"></column>
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            <column name="strDescAlt">Cathcart North &quot;Buckmaster&quot; .308 hunting rifle</column>
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            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
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            <column name="nSubgroupID">0</column>
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            <column name="strDescAlt">.308 FMJ rifle rounds</column>
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            <column name="vImageList">ItmAmmo308FMJ.png</column>
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            <column name="aSounds">cueAmmoPickups3,cueAmmoDrops4</column>
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            <column name="strDescAlt">.308 SP rifle rounds</column>
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            <column name="vSpriteList"></column>
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            <column name="vImageList">ItmSkillNightVision.png</column>
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            <column name="strName">vehicle</column>
            <column name="strDesc">Shop Mart shopping cart</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">83</column>
            <column name="nGroupID">103</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">scavenge location</column>
            <column name="strDesc">storage shed</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmScavengeGarage01.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">84</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">food</column>
            <column name="strDesc">mushrooms</column>
            <column name="strDescAlt">mushrooms (agaricus bisporus, edible)</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmMushrooms.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.1</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">3.5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.006</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=76</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">85</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">80</column>
            <column name="strName">clean rags</column>
            <column name="strDesc">clean rags (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCleanRags.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">86</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">food</column>
            <column name="strDesc">mushrooms</column>
            <column name="strDescAlt">mushrooms (Amanita phalloides, poisonous &quot;Death Cap&quot;)</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmMushrooms.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.1</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">3.5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.006</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=76,211=77</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,26,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">87</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">81</column>
            <column name="strName">trait: eye surgery</column>
            <column name="strDesc">has had corrective eye surgery, removing myopia (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeSurgery.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">88</column>
            <column name="nGroupID">23</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">crowbar</column>
            <column name="strDesc">crowbar</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCrowbar.png,ItmCrowbarHeld.png</column>
            <column name="vSpriteList">14=CreItmCrowbarShoulderR.png,20=CreItmCrowbarHeldL.png,21=CreItmCrowbarHeldR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">2.75</column>
            <column name="fMonetaryValue">30</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.001</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,13,16,28,48,50,52,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=11,21=11</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalItemPickup,cueMetalItemDrop</column>
        </table>
        <table name="itemtypes">
            <column name="id">89</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">small parts</column>
            <column name="strDesc">assorted small parts</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmallParts.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">6,9,10,15,18,28,31,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLockpicksShort2,cueLockpicksShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">90</column>
            <column name="nGroupID">46</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">multitool</column>
            <column name="strDesc">Pearson &quot;Ravager&quot; multitool pocket knife</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMultiTool.png,ItmMultiToolHeld.png</column>
            <column name="vSpriteList">20=CreItmSmBladeL.png,21=CreItmSmBladeR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">0.12</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">5,6,9,10,13,15,18,21,28,45,48,50,87,100</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=12,21=12</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMonkeyWrenchPickUp,cueMonkeyWrenchPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">91</column>
            <column name="nGroupID">41</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">lockpicks</column>
            <column name="strDesc">basic lockpicking tools</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLockpicks.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">10</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">6,9,10,13,15,18,28,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">353</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLockpicksShort2,cueLockpicksShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">92</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">11</column>
            <column name="strName">skill: trapping</column>
            <column name="strDesc">can trap and prepare animals</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillTrapping.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">4</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=207,214=831</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">23,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">93</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">12</column>
            <column name="strName">skill: botany</column>
            <column name="strDesc">knowledge of herbs, fungi, and other useful plants</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillBotany.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">4</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=393,214=832</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">57,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">94</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">13</column>
            <column name="strName">skill: lockpicking</column>
            <column name="strDesc">knowledge in bypassing locks and other security devices</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillLockpicking.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=419,214=833</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">34,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">95</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">14</column>
            <column name="strName">skill: electrician</column>
            <column name="strDesc">knowledge of electronic systems and components</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillElectrician.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=216,214=839</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">44,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">96</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">15</column>
            <column name="strName">skill: mechanic</column>
            <column name="strDesc">knowledge of mechanical systems and components</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillMechanic.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=217,214=834</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">41,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">97</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">Grayling Community College T-shirt</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTshirtGrayling.png,ItmTshirtGraylingStored.png</column>
            <column name="vSpriteList">11=CreItmTShirtGrayling.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions">11=19</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">98</column>
            <column name="nGroupID">94</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">medical kit</column>
            <column name="strDesc">nanorobot medical kit suspension refill</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmRMKRefill.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.5</column>
            <column name="fMonetaryValue">250</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,75,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">14</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWhiskeyBottlePutDown1,cueWhiskeyBottlePutDown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">99</column>
            <column name="nGroupID">60</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">rifle</column>
            <column name="strDesc">high-tech rifle</column>
            <column name="strDescAlt">Deltec LAR-10 Laser Rifle</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmLaserRifle.png,ItmLaserRifleStored.png,ItmLaserRifleHeld.png</column>
            <column name="vSpriteList">14=CreItmHuntingRifleShoulderR.png,20=CreItmHuntingRifleHeldL.png,21=CreItmHuntingRifleHeldR.png</column>
            <column name="vImageUsage">1,1,0,0,2,2</column>
            <column name="fWeight">3.6</column>
            <column name="fMonetaryValue">1800</column>
            <column name="fMonetaryValueAlt">1800</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.001</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">35,35</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x2</column>
            <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,10,17,28,32,48,50,75,87</column>
            <column name="aContentIDs">9</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">37</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=13,21=13,20=14,21=14</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">100</column>
            <column name="nGroupID">10</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">ammo</column>
            <column name="strDesc">battery</column>
            <column name="strDescAlt">LAR-10 Power Cell</column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaserRiflePowerCell.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">50</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x5</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,75,87</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">9</column>
            <column name="nTreasureID">36</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">101</column>
            <column name="nGroupID">10</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">ammo</column>
            <column name="strDesc">electric charge</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmElectricCharge.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">10</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueElectricityPickupShort,cueElectricityPutdownShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">102</column>
            <column name="nGroupID">102</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">headwear</column>
            <column name="strDesc">fast-food clown head</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmClownHead.png,ItmClownHeadStored.png</column>
            <column name="vSpriteList">17=CreItmClownHead.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.44</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">17=377</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">17=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,16,28,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">2</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueClownHeadPickup,cueClownHeadPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">103</column>
            <column name="nGroupID">88</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">talisman</column>
            <column name="strDesc">copper beads on a string</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCopperBeads.png,ItmCopperBeadsStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.014</column>
            <column name="fMonetaryValue">25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">23=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,15,48,50,73</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrolleyWheel1,cueLockpicksShort2</column>
        </table>
        <table name="itemtypes">
            <column name="id">104</column>
            <column name="nGroupID">32</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">metal pot</column>
            <column name="strDesc">metal sauce pan</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSteelPot.png</column>
            <column name="vSpriteList">20=CreItmPotL.png,21=CreItmPotR.png</column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1.36</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.00001</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
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            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,10,17,28,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=15,21=15</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalSaucePanPickUp,cueMetalSaucePanPutDown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">105</column>
            <column name="nGroupID">88</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">talisman</column>
            <column name="strDesc">&quot;The Jar of Screaming Eyes&quot; - a jar of eyes in murky liquid on a braided leather string</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmJarOfEyesEquipped.png,ItmJarOfEyes.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">350</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">23=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,19,48,50,58,81,106</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWhiskeyBottlePutDown1,cueWhiskeyBottlePutDown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">106</column>
            <column name="nGroupID">103</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">scavenge location</column>
            <column name="strDesc">locked storage shed</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmScavengeGarage01.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">107</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">patchwork hide tunic</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelTunic.png,ItmSquirrelTunicStored.png</column>
            <column name="vSpriteList">11=CreItmFurTunic.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">45</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0003</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">11=38</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,17,20,36,37,46,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">354</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">2</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">108</column>
            <column name="nGroupID">4</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">small animal hide</column>
            <column name="strDesc">small animal hide</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelPelt.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,20,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">109</column>
            <column name="nGroupID">16</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">corpse</column>
            <column name="strDesc">squirrel corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelDead.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1.5</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.085</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">54,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,20,22,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">110</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">food</column>
            <column name="strDesc">small chunk of meat (raw)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelMeatRaw.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.24</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.05</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">54,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=48,211=83</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,14,15,24,48,50,66,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">111</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">food</column>
            <column name="strDesc">small chunk of meat (spoiled)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelMeatSpoiled.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.2</column>
            <column name="fMonetaryValue">0.05</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.02</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=48,211=84,211=77</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,15,24,26,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">112</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">11</column>
            <column name="strName">food</column>
            <column name="strDesc">small chunk of meat (cooked)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelMeatCooked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.24</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.025</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">54,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=83</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,14,15,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">113</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">small parts</column>
            <column name="strDesc">handful of string</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmString.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.01</column>
            <column name="fMonetaryValue">0.01</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,19,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">114</column>
            <column name="nGroupID">24</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">clothes (gloves)</column>
            <column name="strDesc">patchwork hide glove</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelGlove.png,ItmSquirrelGloveStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0003</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">7=85,8=85</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">7=0=0,8=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,20,36,37,46,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">77</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">115</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">12</column>
            <column name="strName">food</column>
            <column name="strDesc">handful of berries (black/blue)</column>
            <column name="strDescAlt">handful of edible berries (black/blue)</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmBerriesBlue.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0.5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.006</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=86</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">116</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">82</column>
            <column name="strName">trait: basic eye augmentation</column>
            <column name="strDesc">has had artificial eyes installed, with perfect vision (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeAug.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">117</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">14</column>
            <column name="strName">food</column>
            <column name="strDesc">handful of berries (red)</column>
            <column name="strDescAlt">handful of edible berries (red)</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmBerriesRed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0.5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.006</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=86</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">118</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">83</column>
            <column name="strName">trait: night vision eye augmentation</column>
            <column name="strDesc">has had artificial eyes upgraded with night vision (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeAugNV.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">101</column>
            <column name="nSubgroupID">16</column>
            <column name="strName">food</column>
            <column name="strDesc">handful of berries (red)</column>
            <column name="strDescAlt">handful of poison berries (red)</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmBerriesRed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0.5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.006</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=86,211=77</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,26,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">120</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">84</column>
            <column name="strName">trait: telescopic eye augmentation</column>
            <column name="strDesc">has had artificial eyes upgraded with telescopic zoom (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeAugTZ.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="nGroupID">101</column>
            <column name="nSubgroupID">18</column>
            <column name="strName">food</column>
            <column name="strDesc">handful of berries (white/yellow)</column>
            <column name="strDescAlt">handful of poison berries (white/yellow)</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmBerriesYellow.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0.5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.006</column>
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            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=86,211=77</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,14,15,26,48,50,82</column>
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            <column name="nFormatID">2</column>
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            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMushroomPickup,cueMushroomPutdown</column>
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        <table name="itemtypes">
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            <column name="nGroupID">93</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Available Crafting Items</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="vEquipSlots">210</column>
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            <column name="bSocketLocked">1</column>
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            <column name="nFormatID">3</column>
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            <column name="nComponentID">3</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
            <column name="id">123</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">cryo tank</column>
            <column name="strDesc">an unoccupied cryogenic sleep tank</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCryoTank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">124</column>
            <column name="nGroupID">1</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">security footage</column>
            <column name="strDesc">security footage of you kicking a dogman's ass with your bare hands.</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMemStick.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">125</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">cryo tank (occupied)</column>
            <column name="strDesc">This cryogenic sleep tank is occupied by Anton Blubber, star of the reality TV show &quot;A Season Without Clean Underwear!&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCryoTankFull.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">126</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">cryo tank (occupied)</column>
            <column name="strDesc">This cryogenic sleep tank is occupied by Lloyd Blankcheck, CEO of Sacks o' Gold Group Inc.</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCryoTankFull.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">127</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">computer console</column>
            <column name="strDesc">the computer and control console for the cryo tanks</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncConsole.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">128</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">16</column>
            <column name="strName">skill: ranged</column>
            <column name="strDesc">skill with ranged weaponry</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillRanged.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">4</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=87,214=835</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">51,63,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">129</column>
            <column name="nGroupID">2</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">snare</column>
            <column name="strDesc">squirrel snare</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelSnare.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">0.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.2</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">13,16,28,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">332</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">130</column>
            <column name="nGroupID">100</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">rifle scope</column>
            <column name="strDesc">rifle scope, 2x-7x optical</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmRifleScope.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.45</column>
            <column name="fMonetaryValue">50</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">21=34,20=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,10,16,28,32,48,50,75,106</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSepRifleScopePickup,cuePlasticPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">131</column>
            <column name="nGroupID">60</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">rifle</column>
            <column name="strDesc">hunting rifle w/scope</column>
            <column name="strDescAlt">Cathcart North &quot;Buckmaster&quot; .308 hunting rifle w/scope</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmHuntingRifleScopedStored.png,ItmHuntingRifleScopedHeld.png</column>
            <column name="vSpriteList">14=CreItmHuntingRifleShoulderR.png,20=CreItmHuntingRifleHeldL.png,21=CreItmHuntingRifleHeldR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">3.85</column>
            <column name="fMonetaryValue">550</column>
            <column name="fMonetaryValueAlt">550</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">20=34,21=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,13,17,28,30,32,46,48,50,75,87</column>
            <column name="aContentIDs">8</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">26</column>
            <column name="nComponentID">39</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=4,20=5,20=6,21=4,21=5,21=6</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">132</column>
            <column name="nGroupID">60</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">rifle</column>
            <column name="strDesc">hunting rifle w/strap</column>
            <column name="strDescAlt">Cathcart North &quot;Buckmaster&quot; .308 hunting rifle, w/strap</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmHuntingRifleStrapped.png,ItmHuntingRifleStrappedStored.png,ItmHuntingRifleStrappedHeld.png</column>
            <column name="vSpriteList">14=CreItmHuntingRifleShoulderR.png,20=CreItmHuntingRifleHeldL.png,21=CreItmHuntingRifleHeldR.png</column>
            <column name="vImageUsage">1,1,0,0,2,2</column>
            <column name="fWeight">3.6</column>
            <column name="fMonetaryValue">508</column>
            <column name="fMonetaryValueAlt">508</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,13,17,28,30,46,48,50,68,75,87</column>
            <column name="aContentIDs">8</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">26</column>
            <column name="nComponentID">90</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=2,20=3,20=6,21=2,21=3,21=6</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">133</column>
            <column name="nGroupID">60</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">rifle</column>
            <column name="strDesc">hunting rifle w/scope and strap</column>
            <column name="strDescAlt">Cathcart North &quot;Buckmaster&quot; .308 hunting rifle w/scope and strap</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmHuntingRifleSS.png,ItmHuntingRifleSSStored.png,ItmHuntingRifleSSHeld.png</column>
            <column name="vSpriteList">14=CreItmHuntingRifleShoulderR.png,20=CreItmHuntingRifleHeldL.png,21=CreItmHuntingRifleHeldR.png</column>
            <column name="vImageUsage">1,1,0,0,2,2</column>
            <column name="fWeight">4.05</column>
            <column name="fMonetaryValue">558</column>
            <column name="fMonetaryValueAlt">558</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">20=34,21=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,13,17,28,30,32,46,48,50,68,75,87</column>
            <column name="aContentIDs">8</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">26</column>
            <column name="nComponentID">38</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=4,20=5,20=6,21=4,21=5,21=6</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">134</column>
            <column name="nGroupID">6</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">rifle sling</column>
            <column name="strDesc">rifle shoulder strap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmRifleStrapStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.2</column>
            <column name="fMonetaryValue">8</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.01</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,19,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">135</column>
            <column name="nGroupID">7</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">old newspaper</column>
            <column name="strDesc">some pieces of an old newspaper</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmNewspaperStored.png,ItmNewspaper.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">0.06</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50,60,88</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">136</column>
            <column name="nGroupID">11</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">bottle</column>
            <column name="strDesc">&quot;Corn-a-Cola&quot; plastic bottle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCornaColaFull.png,ItmCornaCola.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x3</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,16,28,48,50,87</column>
            <column name="aContentIDs">1,2,13</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">78</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticBottlePickup,cuePlasticBottlePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">137</column>
            <column name="nGroupID">98</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">liquid</column>
            <column name="strDesc">Corn-a-Cola</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWaterYellow.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=88,211=89</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,14,15,27,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">1</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWaterdrop2,cueWaterdrop1</column>
        </table>
        <table name="itemtypes">
            <column name="id">138</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">iSlab (locked)</column>
            <column name="strDesc">iSlab tablet (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmISlab.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.6</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=572</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,69,75</column>
            <column name="aContentIDs">27,28,29</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">436</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=8.7</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">139</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">not interested</column>
            <column name="strDesc">&quot;Not interested.&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncNotInterested.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">140</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">sounds good</column>
            <column name="strDesc">&quot;Sounds good.&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSoundsGood.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">141</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">go upstairs</column>
            <column name="strDesc">Go upstairs.</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncUpstairs.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">142</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">go downstairs</column>
            <column name="strDesc">Go downstairs.</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncDownstairs.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">143</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">exit</column>
            <column name="strDesc">Exit</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncExit.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">144</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">11</column>
            <column name="strName">bbg logo</column>
            <column name="strDesc">Blue Bottle Games website</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncBBG.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">145</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">12</column>
            <column name="strName">enter</column>
            <column name="strDesc">Enter</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncEnter.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">146</column>
            <column name="nGroupID">9</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">a scrap of paper</column>
            <column name="strDesc">scrap of paper. it reads:</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPaperRecipe.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0.01</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,36,48,50,60,77,88</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">30</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">147</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">20</column>
            <column name="strName">food</column>
            <column name="strDesc">small chunk of meat (cured)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSquirrelMeatCured.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.24</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.0125</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">54,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=100</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,12,14,15,48,50,67,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">148</column>
            <column name="nGroupID">97</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">campfire (lit)</column>
            <column name="strDesc">lit campfire</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCampfireOn.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.4</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">89,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=25,208=25</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">3,11,16,48,49</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">7</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallFire1TrimSlow,cueSmallFire1TailSlow</column>
        </table>
        <table name="itemtypes">
            <column name="id">149</column>
            <column name="nGroupID">2</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">snare</column>
            <column name="strDesc">makeshift noise trap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmNoiseTrap.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.13</column>
            <column name="fMonetaryValue">1.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.005</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=101,208=101</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">331</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTinBitsMultiple1,cueTinBitsMultiple2</column>
        </table>
        <table name="itemtypes">
            <column name="id">150</column>
            <column name="nGroupID">27</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">box</column>
            <column name="strDesc">cardboard box</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBox.png</column>
            <column name="vSpriteList">20=CreItmBoxL.png,21=CreItmBoxR.png</column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.1</column>
            <column name="fMonetaryValue">0.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">6x6</column>
            <column name="vEquipSlots">20=0=0,21=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,8,28,37,46,48,50,65,87</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCardBoardBoxPickUp2,cueCardBoardBoxPutDown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">151</column>
            <column name="nGroupID">12</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">camp site</column>
            <column name="strDesc">any old spot on the ground</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmScavengeGrass01.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">30x40</column>
            <column name="vEquipSlots">208</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties"></column>
            <column name="aContentIDs">1,2,3,7,8,9,10,14,16,18,19,20,21,22,23,24,25,29,30,31,33,34,36,37,38,39</column>
            <column name="nFormatID">6</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">152</column>
            <column name="nGroupID">93</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">GUI Container</column>
            <column name="strDesc">Camp sites found in this hex</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">blank.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">6x26</column>
            <column name="vEquipSlots">209</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs">6</column>
            <column name="nFormatID">6</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">153</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">trait: insomniac</column>
            <column name="strDesc">difficulty staying asleep, and sleep is less beneficial</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawInsomniac.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">213=97,214=97,215=97,216=97,217=97,218=97,219=97,220=97,221=97,222=97,223=97,224=97,225=97,226=97,227=97,228=97,229=97,230=97,231=97,232=97</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">154</column>
            <column name="nGroupID">14</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">bed roll</column>
            <column name="strDesc">Shop-Mart &quot;Trek&quot; polyester and flannel sleeping bag</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSleepingBag.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.54</column>
            <column name="fMonetaryValue">35</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=107,208=107</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,17,36,37,46,48,50,78,87,107</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueSleepingBag1PutdownShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">155</column>
            <column name="nGroupID">15</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">shelter</column>
            <column name="strDesc">8x10 Tarp Lean-To</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTarpShelter.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1.05</column>
            <column name="fMonetaryValue">9</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.0002</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">208=108</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">48,50,78,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">94</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTarpPickup,cueTarpPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">156</column>
            <column name="nGroupID">17</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">tarp</column>
            <column name="strDesc">an 8x10 tarp</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTarp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.77</column>
            <column name="fMonetaryValue">9</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,17,36,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">3</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTarpPickup,cueTarpPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">157</column>
            <column name="nGroupID">18</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">torch</column>
            <column name="strDesc">crude torch (unlit)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTorch.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.3</column>
            <column name="fMonetaryValue">0.1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,13,16,28,46,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">357</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">3</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">158</column>
            <column name="nGroupID">18</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">torch</column>
            <column name="strDesc">quality torch (unlit)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTorch.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.35</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,13,16,28,46,47,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">358</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">3</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">159</column>
            <column name="nGroupID">18</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">torch</column>
            <column name="strDesc">crude torch (lit)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTorchLit.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.3</column>
            <column name="fMonetaryValue">0.1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.5</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">20=110,21=110</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,3,11,13,16,28,46,48,49,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">7</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">96</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">160</column>
            <column name="nGroupID">18</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">torch</column>
            <column name="strDesc">quality torch (lit)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTorchLit.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.35</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.25</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">20=110,21=110</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,3,11,13,16,28,46,47,48,49,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">7</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">107</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">161</column>
            <column name="nGroupID">14</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">bed roll</column>
            <column name="strDesc">Pearson &quot;Pharaoh&quot; mummy sleeping bag</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMummySack.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1.36</column>
            <column name="fMonetaryValue">80</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=107,208=107</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,9,17,36,37,46,48,50,78,87,107</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueSleepingBag1PutdownShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">162</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">13</column>
            <column name="strName">down hall</column>
            <column name="strDesc">Go down the hall</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncForward.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">163</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">14</column>
            <column name="strName">turn right</column>
            <column name="strDesc">Turn right</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncRight.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">164</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">15</column>
            <column name="strName">turn left</column>
            <column name="strDesc">Turn left</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncLeft.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">165</column>
            <column name="nGroupID">102</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">headwear</column>
            <column name="strDesc">Strangler's hood</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmStranglerHood.png,ItmStranglerHoodStored.png</column>
            <column name="vSpriteList">17=CreItmStranglerHood.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.44</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">17=114,17=115,17=734</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">17=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">1</column>
            <column name="vProperties">1,16,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">1</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">17=16</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">166</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">16</column>
            <column name="strName">boarded window</column>
            <column name="strDesc">boarded-up window</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncGableWindow.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">167</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">17</column>
            <column name="strName">strangler's corpse</column>
            <column name="strDesc">slumped-over corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncGableStrangler.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">168</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">18</column>
            <column name="strName">say &quot;Stock&quot;</column>
            <column name="strDesc">say &quot;Stock&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncStock.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">169</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">19</column>
            <column name="strName">say &quot;Spectator&quot;</column>
            <column name="strDesc">say &quot;Spectator&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSpectator.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">170</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">20</column>
            <column name="strName">question</column>
            <column name="strDesc">question</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncQuestion.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">171</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">21</column>
            <column name="strName">erase</column>
            <column name="strDesc">Erase</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncErase.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">172</column>
            <column name="nGroupID">19</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">V-MADS transponder</column>
            <column name="strDesc">small, orange box with screw mounts and a makeshift power cell. A label on it reads &quot;Stansted Automated&quot;.</column>
            <column name="strDescAlt">small, orange transponder labeled &quot;Stansted Automated&quot;</column>
            <column name="nCondID">216</column>
            <column name="vImageList">ItmVMADSTransponder.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.167</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">15</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=125,=438</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,81,101</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticMiscPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">173</column>
            <column name="nGroupID">19</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">95GHz Detector</column>
            <column name="strDesc">black box with antennae and lcd readouts on it</column>
            <column name="strDescAlt">some sort of signal-measuring device. Possibly for measuring field strengths.</column>
            <column name="nCondID">216</column>
            <column name="vImageList">Itm95GHzDetector.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.34</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">50</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticMiscPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">174</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">22</column>
            <column name="strName">sneak towards</column>
            <column name="strDesc">Sneak Towards</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSneakTowards.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">175</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">23</column>
            <column name="strName">shout friendly</column>
            <column name="strDesc">Shout Friendly</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncShoutFriend.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">176</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">24</column>
            <column name="strName">shout threat</column>
            <column name="strDesc">Shout Threat</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncShoutThreat.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">177</column>
            <column name="nGroupID">19</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">mechanical doll</column>
            <column name="strDesc">strange mechanical doll</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMechDoll.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">4.8</column>
            <column name="fMonetaryValue">125</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">6x2</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,28,48,50,81</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">488</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">29</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMonkeyWrenchPickUp,cueMonkeyWrenchPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">178</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">25</column>
            <column name="strName">&quot;The Rifle&quot;</column>
            <column name="strDesc">&quot;The Rifle&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncRifle.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">179</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">26</column>
            <column name="strName">&quot;The Location&quot;</column>
            <column name="strDesc">&quot;The Location&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncLocation.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">180</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">27</column>
            <column name="strName">sneak away</column>
            <column name="strDesc">Sneak Away</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSneakAway.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">181</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">28</column>
            <column name="strName">advance</column>
            <column name="strDesc">Advance</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncAdvance.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">182</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">29</column>
            <column name="strName">fall back</column>
            <column name="strDesc">Fall Back</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncFallBack.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">183</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">30</column>
            <column name="strName">charge!</column>
            <column name="strDesc">Charge!</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCharge.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">184</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">31</column>
            <column name="strName">run away</column>
            <column name="strDesc">Run Away!</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncRunAway.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">185</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">32</column>
            <column name="strName">take cover</column>
            <column name="strDesc">Take Cover</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncTakeCover.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">186</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">33</column>
            <column name="strName">melee attack</column>
            <column name="strDesc">Melee Attack</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncAttack.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">187</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">34</column>
            <column name="strName">spy</column>
            <column name="strDesc">Spy</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSpy.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">188</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">35</column>
            <column name="strName">fall back (cover)</column>
            <column name="strDesc">Fall Back Under Cover</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCoverAway.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">189</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">36</column>
            <column name="strName">advance (cover)</column>
            <column name="strDesc">Advance Under Cover</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCoverToward.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">190</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">37</column>
            <column name="strName">flee</column>
            <column name="strDesc">Flee the Battle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncFlee.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">191</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">38</column>
            <column name="strName">sneak exit</column>
            <column name="strDesc">Sneak Out of Battle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSneakExit.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">192</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">39</column>
            <column name="strName">tackle</column>
            <column name="strDesc">Tackle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncTackle.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
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            <column name="bMirrored">0</column>
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            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">193</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">40</column>
            <column name="strName">get up</column>
            <column name="strDesc">Get Up</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncGetUp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="aPossessConditions"></column>
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            <column name="vEquipSlots">-1</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">194</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">41</column>
            <column name="strName">ranged attack</column>
            <column name="strDesc">Ranged Attack</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncAttack.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
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            <column name="aPossessConditions"></column>
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            <column name="vEquipSlots">-1</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">195</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">42</column>
            <column name="strName">roll</column>
            <column name="strDesc">Roll</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncRoll.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
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            <column name="vEquipSlots">-1</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">196</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">43</column>
            <column name="strName">dodge</column>
            <column name="strDesc">Dodge</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncDodge.png</column>
            <column name="vSpriteList"></column>
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            <column name="fWeight">50</column>
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            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
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            <column name="nComponentID">3</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">197</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">44</column>
            <column name="strName">parry</column>
            <column name="strDesc">Parry</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncParry.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="vEquipSlots">-1</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">198</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">45</column>
            <column name="strName">kick</column>
            <column name="strDesc">Kick</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncKick.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="strName">liquid</column>
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            <column name="strDescAlt"></column>
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            <column name="strDescAlt">plastic pill bottle labeled: PharmaCon Hydrocodone (prescription painkillers)</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
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            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon &quot;Cavilo&quot; painkiller</column>
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            <column name="aSounds">cuePlasticPutdown6,cuePlasticPutdown9</column>
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            <column name="aSwitchIDs"></column>
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            <column name="nTreasureID">3</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="nGroupID">22</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">splint</column>
            <column name="strDesc">rough splint</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSplint.png,ItmSplintSlot103.png,ItmSplintSlot110.png</column>
            <column name="vSpriteList"></column>
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            <column name="fEquipDegradePerHour">0.025</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">13,16,28,48,50</column>
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            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
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            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
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        <table name="itemtypes">
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            <column name="strName">terrain resource</column>
            <column name="strDesc">river - &quot;use&quot; or &quot;craft&quot; to add more water</column>
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            <column name="vImageList">ItmResourceStream.png</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="strName">terrain resource</column>
            <column name="strDesc">marsh - &quot;use&quot; or &quot;craft&quot; to add more water</column>
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            <column name="vImageList">ItmResourceMarsh.png</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">25</column>
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            <column name="strName">terrain resource</column>
            <column name="strDesc">lake - &quot;use&quot; or &quot;craft&quot; to add more water</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmResourceLake.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fMonetaryValue">0</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="strName">terrain resource</column>
            <column name="strDesc">trees - &quot;use&quot; or &quot;craft&quot; to add more wood</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmScavengeForest01.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">216</column>
            <column name="nGroupID">94</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">medical kit</column>
            <column name="strDesc">first-aid kit</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFirstAidKit.png</column>
            <column name="vSpriteList">20=CreItmFirstAidL.png,21=CreItmFirstAidR.png</column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.6</column>
            <column name="fMonetaryValue">20</column>
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            <column name="fEquipDegradePerHour">0.0001</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">4x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,16,28,48,50,87</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">154</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">217</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">49</column>
            <column name="strName">blind melee attack</column>
            <column name="strDesc">Blind Melee Attack</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncAttackBlind.png</column>
            <column name="vSpriteList"></column>
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            <column name="vEquipSlots">-1</column>
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            <column name="vProperties">86</column>
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            <column name="nFormatID">4</column>
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            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">50</column>
            <column name="strName">blind flee</column>
            <column name="strDesc">Blind Flee</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncFleeBlind.png</column>
            <column name="vSpriteList"></column>
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            <column name="fWeight">50</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">51</column>
            <column name="strName">blind ranged attack</column>
            <column name="strDesc">Blind Ranged Attack</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncAttackBlind.png</column>
            <column name="vSpriteList"></column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="strName">threaten</column>
            <column name="strDesc">Threaten</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncShoutThreat.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
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            <column name="vEquipSlots">-1</column>
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            <column name="nStackLimit">1</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">221</column>
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            <column name="nSubgroupID">53</column>
            <column name="strName">sprint away</column>
            <column name="strDesc">Sprint Away</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSprintAway.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
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            <column name="nTreasureID">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">222</column>
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            <column name="nSubgroupID">54</column>
            <column name="strName">lure</column>
            <column name="strDesc">Lure</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncLure.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
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            <column name="vEquipSlots">-1</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">55</column>
            <column name="strName">head butt</column>
            <column name="strDesc">Headbutt</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncHeadButt.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">224</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">56</column>
            <column name="strName">leg trip</column>
            <column name="strDesc">Leg Trip</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncLegTrip.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">225</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">57</column>
            <column name="strName">create obstacle</column>
            <column name="strDesc">Create Obstacle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCreateObstacle.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">226</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">58</column>
            <column name="strName">electrical panel</column>
            <column name="strDesc">Electrical Panel</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncElecPanel.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">227</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">59</column>
            <column name="strName">hvac vent</column>
            <column name="strDesc">HVAC vent</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncVent.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">228</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">camp fixture</column>
            <column name="strDesc">light fixture</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLightFixture.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">208=214</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,49,77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">16</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">360</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">229</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">camp fixture</column>
            <column name="strDesc">HVAC vent</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncVent.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">208=215</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,28,48,77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">16</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">361</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">230</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">camp fixture</column>
            <column name="strDesc">HVAC vent (unheated)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncVent.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">16,28,42,48,77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">16</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">231</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">camp fixture</column>
            <column name="strDesc">electrical panel</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncElecPanel.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">16,28,43,48,77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">16</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">232</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">ground fixture</column>
            <column name="strDesc">&quot;consume/use&quot; this to re-enter Gyges Cryo Facility</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncWindow.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=218</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,28,48,77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">15</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">233</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">60</column>
            <column name="strName">lead away</column>
            <column name="strDesc">Lead Away</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncLead.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">234</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">61</column>
            <column name="strName">wave behind cover</column>
            <column name="strDesc">Wave Behind Cover</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncWaveHide.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">235</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">62</column>
            <column name="strName">push object</column>
            <column name="strDesc">Push Object</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncPushObject.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">236</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">63</column>
            <column name="strName">push object hidden</column>
            <column name="strDesc">Push Object Hidden</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncPushObjectHide.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">237</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">64</column>
            <column name="strName">water bottle</column>
            <column name="strDesc">Water Bottle</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBottleWater.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">238</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">65</column>
            <column name="strName">throw hide</column>
            <column name="strDesc">Throw Hide</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncThrowHide.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">239</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">66</column>
            <column name="strName">reach down</column>
            <column name="strDesc">Reach Down</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncReachDown.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">240</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">67</column>
            <column name="strName">crouch</column>
            <column name="strDesc">Crouch</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncCrouch.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">241</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">68</column>
            <column name="strName">give</column>
            <column name="strDesc">Give</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncGive.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">242</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">69</column>
            <column name="strName">aid</column>
            <column name="strDesc">Aid</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncAid.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">243</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">70</column>
            <column name="strName">time</column>
            <column name="strDesc">Time</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncTime.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">244</column>
            <column name="nGroupID">19</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">ultrasonic dog repellant (busted)</column>
            <column name="strDesc">small electronic device labeled Galton &quot;Dog-Be-Gone&quot; - &quot;For best results, hold unit in hand. Recommended for nighttime use. Keep out of reach of children.&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCaniCallOn.png,ItmCaniCallOff.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.15</column>
            <column name="fMonetaryValue">25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,3</column>
            <column name="aEquipConditions">21=342,20=342</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20=0=0,21=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticMiscPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">245</column>
            <column name="nGroupID">89</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">bracelet</column>
            <column name="strDesc">Detroit Megacity tracking bracelet</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWristTracker.png,ItmWristTrackerStored.png</column>
            <column name="vSpriteList"></column>
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            <column name="fMonetaryValue">500</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions">=343,=438</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">5=0=0,6=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,75,81,101</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
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            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">246</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">71</column>
            <column name="strName">plate</column>
            <column name="strDesc">Combo 1 - Fried chicken, mac and cheese, and red beans with rice.</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPlateFriedChicken.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">247</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">72</column>
            <column name="strName">plate</column>
            <column name="strDesc">Combo 2 - Jumbo fried shrimp, collard greens, black-eyed peas, and peach cobbler</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPlateJumboShrimp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">248</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">73</column>
            <column name="strName">plate</column>
            <column name="strDesc">Combo 3 - Cadillac burger, mashed potatoes with gravy, and cornbread.</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPlateCadillacBurger.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">249</column>
            <column name="nGroupID">55</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">pill</column>
            <column name="strDesc">blue pill</column>
            <column name="strDescAlt">Zolpidem (prescription sleeping pills)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmPillsBlue.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">20</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=351,211=842</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticPutdown6,cuePlasticPutdown9</column>
        </table>
        <table name="itemtypes">
            <column name="id">250</column>
            <column name="nGroupID">11</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon Zolpidem</column>
            <column name="strDescAlt">plastic pill bottle labeled: PharmaCon Zolpidem (prescription sleeping pills)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmPillBottleSLClosed.png,ItmPillBottleSLOpen.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">1</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x2</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,15,28,48,50,87</column>
            <column name="aContentIDs">2,13,22,23,30,31,33</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">322</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
        </table>
        <table name="itemtypes">
            <column name="id">251</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">trait: eye surgery</column>
            <column name="strDesc">has had corrective eye surgery, removing myopia</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeSurgery.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">252</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">trait: basic eye augmentation</column>
            <column name="strDesc">has had artificial eyes installed, with perfect vision</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeAug.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">253</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">trait: night vision eye augmentation</column>
            <column name="strDesc">has had artificial eyes upgraded with night vision</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeAugNV.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">213=360</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">254</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">trait: telescopic eye augmentation</column>
            <column name="strDesc">has had artificial eyes upgraded with telescopic zoom</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEyeAugTZ.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">255</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">17</column>
            <column name="strName">skill: telescopic zoom</column>
            <column name="strDesc">can see one hex further than normal, light and line of sight permitting</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillTelescopic.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=364</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">256</column>
            <column name="nGroupID">98</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">liquid</column>
            <column name="strDesc">blood (human)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBlood.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">140</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,14,15,27,29,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">1</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWaterdrop2,cueWaterdrop1</column>
        </table>
        <table name="itemtypes">
            <column name="id">257</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">74</column>
            <column name="strName">blood</column>
            <column name="strDesc">blood (human) (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBlood.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">258</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">75</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon Prescription Sleeping Pills (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPillBottleSLClosed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
        </table>
        <table name="itemtypes">
            <column name="id">259</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">76</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon Prescription Painkillers (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPillBottlePrescClosed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">90</column>
            <column name="nSubgroupID">77</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon Prescription Antibiotics (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPillBottleABClosed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
        </table>
        <table name="itemtypes">
            <column name="id">261</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">78</column>
            <column name="strName">liquid</column>
            <column name="strDesc">purified water (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWater.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWaterdrop2,cueWaterdrop1</column>
        </table>
        <table name="itemtypes">
            <column name="id">262</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">79</column>
            <column name="strName">medical kit</column>
            <column name="strDesc">nanorobot medical kit (encounter)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmRMK.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">263</column>
            <column name="nGroupID">100</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">binoculars</column>
            <column name="strDesc">pair of binoculars w/strap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBinocularsStrapWorn.png,ItmBinocularsStrapStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.9</column>
            <column name="fMonetaryValue">52</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">21=34,20=34,23=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">23=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,10,16,19,28,33,48,50,75,106</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">99</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSepRifleScopePickup,cuePlasticPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">264</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">medium parts</column>
            <column name="strDesc">medium length of string</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmStringMed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">0.03</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,19,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">363</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">265</column>
            <column name="nGroupID">23</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">crowbar</column>
            <column name="strDesc">crowbar w/strap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCrowbarSlingWorn.png,ItmCrowbarSling.png,ItmCrowbarSlingHeld.png</column>
            <column name="vSpriteList">14=CreItmCrowbarShoulderR.png,20=CreItmCrowbarHeldL.png,21=CreItmCrowbarHeldR.png</column>
            <column name="vImageUsage">1,1,0,0,2,2</column>
            <column name="fWeight">2.78</column>
            <column name="fMonetaryValue">32</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.001</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,13,16,28,48,50,52,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">101</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=11,21=11</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalItemPickup,cueMetalItemDrop</column>
        </table>
        <table name="itemtypes">
            <column name="id">266</column>
            <column name="nGroupID">100</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">binocular half</column>
            <column name="strDesc">half a pair of binoculars</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBinocularHalf.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.45</column>
            <column name="fMonetaryValue">40</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">21=34,20=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,10,16,28,32,48,50,75,106</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSepRifleScopePickup,cuePlasticPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">267</column>
            <column name="nGroupID">100</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">rifle scope w/strap</column>
            <column name="strDesc">rifle scope w/strap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmRifleScopeStrapWorn.png,ItmRifleScopeStrapStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.47</column>
            <column name="fMonetaryValue">52</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">21=34,20=34,23=34</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">23=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">2,9,10,16,28,32,48,50,75,106</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">136</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSepRifleScopePickup,cuePlasticPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">268</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">large parts</column>
            <column name="strDesc">shopping cart basket</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShopCartBasket.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">9</column>
            <column name="fMonetaryValue">25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.002</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">207=413,207=477,207=488</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">16x16</column>
            <column name="vEquipSlots">207</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,10,17,28,48,50,54,87,102</column>
            <column name="aContentIDs">3,9,14,18,25,29,38,39</column>
            <column name="nFormatID">24</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrollyPickup,cueShoppingCartRearBasket</column>
        </table>
        <table name="itemtypes">
            <column name="id">269</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">large parts</column>
            <column name="strDesc">shopping cart frame</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShopCartFrame.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">9</column>
            <column name="fMonetaryValue">8</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,17,28,48,50,55,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalItemPickup,cueMetalItemDrop</column>
        </table>
        <table name="itemtypes">
            <column name="id">270</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">medium parts</column>
            <column name="strDesc">caster wheel</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShopCartWheel.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.003</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,16,28,48,50,53</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrolleyWheel1,cueTrolleyWheel3</column>
        </table>
        <table name="itemtypes">
            <column name="id">271</column>
            <column name="nGroupID">3</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">vehicle</column>
            <column name="strDesc">box cart</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBoxCart.png,ItmBoxCartFull.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,1,0,1,0,1</column>
            <column name="fWeight">10.75</column>
            <column name="fMonetaryValue">60</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.004</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">207=74,207=477,207=488</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">16x16</column>
            <column name="vEquipSlots">207</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,10,17,28,48,50,87,102</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38,39</column>
            <column name="nFormatID">24</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">355</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBoxCartPickupShort,cueBoxCartPutdownShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">272</column>
            <column name="nGroupID">3</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">vehicle</column>
            <column name="strDesc">plastic sled</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPlasticSled.png,ItmPlasticSledFull.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,1,0,1,0,1</column>
            <column name="fWeight">1.4</column>
            <column name="fMonetaryValue">12</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.002</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">207=399,207=477,207=488</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">16x12</column>
            <column name="vEquipSlots">207</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,28,36,48,60,65,87,102</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38,39</column>
            <column name="nFormatID">24</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticSledPickup,cuePlasticSledPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">273</column>
            <column name="nGroupID">3</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">vehicle</column>
            <column name="strDesc">sled w/strap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPlasticSledStrap.png,ItmPlasticSledStrapFull.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,1,0,1,0,1</column>
            <column name="fWeight">1.6</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.002</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">207=398,207=477,207=488</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">16x12</column>
            <column name="vEquipSlots">207</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,28,36,48,60,65,87,102</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38,39</column>
            <column name="nFormatID">24</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">366</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticSledPickup,cuePlasticSledPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">274</column>
            <column name="nGroupID">13</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">branch</column>
            <column name="strDesc">large branch from a tree</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmStickLarge.png,ItmStickLargeHeld.png</column>
            <column name="vSpriteList">20=CreItmBranchBigL.png,21=CreItmBranchBigR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">1.15</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.09</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">13,17,28,46,48,50,60,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">368</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=18,21=18</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">275</column>
            <column name="nGroupID">3</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">vehicle</column>
            <column name="strDesc">travois</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmTravois.png,ItmTravoisFull.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,1,0,1,0,1</column>
            <column name="fWeight">5.3</column>
            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fEquipDegradePerHour">0.004</column>
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            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmPebbles.png</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBatteriesPickUp,cueBatteriesEmptyOut</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
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            <column name="nSubgroupID">1</column>
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            <column name="strDescAlt"></column>
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            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=46,20=47,21=46,21=47</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
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            <column name="fMonetaryValue">5</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="nSlotDepth">0</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown3</column>
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        <table name="itemtypes">
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            <column name="nGroupID">33</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">battery</column>
            <column name="strDesc">battery</column>
            <column name="strDescAlt">military micro cell</column>
            <column name="nCondID">216</column>
            <column name="vImageList">ItmBattNVG.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fMonetaryValue">0.5</column>
            <column name="fMonetaryValueAlt">3</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,15,28,48,50,75,104</column>
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            <column name="nFormatID">22</column>
            <column name="nTreasureID">392</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBatteriesPickUp,cueBatteriesEmptyOut</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">90</column>
            <column name="nSubgroupID">89</column>
            <column name="strName">check body</column>
            <column name="strDesc">Check Body for Loot</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncReachDown.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">90</column>
            <column name="nSubgroupID">90</column>
            <column name="strName">surrender offer</column>
            <column name="strDesc">Surrender Offer</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSurrenderOffer.png</column>
            <column name="vSpriteList"></column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">91</column>
            <column name="strName">surrender accept</column>
            <column name="strDesc">Surrender Accept</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncSurrenderAccept.png</column>
            <column name="vSpriteList"></column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nSubgroupID">92</column>
            <column name="strName">surrender demand</column>
            <column name="strDesc">Surrender Demand</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncSurrenderDemand.png</column>
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            <column name="bSocketLocked">0</column>
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            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
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            <column name="nSubgroupID">93</column>
            <column name="strName">surrender agree</column>
            <column name="strDesc">Surrender Agree</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSurrenderAgree.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
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            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
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            <column name="nGroupID">16</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">corpse</column>
            <column name="strDesc">dogman corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCorpseDogman.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">404,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
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            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,20,22,48,50,62,87</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBodyPickup,cueLargeBodyPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">308</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (raw)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedRaw.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">48</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.05</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">397,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=48,211=405</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,14,16,24,48,50,66,73,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
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            <column name="nComponentID">3</column>
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            <column name="nSlotDepth">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
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            <column name="nSubgroupID">8</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (spoiled)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedSpoiled.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">0.05</column>
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            <column name="fDegradePerHour">0.02</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aUseConditions">211=48,211=406,211=77</column>
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            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
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            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">310</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">13</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (cooked)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedCooked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">48</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.025</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">397,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=405</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,14,16,48,50,73,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">311</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">15</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (cured)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedCured.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">60</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.0125</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">397,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=407</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,12,14,16,48,50,67,73,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">312</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">dogman fur coat</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFurDogmanWorn.png,ItmFurDogmanStored.png</column>
            <column name="vSpriteList">11=CreItmDogmanFur.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">2</column>
            <column name="fMonetaryValue">225</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">11=38,11=408</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,17,20,36,37,46,48,50,73</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">2</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">313</column>
            <column name="nGroupID">16</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">corpse</column>
            <column name="strDesc">humanoid corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCorpseMan.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">85</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.085</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">469,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,22,48,50,70,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBodyPickup,cueLargeBodyPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">314</column>
            <column name="nGroupID">4</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">small animal hide</column>
            <column name="strDesc">small chunk of fur</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFurSmall.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,20,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">315</column>
            <column name="nGroupID">4</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">small animal hide</column>
            <column name="strDesc">small chunk of hide</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPeltDeer.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,20,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">316</column>
            <column name="nGroupID">16</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">corpse</column>
            <column name="strDesc">deer corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCorpseDeer.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">57</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.085</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">406,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">16,20,22,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBodyPickup,cueLargeBodyPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">317</column>
            <column name="nGroupID">16</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">corpse</column>
            <column name="strDesc">Enfield Horror corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCorpseEnfield.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">105</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.085</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">398,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,22,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBodyPickup,cueLargeBodyPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">318</column>
            <column name="nGroupID">34</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">flashlight</column>
            <column name="strDesc">Circuit Shack &quot;Carter&quot; flashlight (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlashlight.png</column>
            <column name="vSpriteList">20=CreItmFlashlightL.png,21=CreItmFlashlightR.png</column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x1</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,106</column>
            <column name="aContentIDs">23</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">425</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=51,21=51</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=34.1</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">319</column>
            <column name="nGroupID">33</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">battery</column>
            <column name="strDesc">AA battery</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBattAA.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,15,28,48,50,104</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">23</column>
            <column name="nTreasureID">392</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBatteriesPickUp,cueBatteriesEmptyOut</column>
        </table>
        <table name="itemtypes">
            <column name="id">320</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">a scrap of paper</column>
            <column name="strDesc">scrap of paper</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPaperScrap.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,15,36,48,50,60</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">30</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">321</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">94</column>
            <column name="strName">surrender offer (player)</column>
            <column name="strDesc">Surrender Offer</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncSurrenderOffer.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">322</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">Laptop (locked)</column>
            <column name="strDesc">FJV &quot;Copperbook&quot; laptop (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaptopOffOpen.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.06</column>
            <column name="fMonetaryValue">45</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75</column>
            <column name="aContentIDs">25,26,28</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">433</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Close=8.2,On=8.3</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">323</column>
            <column name="nGroupID">33</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">battery</column>
            <column name="strDesc">laptop battery</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBattLaptop.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.68</column>
            <column name="fMonetaryValue">10</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,97,104</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">25</column>
            <column name="nTreasureID">432</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">324</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">Laptop (locked)</column>
            <column name="strDesc">FJV &quot;Copperbook&quot; laptop (closed)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaptopOffClosed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.06</column>
            <column name="fMonetaryValue">45</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75</column>
            <column name="aContentIDs">25,26,28</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">433</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Open=8.1</column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">325</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">Laptop (locked)</column>
            <column name="strDesc">FJV &quot;Copperbook&quot; laptop (locked)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaptopOnLocked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.06</column>
            <column name="fMonetaryValue">45</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=431</column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,101</column>
            <column name="aContentIDs">25,26,28</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">433</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">23</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.1</column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">326</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">Laptop</column>
            <column name="strDesc">FJV &quot;Copperbook&quot; laptop (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaptopOffOpen.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.06</column>
            <column name="fMonetaryValue">65</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75</column>
            <column name="aContentIDs">25,26,28</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">433</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Close=8.5,On=8.6</column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">327</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">Laptop</column>
            <column name="strDesc">FJV &quot;Copperbook&quot; laptop (closed)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaptopOffClosed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.06</column>
            <column name="fMonetaryValue">65</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75</column>
            <column name="aContentIDs">25,26,28</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">433</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Open=8.4</column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">328</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">Laptop</column>
            <column name="strDesc">FJV &quot;Copperbook&quot; laptop</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLaptopOn.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2.06</column>
            <column name="fMonetaryValue">65</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=424</column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,101</column>
            <column name="aContentIDs">25,26,28</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">433</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">23</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.4</column>
            <column name="aSounds">cueMedkitPickup,cueMedkitPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">329</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">Software</column>
            <column name="strDesc">Nan00</column>
            <column name="strDescAlt">Nan00 laptop cracking software</column>
            <column name="nCondID">425</column>
            <column name="vImageList">ItmSWCrackLaptop.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">6</column>
            <column name="fMonetaryValueAlt">60</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">26</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">23</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">330</column>
            <column name="nGroupID">33</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">battery</column>
            <column name="strDesc">iSlab battery</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBattiSlab.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.139</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x2</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,104</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">29</column>
            <column name="nTreasureID">435</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">331</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">iSlab (locked)</column>
            <column name="strDesc">iSlab tablet (locked)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmISlabLocked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.6</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,69,75,101</column>
            <column name="aContentIDs">27,28,29</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">436</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">24</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.0</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">332</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">iSlab</column>
            <column name="strDesc">iSlab tablet (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmISlab.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.6</column>
            <column name="fMonetaryValue">25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,69,75</column>
            <column name="aContentIDs">27,28,29</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">436</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=8.9</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">333</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">iSlab</column>
            <column name="strDesc">iSlab tablet (on)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmISlabOn.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.6</column>
            <column name="fMonetaryValue">25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=426</column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,69,75,101</column>
            <column name="aContentIDs">27,28,29</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">436</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">24</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.8</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">334</column>
            <column name="nGroupID">33</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">battery</column>
            <column name="strDesc">cellphone battery</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBattCell.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.031</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,104</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">30</column>
            <column name="nTreasureID">437</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBatteriesPickUp,cueBatteriesEmptyOut</column>
        </table>
        <table name="itemtypes">
            <column name="id">335</column>
            <column name="nGroupID">33</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">battery</column>
            <column name="strDesc">smartphone battery</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBattSmartphone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.062</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x2</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,104</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">31</column>
            <column name="nTreasureID">438</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBatteriesPickUp,cueBatteriesEmptyOut</column>
        </table>
        <table name="itemtypes">
            <column name="id">336</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">Smartphone (locked)</column>
            <column name="strDesc">Altus &quot;Universe&quot; smartphone (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmartPhone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.115</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,79</column>
            <column name="aContentIDs">28,31,32</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">439</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=8.11</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">337</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">11</column>
            <column name="strName">Smartphone (locked)</column>
            <column name="strDesc">Altus &quot;Universe&quot; smartphone (locked)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmartPhoneLocked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.115</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,79,101</column>
            <column name="aContentIDs">28,31,32</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">439</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">25</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.10</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">338</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">12</column>
            <column name="strName">Smartphone</column>
            <column name="strDesc">Altus &quot;Universe&quot; smartphone (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmartPhone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.115</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,79</column>
            <column name="aContentIDs">28,31,32</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">439</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=8.13</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">339</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">13</column>
            <column name="strName">Smartphone</column>
            <column name="strDesc">Altus &quot;Universe&quot; smartphone (on)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmartPhoneOn.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.115</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=427</column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,79,101</column>
            <column name="aContentIDs">28,31,32</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">439</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">25</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.12</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">340</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">14</column>
            <column name="strName">Cellphone (locked)</column>
            <column name="strDesc">MaBell &quot;Go Fone&quot; cellphone (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCellPhone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.082</column>
            <column name="fMonetaryValue">10</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">7x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75</column>
            <column name="aContentIDs">28,30</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">440</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=8.15</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">341</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">15</column>
            <column name="strName">Cellphone (locked)</column>
            <column name="strDesc">MaBell &quot;Go Fone&quot; cellphone (locked)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCellPhoneLocked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.082</column>
            <column name="fMonetaryValue">10</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">7x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,101</column>
            <column name="aContentIDs">28,30</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">440</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">26</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.14</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">342</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">16</column>
            <column name="strName">Cellphone</column>
            <column name="strDesc">MaBell &quot;Go Fone&quot; cellphone (off)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCellPhone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.082</column>
            <column name="fMonetaryValue">10</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">7x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75</column>
            <column name="aContentIDs">28,30</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">440</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">On=8.17</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">343</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">17</column>
            <column name="strName">Cellphone</column>
            <column name="strDesc">MaBell &quot;Go Fone&quot; cellphone (on)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCellPhoneOn.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.082</column>
            <column name="fMonetaryValue">10</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=430</column>
            <column name="aCapacities">7x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50,75,101</column>
            <column name="aContentIDs">28,30</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">440</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">26</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.16</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">344</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">Software</column>
            <column name="strDesc">iSl-AK</column>
            <column name="strDescAlt">iSl-AK tablet cracking software</column>
            <column name="nCondID">425</column>
            <column name="vImageList">ItmSWCrackiSlab.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">6</column>
            <column name="fMonetaryValueAlt">60</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">26</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">23</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">345</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">Software</column>
            <column name="strDesc">5MR-7</column>
            <column name="strDescAlt">5MR-7 smartphone cracking software</column>
            <column name="nCondID">425</column>
            <column name="vImageList">ItmSWCrackSmartphone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">6</column>
            <column name="fMonetaryValueAlt">60</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">26</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">23</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">346</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">Software</column>
            <column name="strDesc">Br1nG</column>
            <column name="strDescAlt">Br1nG cellphone cracking software</column>
            <column name="nCondID">425</column>
            <column name="vImageList">ItmSWCrackCellphone.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">6</column>
            <column name="fMonetaryValueAlt">60</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">26</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">23</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">347</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">Software</column>
            <column name="strDesc">Lamp software (tablet)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSWTabletLamp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">27</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">24</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">348</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">Software</column>
            <column name="strDesc">GPS software (tablet)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSWTabletGPS.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">27</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">24</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">349</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">Software</column>
            <column name="strDesc">Lamp software (smartphone)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSWSmartphoneLamp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">32</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">25</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">350</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">Software</column>
            <column name="strDesc">GPS software (smartphone)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSWSmartphoneGPS.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">32</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">25</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">351</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">18</column>
            <column name="strName">iSlab</column>
            <column name="strDesc">iSlab tablet (lamp)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmISlabLamp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.6</column>
            <column name="fMonetaryValue">25</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions">20=411,21=411</column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=426</column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,49,50,69,75,101</column>
            <column name="aContentIDs">27,28,29</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">436</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">24</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.8</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">352</column>
            <column name="nGroupID">8</column>
            <column name="nSubgroupID">19</column>
            <column name="strName">Smartphone</column>
            <column name="strDesc">Altus &quot;Universe&quot; smartphone (lamp)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmartPhoneLamp.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.115</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">31,31</column>
            <column name="aEquipConditions">20=411,21=411</column>
            <column name="aPossessConditions">=438,=572</column>
            <column name="aUseConditions">211=427</column>
            <column name="aCapacities">3x4</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,49,50,75,79,101</column>
            <column name="aContentIDs">28,31,32</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">439</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">25</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=8.12</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">353</column>
            <column name="nGroupID">34</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">flashlight</column>
            <column name="strDesc">Circuit Shack &quot;Carter&quot; flashlight (on)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlashlightOn.png</column>
            <column name="vSpriteList">20=CreItmFlashlightL.png,21=CreItmFlashlightR.png</column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">15</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">20=411,21=411</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x1</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,49,50,106</column>
            <column name="aContentIDs">23</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">425</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">22</column>
            <column name="aAttackModes">20=51,21=51</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=34.0</column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown7</column>
        </table>
        <table name="itemtypes">
            <column name="id">354</column>
            <column name="nGroupID">102</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">headwear</column>
            <column name="strDesc">night vision goggles (on)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmNVGogglesOn.png,ItmNVGogglesStoredOn.png</column>
            <column name="vSpriteList">17=CreItmNVGoggles.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.74</column>
            <column name="fMonetaryValue">100</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">17=57</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">17=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,16,28,33,48,50,64,73,75</column>
            <column name="aContentIDs">22</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">393</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">1</column>
            <column name="strChargeProfiles">3</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs">Off=102.0</column>
            <column name="aSounds">cueHelmetPickup,cueHelmetPutdownMix</column>
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        <table name="itemtypes">
            <column name="id">355</column>
            <column name="nGroupID">36</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">Data</column>
            <column name="strDesc">data file</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmDataTXT.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">88</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">28</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">356</column>
            <column name="nGroupID">1</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">memory stick</column>
            <column name="strDesc">cheap memory stick</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMemStick.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50</column>
            <column name="aContentIDs">26,27,28,32</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">357</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">19</column>
            <column name="strName">food (human meat)</column>
            <column name="strDesc">medium chunk of meat (raw) (human)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedRaw.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">48</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.05</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">467,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=458</column>
            <column name="aUseConditions">211=48,211=405,211=445,211=447,211=448,211=-452,211=-455,211=566</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,14,16,24,48,50,66,70,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">358</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">21</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (spoiled) (human)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedSpoiled.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">0.05</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.02</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=458</column>
            <column name="aUseConditions">211=48,211=406,211=77,211=445,211=447,211=448,211=-452,211=-455,211=566</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,16,24,26,48,50,70,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">359</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">22</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (cooked) (human)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedCooked.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">48</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.025</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">467,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=458</column>
            <column name="aUseConditions">211=405,211=446,211=447,211=448,211=-452,211=-455,211=566</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">12,14,16,48,50,70,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMeatPickup,cueMeatPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">360</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">23</column>
            <column name="strName">food</column>
            <column name="strDesc">medium chunk of meat (cured) (human)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMeatMedCured.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">3</column>
            <column name="fMonetaryValue">60</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.0125</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">397,3</column>
            <column name="aEquipConditions"></column>
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            <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column>
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            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
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        <table name="itemtypes">
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            <column name="strName">film</column>
            <column name="strDesc">60mm film spool in a canister, labeled &quot;Woodhouse Moor Lodges - Louis Le Prince&quot;</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmFilmCan.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="aUseConditions"></column>
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            <column name="vEquipSlots">21,20</column>
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            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,48,50</column>
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            <column name="aSounds">cueFilmCanisterPickup,cueFilmCanisterPutdown</column>
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        <table name="itemtypes">
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            <column name="nSubgroupID">0</column>
            <column name="strName">book</column>
            <column name="strDesc">illustrated children's book in an unknown language</column>
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            <column name="vImageList">ItmBook01.png</column>
            <column name="vSpriteList"></column>
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            <column name="aSounds">cueBookPickupShort,cueBookPutdown</column>
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        <table name="itemtypes">
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            <column name="nSubgroupID">96</column>
            <column name="strName">Merga loupe</column>
            <column name="strDesc">Merga Loupe</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncMergaLoupe.png</column>
            <column name="vSpriteList"></column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="strName">stone tablet</column>
            <column name="strDesc">fragments of clay with some sort of cuneiform engravings</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncStoneTablet.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="strName">terrain resource</column>
            <column name="strDesc">unlicensed power tap - &quot;use&quot; to add more charges</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmScavengePower.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="bSocketLocked">0</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="nSubgroupID">8</column>
            <column name="strName">Software</column>
            <column name="strDesc">RF1:D</column>
            <column name="strDescAlt">RF1:D RFID spoofer software (tablet)</column>
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            <column name="vImageList">ItmSWTabletRFID.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="nSubgroupID">9</column>
            <column name="strName">Software</column>
            <column name="strDesc">RF1:D</column>
            <column name="strDescAlt">RF1:D RFID spoofer software (smartphone)</column>
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            <column name="vImageList">ItmSWSmartphoneRFID.png</column>
            <column name="vSpriteList"></column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="vSpriteList"></column>
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        <table name="itemtypes">
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        <table name="itemtypes">
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        </table>
        <table name="itemtypes">
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        </table>
        <table name="itemtypes">
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            <column name="strName">drop item</column>
            <column name="strDesc">Drop Item</column>
            <column name="strDescAlt"></column>
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        </table>
        <table name="itemtypes">
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            <column name="strName">disengage offer</column>
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            <column name="vImageList">ItmEncDisengageOffer.png</column>
            <column name="vSpriteList"></column>
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        </table>
        <table name="itemtypes">
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            <column name="strDesc">disengage accept</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmEncDisengageAccept.png</column>
            <column name="vSpriteList"></column>
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            <column name="aUseConditions"></column>
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            <column name="vEquipSlots">-1</column>
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            <column name="nStackLimit">1</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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            <column name="nSubgroupID">1</column>
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            <column name="fEquipDegradePerHour">0.0009</column>
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            <column name="aSounds">cueCloth,cueClothesEnd</column>
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            <column name="nStackLimit">1</column>
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            <column name="aSounds">cueCloth,cueClothesEnd</column>
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            <column name="strName">clothes (legs)</column>
            <column name="strDesc">black cargo pants</column>
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            <column name="aSounds">cueCloth,cueClothesEnd</column>
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            <column name="nSubgroupID">2</column>
            <column name="strName">clothes (shoes)</column>
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            <column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
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            <column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
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            <column name="strName">clothes (torso)</column>
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            <column name="aSounds">cueCloth,cueClothesEnd</column>
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            <column name="nSubgroupID">1</column>
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            <column name="strDesc">tactical glove</column>
            <column name="strDescAlt"></column>
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            <column name="vSpriteList"></column>
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            <column name="nSlotDepth">0</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">2</column>
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            <column name="aSounds">cueCloth,cueClothesEnd</column>
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            <column name="nSubgroupID">4</column>
            <column name="strName">headwear</column>
            <column name="strDesc">balaclava</column>
            <column name="strDescAlt"></column>
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            <column name="vSpriteList">17=CreItmBalaclava.png</column>
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            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBalaclava,cueThreadShort</column>
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            <column name="nSubgroupID">5</column>
            <column name="strName">headwear</column>
            <column name="strDesc">tactical helmet</column>
            <column name="strDescAlt"></column>
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            <column name="vSpriteList">17=CreItmPoliceHelmet.png</column>
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            <column name="nSlotDepth">2</column>
            <column name="strChargeProfiles"></column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueHelmetPickup,cueHelmetPutdownMix</column>
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            <column name="nSubgroupID">2</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">tactical armor vest</column>
            <column name="strDescAlt"></column>
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            <column name="bMirrored">0</column>
            <column name="nSlotDepth">2</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrousersTrim01,cueShorts</column>
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            <column name="nSubgroupID">0</column>
            <column name="strName">status</column>
            <column name="strDesc">no helmets</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmCrippled.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="aContentIDs"></column>
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            <column name="bMirrored">0</column>
            <column name="nSlotDepth">2</column>
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            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
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        <table name="itemtypes">
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            <column name="nGroupID">60</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">rifle</column>
            <column name="strDesc">hunting rifle</column>
            <column name="strDescAlt">Cathcart North &quot;Perforator&quot; 12-gauge shotgun</column>
            <column name="nCondID">87</column>
            <column name="vImageList">Itm12GaugeShotgunStored.png,Itm12GaugeShotgunHeld.png</column>
            <column name="vSpriteList">14=CreItmHuntingRifleShoulderR.png,20=CreItmHuntingRifleHeldL.png,21=CreItmHuntingRifleHeldR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">3.2</column>
            <column name="fMonetaryValue">600</column>
            <column name="fMonetaryValueAlt">600</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.005</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,13,17,28,46,48,50,61,75,87,95</column>
            <column name="aContentIDs">21</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">47</column>
            <column name="nComponentID">677</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=42,20=43,20=6,21=42,21=43,21=6</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">399</column>
            <column name="nGroupID">60</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">rifle</column>
            <column name="strDesc">military rifle w/strap</column>
            <column name="strDescAlt">Deltec &quot;SBS4&quot; 12-gauge shotgun w/strap</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmSBS4StrapWorn.png,ItmSBS4StrapStored.png,ItmSBS4StrapHeld.png</column>
            <column name="vSpriteList">14=CreItmHuntingRifleShoulderR.png,20=CreItmSBS4HeldL.png,21=CreItmSBS4HeldR.png</column>
            <column name="vImageUsage">1,1,0,0,2,2</column>
            <column name="fWeight">4.02</column>
            <column name="fMonetaryValue">858</column>
            <column name="fMonetaryValueAlt">858</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.005</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,13,17,28,46,48,50,68,75,80,87</column>
            <column name="aContentIDs">21</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">47</column>
            <column name="nComponentID">543</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=52,20=53,20=6,21=52,21=53,21=6</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">400</column>
            <column name="nGroupID">89</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">bracelet</column>
            <column name="strDesc">Detroit Megacity tracking bracelet (used)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWristTracker.png,ItmWristTrackerStored.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.07</column>
            <column name="fMonetaryValue">500</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">5=28,6=28</column>
            <column name="aPossessConditions">=438</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">5=0=0,6=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,75,81,101</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">401</column>
            <column name="nGroupID">18</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">smudge stick</column>
            <column name="strDesc">Giizhik smudge stick (unlit)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmudgeStick.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.3</column>
            <column name="fMonetaryValue">7</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">556,556</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,4,16,28,46,48,50,87,98</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">3</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueForestTwigsBark1,cueForestUsing1Trim</column>
        </table>
        <table name="itemtypes">
            <column name="id">402</column>
            <column name="nGroupID">18</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">smudge stick</column>
            <column name="strDesc">Giizhik smudge stick (lit)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmudgeStickLit.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.3</column>
            <column name="fMonetaryValue">7</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.5</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">556,556</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=546</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,3,4,16,28,46,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">7</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueForestTwigsBark1,cueForestUsing1Trim</column>
        </table>
        <table name="itemtypes">
            <column name="id">403</column>
            <column name="nGroupID">13</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">twigs</column>
            <column name="strDesc">handful of small twigs and bark</column>
            <column name="strDescAlt">bear root</column>
            <column name="nCondID">393</column>
            <column name="vImageList">ItmBearRoot.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">4</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=547</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,4,15,28,48,50,60</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">5</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueForestUsing1Trim,cueForestTwigsBark1</column>
        </table>
        <table name="itemtypes">
            <column name="id">404</column>
            <column name="nGroupID">28</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">bow</column>
            <column name="strDesc">crude bow</column>
            <column name="strDescAlt">Anishinaabe bow</column>
            <column name="nCondID">87</column>
            <column name="vImageList">ItmBowAnishinabeWorn.png,ItmBowAnishinabeStored.png,ItmBowAnishinabeHeld.png</column>
            <column name="vSpriteList">14=CreItmBowGreenwoodShR.png,20=CreItmBowGreenwoodL.png,21=CreItmBowGreenwoodR.png</column>
            <column name="vImageUsage">1,1,0,0,2,2</column>
            <column name="fWeight">0.9</column>
            <column name="fMonetaryValue">120</column>
            <column name="fMonetaryValueAlt">120</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.001</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">10x1</column>
            <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,17,28,46,48,50,60,87</column>
            <column name="aContentIDs">18</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">98</column>
            <column name="nComponentID">374</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=54,20=55,20=56,21=54,21=55,21=56</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBowPickup1,cueBowPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">405</column>
            <column name="nGroupID">21</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">club</column>
            <column name="strDesc">club</column>
            <column name="strDescAlt">Anishinaabe war club</column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmWarClub.png,ItmWarClubHeld.png</column>
            <column name="vSpriteList">20=CreItmWarClubL.png,21=CreItmWarClubR.png</column>
            <column name="vImageUsage">0,0,0,0,1,1</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">35</column>
            <column name="fMonetaryValueAlt">35</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0.001</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21=1=1,20=1=1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">13,16,28,46,48,50,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=57,21=57</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">406</column>
            <column name="nGroupID">5</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">bag</column>
            <column name="strDesc">soft birch bag</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBirchBagClosed.png,ItmBirchBagOpen.png,ItmBirchBagWorn.png</column>
            <column name="vSpriteList">13=CreItmBagBirchBack.png,20=CreItmBagBirchL.png,21=CreItmBagBirchR.png</column>
            <column name="vImageUsage">1,0,0,0,2,2</column>
            <column name="fWeight">0.36</column>
            <column name="fMonetaryValue">22</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0014</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x4</column>
            <column name="vEquipSlots">13=2=2,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,8,16,28,46,48,50,87</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">407</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">hide long coat</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmHideLongCoat.png,ItmHideLongCoatStored.png</column>
            <column name="vSpriteList">11=CreItmHideLongCoat.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">1.58</column>
            <column name="fMonetaryValue">165</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">557,3</column>
            <column name="aEquipConditions">11=38</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,36,46,48,50</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">1</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrousersTrim01,cueShorts</column>
        </table>
        <table name="itemtypes">
            <column name="id">408</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">105</column>
            <column name="strName">radio DMC support</column>
            <column name="strDesc">radio DMC support</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncRadio.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">409</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">106</column>
            <column name="strName">call DMC backup</column>
            <column name="strDesc">call DMC backup</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncShoutMore.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">410</column>
            <column name="nGroupID">10</column>
            <column name="nSubgroupID">13</column>
            <column name="strName">ammo</column>
            <column name="strDesc">some strange-looking bullets</column>
            <column name="strDescAlt">4mm AP gauss rounds</column>
            <column name="nCondID">87</column>
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            <column name="strName">rifle</column>
            <column name="strDesc">crazy-looking gun</column>
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            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalDrum2,cueMetalDrumShort</column>
        </table>
        <table name="itemtypes">
            <column name="id">448</column>
            <column name="nGroupID">47</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">key fob</column>
            <column name="strDesc">key fob</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmartKeyBlue.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.015</column>
            <column name="fMonetaryValue">1.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">=637</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">449</column>
            <column name="nGroupID">99</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">document</column>
            <column name="strDesc">some pages from the Blue Frog book</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPapersOld.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.125</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=642</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50,60,88</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">450</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">15</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">Sapphire Lily sash</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBlueFrogSash01Worn.png,ItmBlueFrogSash01Stored.png,ItmBlueFrogSashSlot100.png,ItmBlueFrogSashSlot101.png,ItmBlueFrogSashSlot102.png,ItmBlueFrogSashSlot104.png,ItmBlueFrogSashSlot105.png,ItmBlueFrogSashSlot106.png,ItmBlueFrogSashSlot107.png,ItmBlueFrogSashSlot108.png,ItmBlueFrogSashSlot109.png</column>
            <column name="vSpriteList">11=CreItmBlueFrogSash.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">138,3</column>
            <column name="aEquipConditions">11=647,11=651,100=160,101=160,102=160,104=160,105=160,106=160,107=160,108=160,109=160,111=160,112=160,114=160,115=160</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20,100=2=2,101=3=3,102=4=4,104=5=5,105=6=6,106=7=7,107=8=8,108=9=9,109=10=10,111=2=2,112=4=4,114=9=9,115=10=10</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">3</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">451</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">11</column>
            <column name="strName">ground fixture</column>
            <column name="strDesc">your confiscated items</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmLocker.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">1000</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">22x29</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">77,86</column>
            <column name="aContentIDs">1,2,3,7,8,9,10,13,14,15,18,19,20,21,22,23,24,25,29,30,31,33,34,36,38,39</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">452</column>
            <column name="nGroupID">99</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">document</column>
            <column name="strDesc">medical records for a Meredith Ewing</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPapers.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.125</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=674</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50,60,88</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">453</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">12</column>
            <column name="strName">ground fixture</column>
            <column name="strDesc">&quot;consume/use&quot; this to enter Saginaw Mental Institute</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBlueFrogBanner.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=684</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">15</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">454</column>
            <column name="nGroupID">35</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">Software</column>
            <column name="strDesc">Eli's address book (smartphone)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSWSmartphoneAddr.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">32</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">25</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">455</column>
            <column name="nGroupID">44</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">vial</column>
            <column name="strDesc">glass vial labeled: &quot;YPC, 020.6&quot;</column>
            <column name="strDescAlt">single dose of &quot;YPC, 020.6&quot;</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmVialBlue.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.1</column>
            <column name="fMonetaryValue">30</column>
            <column name="fMonetaryValueAlt">24</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">20=693,21=693,200=693,207=693,208=693</column>
            <column name="aUseConditions">211=295,211=620,211=685</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,15,28,48,50,76</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWhiskeyBottlePutDown1,cueWhiskeyBottlePutDown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">456</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">13</column>
            <column name="strName">ground fixture</column>
            <column name="strDesc">&quot;consume/use&quot; this to re-enter Clearbone Compound</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncDoorPanel.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=689</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">15</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">457</column>
            <column name="nGroupID">16</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">corpse</column>
            <column name="strDesc">King Eli's corpse</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCorpseMan.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">85</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0.085</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">469,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=690</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,22,48,50,70,87</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBodyPickup,cueLargeBodyPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">458</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">112</column>
            <column name="strName">money 1</column>
            <column name="strDesc">Money 1</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncMoney1.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">459</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">113</column>
            <column name="strName">money 2</column>
            <column name="strDesc">Money 2</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncMoney2.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
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            <column name="nGroupID">90</column>
            <column name="nSubgroupID">114</column>
            <column name="strName">money 3</column>
            <column name="strDesc">Money 3</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncMoney3.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
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            <column name="aSounds">cuePickup,cuePutdown</column>
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            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmVialYellow.png</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown1</column>
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            <column name="strName">corpse</column>
            <column name="strDesc">UAV Wreckage</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmCorpseDrone.png</column>
            <column name="vSpriteList"></column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWreckagePickup,cueWreckagePutdown</column>
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            <column name="strName">battery</column>
            <column name="strDesc">battery</column>
            <column name="strDescAlt">Gauss rifle battery</column>
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            <column name="vImageList">ItmBattGauss.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column>
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            <column name="strName">rifle</column>
            <column name="strDesc">crazy-looking gun w/scope</column>
            <column name="strDescAlt">homemade 4mm Gauss Rifle w/scope</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
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            <column name="strDesc">crazy-looking gun w/strap</column>
            <column name="strDescAlt">homemade 4mm Gauss Rifle w/strap</column>
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            <column name="vImageList">Itm4mmGaussRifleStrappedWorn.png,Itm4mmGaussRifleStrappedStored.png,Itm4mmGaussRifleStrappedHeld.png</column>
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            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
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            <column name="strDescAlt">homemade 4mm Gauss Rifle w/scope and strap</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column>
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            <column name="strName">medium parts</column>
            <column name="strDesc">yellow cylinder</column>
            <column name="strDescAlt">high-energy capacitor</column>
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            <column name="vImageList">ItmHECapacitor.png</column>
            <column name="vSpriteList"></column>
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            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown8</column>
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        <table name="itemtypes">
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            <column name="strName">large parts</column>
            <column name="strDesc">gun barrel</column>
            <column name="strDescAlt">4mm Gauss gun barrel</column>
            <column name="nCondID">87</column>
            <column name="vImageList">Itm4mmGaussBarrel.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueMetalItemPickup,cueMetalItemDrop</column>
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            <column name="strName">medium parts</column>
            <column name="strDesc">metal box</column>
            <column name="strDescAlt">4mm Gauss gun receiver</column>
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            <column name="vImageList">Itm4mmGaussReceiver.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
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            <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column>
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            <column name="strDesc">metal box with electrical connectors</column>
            <column name="strDescAlt">stage-switching circuit</column>
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            <column name="vImageList">ItmStagingSwitch.png</column>
            <column name="vSpriteList"></column>
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            <column name="strDesc">small metal box with switches</column>
            <column name="strDescAlt">charging circuit</column>
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            <column name="vImageList">ItmChargingCircuit.png</column>
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            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown8</column>
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            <column name="strName">medium parts</column>
            <column name="strDesc">wooden rifle stock</column>
            <column name="strDescAlt"></column>
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            <column name="vImageList">ItmWoodRifleStock.png</column>
            <column name="vSpriteList"></column>
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            <column name="fDegradePerUse">0.0001</column>
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            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,16,28,46,48,50,87,95</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes">20=6,21=6</column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWoodenSpearPickup,cueWoodenSpearPutdown1</column>
        </table>
        <table name="itemtypes">
            <column name="id">473</column>
            <column name="nGroupID">16</column>
            <column name="nSubgroupID">8</column>
            <column name="strName">corpse</column>
            <column name="strDesc">UAV wreckage spare parts</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmCorpseDroneUnknown.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">96</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWreckagePickup,cueWreckagePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">474</column>
            <column name="nGroupID">48</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">Drone Armor</column>
            <column name="strDesc">drone fuselage armor</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmArmorVest.png,ItmArmorVestStored.png</column>
            <column name="vSpriteList">11=CreItmArmorVest.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">4.2</column>
            <column name="fMonetaryValue">615</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0001</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">11=730</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">10,17,48,50,73,75,87</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,37,38,39</column>
            <column name="nFormatID">35</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTrousersTrim01,cueShorts</column>
        </table>
        <table name="itemtypes">
            <column name="id">475</column>
            <column name="nGroupID">5</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">bag</column>
            <column name="strDesc">&quot;Hiya Poopy&quot; children's backpack</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBackpackChildClosed.png,ItmBackpackChildOpen.png</column>
            <column name="vSpriteList">20=CreItmBackpackPoopyL.png,21=CreItmBackpackPoopyR.png,22=CreItmBackpackPoopyBack.png</column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.38</column>
            <column name="fMonetaryValue">32</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0012</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">6x8</column>
            <column name="vEquipSlots">22,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,16,37,46,48,50,87</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">39</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">476</column>
            <column name="nGroupID">49</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">campfire (lit) (ATN)</column>
            <column name="strDesc">lit campfire</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSmallFire.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">200=25,208=25,200=742,208=742</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">3,11,16,48,49</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">7</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallFire1TrimSlow,cueSmallFire1TailSlow</column>
        </table>
        <table name="itemtypes">
            <column name="id">477</column>
            <column name="nGroupID">101</column>
            <column name="nSubgroupID">28</column>
            <column name="strName">food</column>
            <column name="strDesc">handful of potato chips</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPotatoChips.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.02</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=745</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,14,15,48,50,58,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueWristStrapPickup,cueWristStrapPutdownPutOn</column>
        </table>
        <table name="itemtypes">
            <column name="id">478</column>
            <column name="nGroupID">86</column>
            <column name="nSubgroupID">18</column>
            <column name="strName">a scrap of foil</column>
            <column name="strDesc">scrap of foil</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFoilScrap.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,36,48,50,60,99</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">30</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">479</column>
            <column name="nGroupID">5</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">bag</column>
            <column name="strDesc">&quot;Wavs&quot; potato chip bag</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmBagChipsOpen.png,ItmBagChipsClosed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,0,0,0,0</column>
            <column name="fWeight">0.01</column>
            <column name="fMonetaryValue">0.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.02</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">682,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">3x5</column>
            <column name="vEquipSlots">20=0=0,21=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,8,9,16,36,48,50,60,87,99</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">684</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTarpPickup,cueTarpPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">480</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">16</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">patchwork foil poncho</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFoilPonchoWorn.png,ItmFoilPonchoStored.png</column>
            <column name="vSpriteList">11=CreItmFoilPoncho.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">1</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">1</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions">11=746</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,36,48,50,60,99</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">683</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">2</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueTarpPickup,cueTarpPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">481</column>
            <column name="nGroupID">1</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">memory stick</column>
            <column name="strDesc">Stoat's flashdrive for use at Camp Grayling</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMemStick.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">482</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">115</column>
            <column name="strName">move back</column>
            <column name="strDesc">Move Back</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncMoveBack.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">483</column>
            <column name="nGroupID">47</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">key</column>
            <column name="strDesc">cylindrical key</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmKeyCyl.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.015</column>
            <column name="fMonetaryValue">1.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">484</column>
            <column name="nGroupID">99</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">document</column>
            <column name="strDesc">blueprints of the V-MADS system</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmPapersDrawing.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.125</column>
            <column name="fMonetaryValue">200</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50,60,88</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">20</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueNewsPaperPickUpShort,cueNewsPaperPutDown</column>
        </table>
        <table name="itemtypes">
            <column name="id">485</column>
            <column name="nGroupID">51</column>
            <column name="nSubgroupID">0</column>
            <column name="strName">card</column>
            <column name="strDesc">ID card</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmIDCard.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.015</column>
            <column name="fMonetaryValue">75</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,36,48,50,60,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">486</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">116</column>
            <column name="strName">Grayling</column>
            <column name="strDesc">Grayling</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncGrayling.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">487</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">117</column>
            <column name="strName">Merga Wraith</column>
            <column name="strDesc">Merga Wraith</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncMergaWraith.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">488</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">118</column>
            <column name="strName">who</column>
            <column name="strDesc">Who</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncWho.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">489</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">119</column>
            <column name="strName">what</column>
            <column name="strDesc">What</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncWhat.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">490</column>
            <column name="nGroupID">47</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">key</column>
            <column name="strDesc">failsafe key</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmKeyFailsafe.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.015</column>
            <column name="fMonetaryValue">1.5</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">491</column>
            <column name="nGroupID">1</column>
            <column name="nSubgroupID">3</column>
            <column name="strName">memory stick</column>
            <column name="strDesc">Hatter's flashdrive for use at Camp Grayling</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmMemStickRed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.03</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
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            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">9,10,15,28,48,50,81</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">3</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueSmallPlasticItemPickUp,cuePlasticPutdown2</column>
        </table>
        <table name="itemtypes">
            <column name="id">492</column>
            <column name="nGroupID">78</column>
            <column name="nSubgroupID">17</column>
            <column name="strName">clothes (torso)</column>
            <column name="strDesc">gray shirt</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShirtGray.png,ItmShirtGrayStored.png</column>
            <column name="vSpriteList">11=CreItmShirtGray.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.25</column>
            <column name="fMonetaryValue">8</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions">11=524</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">11=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">1,16,36,37,48,50</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">493</column>
            <column name="nGroupID">26</column>
            <column name="nSubgroupID">14</column>
            <column name="strName">ground fixture</column>
            <column name="strDesc">&quot;consume/use&quot; this to re-enter Camp Grayling</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncGrayling.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=780</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">15</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">494</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">18</column>
            <column name="strName">legendary reputation: elusive</column>
            <column name="strDesc">legendary reputation for eluding capture</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillElusive.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=781</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">495</column>
            <column name="nGroupID">91</column>
            <column name="nSubgroupID">19</column>
            <column name="strName">legendary reputation: unstoppable</column>
            <column name="strDesc">legendary reputation for being unstoppable</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSkillUnstoppable.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
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            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">214=782</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">214</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">5</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">496</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">trait: legendary reputation</column>
            <column name="strDesc">legendary reputation for something</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawLegendary.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">497</column>
            <column name="nGroupID">96</column>
            <column name="nSubgroupID">11</column>
            <column name="strName">trait: enervated</column>
            <column name="strDesc">out of shape, and fatigues faster than usual</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmFlawEnervated.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">2</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">213=787,214=787,215=787,216=787,217=787,218=787,219=787,220=787,221=787,222=787,223=787,224=787,225=787,226=787,227=787,228=787,229=787,230=787,231=787,232=787</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">11</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">498</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">120</column>
            <column name="strName">radio DMC support (blind)</column>
            <column name="strDesc">radio DMC support</column>
            <column name="strDescAlt"></column>
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            <column name="aEquipConditions"></column>
            <column name="aPossessConditions">208=816</column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">17,28,48,77,86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">16</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">512</column>
            <column name="nGroupID">95</column>
            <column name="nSubgroupID">4</column>
            <column name="strName">clothes (legs)</column>
            <column name="strDesc">short shorts</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShortShorts.png,ItmShortShortsStored.png</column>
            <column name="vSpriteList">4=CreItmShortShorts.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.1</column>
            <column name="fMonetaryValue">2</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.0007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">11,3</column>
            <column name="aEquipConditions">4=838</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x1</column>
            <column name="vEquipSlots">4=0=0,21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,36,37,46,48,50</column>
            <column name="aContentIDs">2,3,8,9,14,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueCloth,cueClothesEnd</column>
        </table>
        <table name="itemtypes">
            <column name="id">513</column>
            <column name="nGroupID">39</column>
            <column name="nSubgroupID">1</column>
            <column name="strName">lighter</column>
            <column name="strDesc">small battery &quot;sparker&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSparkerSmall.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.06</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x1</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">3,9,10,15,28,48,50</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">392</column>
            <column name="nComponentID">744</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">27</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBatteriesPickUp,cueBatteriesEmptyOut</column>
        </table>
        <table name="itemtypes">
            <column name="id">514</column>
            <column name="nGroupID">39</column>
            <column name="nSubgroupID">2</column>
            <column name="strName">lighter</column>
            <column name="strDesc">medium battery &quot;sparker&quot;</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSparkerMed.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.7</column>
            <column name="fMonetaryValue">9</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0.01</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">2x2</column>
            <column name="vEquipSlots">21,20</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">3,9,10,16,28,48,50</column>
            <column name="aContentIDs">10</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">432</column>
            <column name="nComponentID">745</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles">27</column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">515</column>
            <column name="nGroupID">25</column>
            <column name="nSubgroupID">5</column>
            <column name="strName">terrain resource</column>
            <column name="strDesc">sunlight</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSunlight.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots"></column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">39,49,86,105</column>
            <column name="aContentIDs">1</column>
            <column name="nFormatID">15</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">516</column>
            <column name="nGroupID">5</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">bag</column>
            <column name="strDesc">makeshift sack</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmSack.png,ItmSackStored.png</column>
            <column name="vSpriteList">20=CreItmSackL.png,21=CreItmSackR.png</column>
            <column name="vImageUsage">1,0,0,0,0,0</column>
            <column name="fWeight">0.5</column>
            <column name="fMonetaryValue">6</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.007</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">6x10</column>
            <column name="vEquipSlots">20=0=0,21=0=0</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,17,46,48,50,87</column>
            <column name="aContentIDs">2,3,8,9,14,18,19,20,21,22,23,25,29,30,31,33,34,36,37,38</column>
            <column name="nFormatID">39</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">11</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueBackPackPickup,cueBackPackPutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">517</column>
            <column name="nGroupID">55</column>
            <column name="nSubgroupID">6</column>
            <column name="strName">pill</column>
            <column name="strDesc">blue pill</column>
            <column name="strDescAlt">Warfarin (prescription blood thinner)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmPillsBlue.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=841,211=842</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticPutdown6,cuePlasticPutdown9</column>
        </table>
        <table name="itemtypes">
            <column name="id">518</column>
            <column name="nGroupID">11</column>
            <column name="nSubgroupID">9</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon Warfarin</column>
            <column name="strDescAlt">plastic pill bottle labeled: PharmaCon Warfarin (prescription blood-thinner)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmPillBottleABClosed.png,ItmPillBottleABOpen.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">1,0,1,0,1,0</column>
            <column name="fWeight">0.05</column>
            <column name="fMonetaryValue">1</column>
            <column name="fMonetaryValueAlt">1</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities">1x2</column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">8,9,15,28,48,50,87</column>
            <column name="aContentIDs">2,13,22,23,30,31,33</column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">749</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePillsPillbox2,cuePillsPillbox</column>
        </table>
        <table name="itemtypes">
            <column name="id">519</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">127</column>
            <column name="strName">vanish</column>
            <column name="strDesc">vanish</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncVanish.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">520</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">128</column>
            <column name="strName">exploit</column>
            <column name="strDesc">exploit</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncExploit.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">521</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">129</column>
            <column name="strName">intimidate</column>
            <column name="strDesc">intimidate</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncIntimidate.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">522</column>
            <column name="nGroupID">90</column>
            <column name="nSubgroupID">130</column>
            <column name="strName">trap</column>
            <column name="strDesc">trap</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmEncTrap.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">50</column>
            <column name="fMonetaryValue">0</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">-1</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">86</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">4</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePickup,cuePutdown</column>
        </table>
        <table name="itemtypes">
            <column name="id">523</column>
            <column name="nGroupID">55</column>
            <column name="nSubgroupID">7</column>
            <column name="strName">pill</column>
            <column name="strDesc">orange pill</column>
            <column name="strDescAlt">L-thyroxine (synthetic thyroid hormone)</column>
            <column name="nCondID">53</column>
            <column name="vImageList">ItmPillsOrange.png</column>
            <column name="vSpriteList"></column>
            <column name="vImageUsage">0,0,0,0,0,0</column>
            <column name="fWeight">0.001</column>
            <column name="fMonetaryValue">0.25</column>
            <column name="fMonetaryValueAlt">5</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0</column>
            <column name="fDegradePerUse">1</column>
            <column name="vDegradeTreasureIDs">3,3</column>
            <column name="aEquipConditions"></column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions">211=844,211=851</column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">20,21</column>
            <column name="vUseSlots">211</column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">15,28,48,50,82</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">2</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">10</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cuePlasticPutdown6,cuePlasticPutdown9</column>
        </table>
        <table name="itemtypes">
            <column name="id">524</column>
            <column name="nGroupID">11</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">bottle</column>
            <column name="strDesc">plastic pill bottle labeled: PharmaCon L-thyroxine</column>
            <column name="strDescAlt">plastic pill bottle labeled: PharmaCon L-thyroxine (synthetic thyroid hormone)</column>
            <column name="nCondID">53</column>
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            <column name="strDesc">white pill</column>
            <column name="strDescAlt">Losepine (prescription antacid)</column>
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            <column name="vImageList">ItmAntiBioticsPills.png</column>
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            <column name="nSubgroupID">11</column>
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            <column name="strDescAlt">plastic pill bottle labeled: PharmaCon Losepine (prescription antacid)</column>
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            <column name="vImageList">ItmShoeGatorWorn.png,ItmShoeGator.png</column>
            <column name="vSpriteList">2=CreItmShoeGatorL.png,3=CreItmShoeGatorR.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.3</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.008</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">761,3</column>
            <column name="aEquipConditions">2=-210,3=-210,3=715</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">2=0=0,3=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">16,28,37,48,50,84</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">1</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
        </table>
        <table name="itemtypes">
            <column name="id">537</column>
            <column name="nGroupID">50</column>
            <column name="nSubgroupID">10</column>
            <column name="strName">clothes (shoes)</column>
            <column name="strDesc">Gator &quot;Eleganz&quot; shoes (right)</column>
            <column name="strDescAlt"></column>
            <column name="nCondID">1</column>
            <column name="vImageList">ItmShoeGatorWorn.png,ItmShoeGator.png</column>
            <column name="vSpriteList">2=CreItmShoeGatorL.png,3=CreItmShoeGatorR.png</column>
            <column name="vImageUsage">1,1,0,0,1,1</column>
            <column name="fWeight">0.3</column>
            <column name="fMonetaryValue">4</column>
            <column name="fMonetaryValueAlt">0</column>
            <column name="fDurability">1</column>
            <column name="fDegradePerHour">0</column>
            <column name="fEquipDegradePerHour">0.008</column>
            <column name="fDegradePerUse">0</column>
            <column name="vDegradeTreasureIDs">761,3</column>
            <column name="aEquipConditions">2=-210,2=715,3=-210</column>
            <column name="aPossessConditions"></column>
            <column name="aUseConditions"></column>
            <column name="aCapacities"></column>
            <column name="vEquipSlots">2=0=0,3=0=0,20,21</column>
            <column name="vUseSlots"></column>
            <column name="bSocketLocked">0</column>
            <column name="vProperties">16,28,37,48,50,84</column>
            <column name="aContentIDs"></column>
            <column name="nFormatID">3</column>
            <column name="nTreasureID">0</column>
            <column name="nComponentID">3</column>
            <column name="bMirrored">0</column>
            <column name="nSlotDepth">0</column>
            <column name="strChargeProfiles"></column>
            <column name="aAttackModes"></column>
            <column name="nStackLimit">1</column>
            <column name="aSwitchIDs"></column>
            <column name="aSounds">cueShoeDrop2,cueShoeDrop3</column>
        </table>
        <!-- Table maps -->
        <table name="maps">
            <column name="id">1</column>
            <column name="strName">Excel50x100</column>
            <column name="strDef">5,3,3,4,5,3,3,3,9,5,5,4,5,4,3,4,4,4,4,3,5,5,4,4,4,5,4,5,3,3,3,5,5,5,10,3,3,3,3,3,5,4,5,4,3,4,5,5,4,3,4,3,4,5,3,3,4,5,3,5
3,5,5,9,3,5,3,3,4,3,4,5,5,4,3,3,4,3,10,3,3,3,5,3,5,3,3,5,5,4,3,10,3,3,4,5,4,3,3,5,5,5,3,4,4,3,3,3,3,4,5,3,9,11,5,3,4,4,5,5
3,11,3,4,3,4,4,5,5,5,5,10,5,3,4,5,4,3,5,3,3,5,3,5,4,3,11,3,4,5,5,4,4,5,5,4,3,3,4,3,4,5,10,3,3,3,5,3,4,4,4,5,5,5,5,3,3,9,4,3
4,4,5,3,3,5,3,5,9,5,4,3,5,4,5,4,5,5,5,3,3,10,5,4,5,3,10,10,5,3,4,4,5,5,3,3,5,4,5,3,3,3,3,3,5,5,4,5,9,5,3,3,3,10,3,4,4,5,4,3
4,4,4,5,4,3,3,4,4,11,3,5,5,3,3,3,4,3,5,5,5,5,5,4,3,3,3,10,5,4,3,11,4,10,4,4,3,4,4,3,5,4,3,5,4,4,5,5,3,3,3,5,5,4,3,4,3,4,4,3
4,3,11,4,3,3,4,3,4,9,5,10,4,5,11,5,4,5,5,4,3,5,4,3,4,5,3,5,3,3,3,11,5,5,5,3,4,5,3,5,3,5,4,5,4,5,4,4,10,3,5,4,4,4,3,5,5,4,4,4
5,4,3,4,4,3,5,3,5,4,5,4,3,5,11,3,3,4,5,4,4,5,5,3,5,4,4,4,4,4,4,4,5,4,3,4,5,4,4,4,4,3,5,10,3,3,4,5,4,4,5,5,5,4,3,4,4,5,3,4
5,5,5,9,4,4,5,4,4,3,5,4,5,4,4,5,4,4,4,4,4,3,3,4,5,4,3,3,4,4,5,4,5,4,4,3,5,5,3,5,4,5,4,4,5,3,3,4,4,3,5,3,5,3,5,5,3,4,4,5
4,3,4,3,3,5,3,5,4,9,5,5,4,5,10,3,3,3,3,4,5,3,5,3,4,4,5,5,4,3,5,4,4,5,3,9,4,5,5,3,3,3,4,4,3,4,3,3,5,5,3,5,4,3,3,4,4,4,4,5
3,3,3,5,3,4,4,3,4,3,5,5,5,4,5,4,4,5,4,4,3,4,3,9,5,3,3,4,4,11,5,5,3,4,3,4,4,5,3,4,4,4,3,3,4,10,4,4,5,5,5,5,4,4,3,3,11,5,5,3
5,5,4,4,5,5,3,4,5,4,4,4,4,5,5,3,3,3,4,3,11,3,5,3,4,5,3,5,5,3,5,3,4,3,5,4,5,5,3,5,5,3,4,5,5,5,3,5,5,4,4,3,5,4,4,3,4,4,4,4
3,5,3,3,5,4,5,5,3,4,5,3,4,4,4,5,3,4,4,3,5,4,4,3,3,3,4,4,5,4,4,5,5,4,3,4,4,3,3,5,4,4,3,4,3,3,5,4,5,3,5,3,3,3,4,5,4,4,5,4
4,4,5,5,5,5,5,4,5,4,4,3,4,3,5,3,4,5,4,4,3,3,3,5,5,10,4,4,4,5,5,5,4,3,5,4,4,3,3,4,5,5,5,5,11,4,4,4,5,3,5,9,5,4,4,5,5,4,4,5
4,5,4,3,5,5,5,3,3,3,3,4,4,3,3,3,5,4,5,5,3,4,4,5,9,3,3,4,4,4,4,3,5,3,5,5,5,3,5,4,4,4,4,4,5,5,3,5,4,4,4,3,3,4,3,4,4,3,5,4
4,4,5,3,5,5,5,5,3,3,4,4,3,5,4,3,3,5,3,5,4,3,4,4,5,5,3,3,3,5,4,3,5,11,5,3,3,3,3,5,10,5,5,5,4,5,10,3,3,5,4,3,5,10,4,3,5,4,5,3
5,5,5,3,3,10,4,5,4,4,3,3,4,4,5,5,4,5,3,3,4,5,5,4,4,4,4,5,4,5,4,5,3,3,3,3,5,4,4,4,5,3,4,4,3,3,5,4,5,5,4,5,4,5,3,3,3,4,3,3
4,3,3,4,5,5,5,3,10,4,5,4,4,4,4,4,5,9,4,3,4,5,3,3,3,4,4,4,4,4,3,3,5,4,11,3,5,4,5,3,4,5,5,5,3,4,5,3,4,4,4,4,5,4,3,3,4,5,4,3
4,5,4,5,5,9,5,4,9,4,4,4,3,4,3,3,3,4,3,4,4,5,4,3,4,4,3,4,5,4,5,10,3,5,5,3,4,4,5,10,3,5,4,4,3,5,5,3,4,5,4,4,5,3,3,3,5,5,4,3
3,4,5,5,4,3,3,3,3,4,3,3,3,5,5,5,5,4,4,4,10,3,5,4,3,4,4,4,3,4,5,4,3,4,5,3,10,3,3,5,3,4,4,5,3,3,4,5,4,10,4,3,3,4,5,5,10,4,5,3
5,4,3,3,9,3,3,4,4,4,3,3,3,4,3,4,4,5,5,5,4,5,4,3,10,3,5,4,4,5,4,5,3,4,4,5,4,11,4,4,4,5,4,4,4,5,4,5,5,4,3,5,4,3,4,5,3,3,4,4
10,4,5,4,4,5,3,4,4,4,3,4,4,5,5,4,5,3,3,3,4,3,5,3,11,5,4,3,4,4,4,3,3,4,5,3,5,4,5,4,4,5,3,4,3,3,3,3,4,4,3,5,4,5,3,10,3,4,5,4
3,4,5,4,5,3,5,5,3,3,3,4,3,4,3,4,5,4,5,4,3,5,5,4,5,4,3,4,4,5,4,5,4,4,5,5,4,5,5,5,3,5,3,4,4,4,5,11,10,3,3,4,5,4,3,4,5,5,4,3
4,3,4,3,4,5,4,3,5,3,5,5,3,3,3,5,5,4,3,4,5,5,3,3,3,4,3,4,4,5,3,5,3,5,5,3,5,4,4,3,4,5,5,4,3,10,5,3,5,3,3,5,3,5,4,4,10,3,4,5
5,4,5,3,4,4,3,4,4,3,3,10,3,3,5,4,4,4,5,5,4,4,3,5,3,3,5,5,3,4,5,3,4,4,5,4,4,3,5,4,5,4,5,5,3,4,5,4,5,3,10,5,4,4,3,3,4,4,3,4
4,4,4,4,4,3,3,5,4,4,3,5,5,5,3,4,5,5,5,4,10,5,5,4,5,4,5,3,4,5,3,3,4,3,3,4,3,5,5,5,4,5,3,4,5,4,5,3,5,3,3,3,9,3,5,3,4,3,4,3
4,9,4,3,3,5,5,5,5,3,3,5,4,5,4,5,4,5,5,5,3,4,3,4,3,4,4,5,5,3,5,4,3,3,3,4,4,4,3,5,3,4,5,5,5,4,4,3,3,4,3,5,5,5,4,5,4,4,3,9
4,3,5,11,5,3,3,3,5,3,5,3,3,4,5,11,5,4,3,5,3,5,3,4,5,5,5,4,4,4,3,4,4,5,5,5,3,4,3,4,3,4,4,5,5,5,4,3,3,4,4,4,5,4,3,5,4,9,5,4
4,11,3,4,4,5,3,4,4,5,3,5,4,4,5,3,4,5,3,3,5,5,5,3,4,5,5,3,4,5,5,5,3,5,4,4,5,4,4,3,4,5,3,4,5,5,5,3,5,5,3,3,5,4,5,4,5,5,3,3
4,4,3,3,3,5,5,5,3,3,4,3,5,3,5,3,3,4,5,3,3,5,4,9,4,3,5,4,9,3,3,4,3,3,4,5,3,5,4,4,3,5,3,3,4,3,4,3,5,5,4,3,5,3,3,3,3,3,3,3
4,5,3,4,5,3,4,3,3,5,4,5,3,5,5,3,5,5,3,5,5,3,4,4,5,3,4,5,4,4,4,5,3,3,4,4,9,3,3,5,4,10,5,3,3,5,4,4,9,4,3,3,4,5,4,4,5,10,4,10
3,4,3,3,3,4,3,4,5,3,10,3,4,3,3,3,3,5,4,4,3,5,3,5,10,3,3,5,5,3,4,5,5,4,3,4,3,3,10,4,5,5,4,5,3,4,3,3,3,4,5,4,4,5,5,5,3,5,3,5
4,3,5,4,3,3,3,5,3,4,3,3,3,5,4,3,3,4,5,5,5,5,3,4,10,4,3,9,4,3,5,10,4,3,3,9,5,4,3,3,3,5,5,10,10,3,4,4,5,5,3,5,11,5,4,5,3,10,3,5
5,4,11,3,3,4,4,5,4,3,5,5,3,4,3,3,3,3,4,5,5,10,3,4,4,5,4,3,3,4,3,3,5,5,4,4,3,3,4,4,4,3,5,11,3,4,4,4,5,5,4,3,4,3,4,10,4,5,4,5
4,5,4,4,4,10,4,10,3,3,5,5,4,4,4,4,3,3,3,5,4,3,3,3,10,3,3,5,3,5,5,5,5,5,5,3,3,4,5,5,3,4,3,3,3,5,3,4,3,5,11,5,5,5,4,3,3,3,3,4
5,4,5,4,4,5,3,4,4,3,3,3,5,10,4,5,3,3,3,4,3,3,5,3,5,4,4,5,3,3,4,5,10,4,4,3,5,3,3,3,5,4,4,4,3,5,3,4,5,4,5,4,4,3,3,4,5,4,3,5
4,5,5,5,4,10,3,5,4,3,4,5,4,3,3,3,3,5,3,5,4,3,9,5,4,5,5,3,5,4,3,3,5,5,3,5,4,3,5,3,5,3,4,4,3,4,10,4,4,5,5,3,5,5,5,10,4,3,4,5
4,4,3,5,4,3,5,5,3,4,10,5,9,4,3,5,3,9,3,3,3,3,4,5,5,5,4,4,5,3,5,3,5,4,4,5,4,5,3,5,4,10,3,3,5,4,4,10,4,3,5,4,4,3,5,4,9,3,4,3
5,5,5,3,5,3,4,4,9,4,5,4,10,5,3,3,4,3,4,3,4,5,4,3,3,3,3,4,3,3,4,5,5,10,4,3,3,5,4,3,5,5,4,3,5,10,5,5,3,4,4,5,5,4,4,3,3,3,4,5
4,3,3,4,5,5,4,11,4,3,4,5,4,3,5,3,5,3,9,3,3,4,4,3,5,3,3,4,3,5,3,3,4,4,9,4,4,4,3,5,3,3,10,4,3,3,3,5,5,9,3,3,4,3,5,10,3,4,3,4
3,4,5,3,3,4,3,3,4,4,5,3,4,5,4,4,5,5,5,5,4,5,4,3,4,11,5,4,5,4,3,3,4,4,3,3,11,4,3,10,4,4,3,5,5,4,4,4,4,4,3,4,11,4,5,4,4,3,4,5
3,4,4,4,3,3,5,3,3,4,5,3,5,4,3,3,3,5,5,5,5,3,4,5,3,9,5,5,4,5,3,3,4,5,4,3,3,10,4,4,4,4,5,4,5,5,5,5,5,4,4,3,5,10,5,3,5,5,3,5
3,3,9,5,11,3,3,5,3,5,3,5,5,4,5,10,5,5,4,4,3,3,4,4,3,10,4,4,3,11,5,3,5,3,4,4,3,5,4,5,4,5,3,5,3,5,5,10,4,4,4,3,5,3,4,5,3,4,3,4
3,5,3,11,4,3,5,4,3,4,4,5,3,3,3,4,5,5,11,5,5,3,5,4,3,4,5,5,4,4,4,3,5,4,5,3,5,4,4,4,3,5,4,10,5,5,5,5,5,4,4,5,3,4,4,3,10,5,5,5
3,4,3,10,4,5,3,4,5,5,4,3,5,4,5,3,5,5,4,3,5,11,3,3,5,3,4,3,5,5,3,4,5,5,4,5,5,3,3,3,5,3,4,4,4,3,3,4,3,3,3,3,10,5,9,3,5,4,3,5
3,4,10,4,4,5,10,3,3,5,3,3,5,3,5,4,3,5,5,4,3,5,5,3,5,4,4,11,5,3,4,5,4,4,3,5,5,3,3,3,5,3,5,11,3,3,3,5,5,3,3,5,4,4,5,5,3,11,5,4
4,3,4,3,4,4,5,5,10,4,5,3,5,5,5,4,3,3,5,3,5,5,5,3,4,4,5,5,3,11,3,3,4,4,4,5,5,4,5,4,4,3,3,3,3,5,4,3,5,10,4,3,4,5,3,3,3,4,5,4
4,4,5,4,4,4,3,10,4,3,4,5,3,3,3,5,4,5,4,3,5,3,10,3,3,5,10,5,10,4,4,4,5,5,4,3,5,5,4,5,5,4,5,3,3,4,3,4,5,3,3,5,5,3,3,4,4,4,3,5
4,4,5,4,3,5,3,4,4,5,4,5,3,4,3,4,5,4,3,4,5,3,5,5,5,4,5,4,3,3,3,3,4,5,4,3,4,3,4,5,5,4,9,4,3,4,4,5,5,4,5,3,5,4,5,4,4,5,4,3
5,4,4,4,4,4,4,9,3,5,4,3,4,5,10,3,4,5,4,3,3,4,3,4,3,5,3,4,4,5,3,4,10,5,5,4,4,5,5,3,4,4,3,4,5,4,4,4,4,4,5,10,10,3,5,5,3,5,3,5
4,4,4,3,5,5,3,3,4,4,4,4,5,4,3,3,3,3,3,5,5,4,4,3,4,4,3,5,4,5,4,5,3,4,3,5,5,10,4,5,4,5,3,5,5,3,3,5,4,3,5,4,3,5,3,3,3,3,4,4
10,4,4,3,3,5,3,5,10,3,3,5,3,3,4,4,5,9,5,3,4,5,5,9,4,3,4,5,3,5,3,3,9,3,4,5,5,3,5,3,5,3,5,5,3,5,4,5,4,3,4,4,3,3,3,5,3,5,4,4
3,4,4,3,3,4,3,5,3,4,3,5,3,4,3,4,3,3,5,3,4,4,5,4,5,5,3,3,3,3,5,3,3,3,5,4,5,3,5,5,5,3,5,3,5,3,3,4,3,4,4,4,5,4,3,4,5,5,4,3
5,4,5,3,5,4,4,3,10,4,4,3,4,4,3,4,5,4,3,4,3,5,9,3,3,4,10,11,4,4,4,4,4,5,4,3,4,5,4,5,5,4,10,5,4,3,5,3,4,4,4,10,3,3,4,4,4,4,3,4
4,5,3,5,4,5,3,3,4,4,5,3,4,3,4,11,4,3,4,4,3,3,4,5,4,4,4,10,4,5,4,3,5,5,3,10,3,4,10,3,4,5,3,3,3,4,5,4,5,5,3,4,5,3,3,5,3,5,5,3
4,4,3,3,4,4,3,3,3,3,3,3,3,3,3,3,5,4,5,3,4,11,3,5,4,5,5,5,5,5,3,5,4,9,5,5,4,4,5,3,5,3,5,4,4,5,3,3,3,3,3,4,3,4,4,9,4,5,4,3
3,4,4,5,4,5,3,3,3,4,5,3,4,3,4,5,5,3,5,4,4,3,4,11,3,4,5,4,5,5,10,5,4,5,3,4,5,3,3,3,5,3,5,5,5,3,3,3,4,5,3,4,3,5,5,5,5,10,5,4
3,5,3,4,3,5,3,5,5,3,5,10,3,4,4,5,3,3,4,4,5,5,5,5,4,3,10,3,3,3,5,5,5,5,5,3,3,3,4,4,3,4,5,4,5,5,5,4,4,10,3,5,3,4,5,4,3,5,5,4
5,5,5,5,4,4,3,3,5,4,4,4,3,4,5,3,4,5,5,4,3,4,3,5,4,3,5,5,4,3,4,5,5,5,3,5,9,4,5,4,5,5,5,3,3,5,4,3,4,3,5,4,3,4,5,5,10,4,4,4
5,5,3,4,3,4,3,3,3,5,10,4,3,4,3,5,3,3,3,5,4,4,3,5,5,3,3,3,3,4,4,4,3,5,3,4,3,3,4,5,5,4,3,4,4,5,4,5,5,5,5,3,3,3,5,3,5,4,4,3
5,4,4,4,4,5,5,11,4,5,4,5,5,5,5,5,3,5,3,3,5,4,4,4,4,11,3,4,3,3,3,5,5,5,4,5,4,4,3,5,5,3,10,3,5,3,4,3,4,4,3,5,4,3,4,4,5,3,5,5
3,3,4,4,3,4,5,5,4,4,5,3,3,3,4,3,4,3,3,5,4,3,4,4,9,3,5,5,4,10,3,4,5,3,3,3,3,10,3,5,5,4,4,5,5,5,9,3,3,11,5,4,5,3,5,4,5,4,5,4
5,10,3,4,3,4,5,5,4,3,5,3,4,3,3,3,9,3,4,3,4,4,3,5,5,4,4,3,5,3,5,3,3,3,3,4,4,5,4,3,3,3,3,5,3,5,4,3,4,5,3,4,3,5,3,4,5,5,3,5
4,4,5,5,11,3,5,4,4,4,3,5,5,5,3,4,3,3,10,3,5,3,4,3,4,5,5,5,5,3,5,4,5,3,4,3,4,4,5,4,4,4,3,3,3,3,3,10,10,4,3,3,5,3,4,4,3,9,5,5
5,3,3,3,4,10,5,5,5,3,3,3,5,3,5,5,3,4,3,5,3,4,4,3,3,4,4,4,4,5,5,3,5,4,4,5,3,5,9,4,5,5,3,3,3,5,4,4,3,4,4,4,3,3,5,3,4,4,5,3
4,3,5,3,4,4,3,3,4,5,5,4,4,5,4,4,3,3,5,4,5,3,5,10,3,5,4,3,3,3,4,4,5,3,3,3,5,4,4,3,3,4,3,3,4,3,4,5,5,3,3,3,3,4,5,4,5,5,3,5
4,5,5,5,5,4,3,5,5,5,5,5,3,4,4,3,4,9,5,4,3,5,3,4,4,5,4,5,3,5,4,4,3,4,3,3,4,4,4,3,4,3,3,5,3,4,3,5,3,5,5,3,5,9,4,5,3,4,4,3
4,5,5,3,4,3,4,4,5,5,5,4,5,3,3,3,10,4,4,3,4,5,3,5,3,5,4,4,3,3,4,4,3,3,4,5,3,5,4,4,5,5,4,5,5,5,5,4,3,5,3,5,9,3,5,3,4,5,3,5
5,5,5,5,10,4,3,3,4,5,3,4,4,4,3,5,4,4,4,3,3,5,4,5,3,4,5,3,3,5,10,4,3,5,4,3,3,4,3,4,3,5,4,3,5,4,3,4,3,5,4,11,5,5,11,3,4,3,4,5
4,5,3,4,5,3,5,4,4,5,4,5,5,4,4,3,4,4,4,3,3,5,4,4,3,4,3,3,4,3,5,5,3,5,4,3,4,3,4,4,4,4,4,5,5,3,5,3,3,9,3,4,3,3,3,3,4,5,4,5
4,5,3,5,3,5,5,3,4,5,5,5,4,5,4,3,5,3,4,4,5,3,4,5,5,4,3,5,5,3,3,5,4,5,5,3,5,3,5,5,4,4,5,5,4,4,3,4,5,4,4,5,5,3,4,5,4,3,3,5
4,5,5,3,3,4,3,5,4,10,4,3,5,3,4,4,3,4,11,3,5,5,3,5,5,3,5,4,4,4,5,5,4,4,3,4,3,4,5,5,4,5,5,5,3,4,3,4,3,3,5,5,4,3,3,4,4,3,5,4
3,5,4,4,3,5,3,5,4,5,3,4,5,4,5,3,4,4,9,10,4,4,5,3,5,3,4,5,5,5,4,3,5,5,5,4,5,3,4,3,5,5,11,4,5,3,10,4,4,3,5,3,4,11,5,3,5,3,9,5
4,3,4,5,3,3,5,4,5,3,5,3,4,3,4,4,3,4,4,3,5,5,5,3,3,5,3,4,3,3,5,5,4,4,5,3,3,4,5,4,3,4,3,5,4,4,4,4,4,4,5,5,3,3,3,4,5,4,5,4
5,5,4,5,3,3,3,3,3,5,3,4,3,4,5,5,5,3,5,5,3,5,4,4,4,5,4,5,3,4,3,3,4,4,4,3,5,3,4,5,3,3,5,5,5,5,4,10,5,4,3,4,3,4,5,4,4,5,5,3
4,3,3,4,5,5,4,4,5,5,5,3,5,4,3,5,5,5,4,4,3,4,4,3,3,4,5,5,3,11,3,3,5,4,5,3,5,4,3,5,3,4,4,4,5,5,5,4,5,3,4,5,3,5,5,5,4,4,4,4
5,3,4,5,3,4,5,4,3,3,3,5,3,5,3,3,5,3,3,5,4,5,3,5,5,3,5,3,5,4,3,4,4,4,5,4,5,5,4,3,3,5,5,3,5,4,4,4,3,4,5,5,3,3,5,3,5,4,4,4
3,3,11,5,10,5,4,4,4,3,5,3,3,5,3,5,5,3,5,5,4,5,10,3,4,3,4,5,4,4,4,5,3,5,5,3,5,3,3,4,5,3,4,3,10,3,11,5,5,3,4,3,5,4,5,3,10,4,3,3
5,4,5,4,4,5,4,4,5,3,5,4,3,5,3,3,9,4,5,4,5,4,5,5,3,3,3,3,3,5,4,5,5,3,5,5,4,4,4,5,3,5,5,3,4,3,5,5,5,3,3,3,4,3,5,5,3,3,9,4
4,3,4,3,4,5,10,4,5,3,4,4,5,4,3,3,5,3,5,5,4,4,5,5,10,11,4,5,3,5,5,5,4,3,5,4,5,3,4,3,5,5,4,9,3,3,5,3,3,11,5,4,10,3,5,4,3,5,3,5
5,5,5,5,4,3,11,3,3,4,10,3,4,5,3,5,5,5,5,5,3,3,3,4,3,4,5,4,3,5,4,11,4,4,3,4,5,5,10,5,4,5,4,5,3,5,4,5,11,3,3,5,3,5,4,3,5,4,4,4
3,3,4,3,4,5,11,3,9,3,3,4,4,4,5,4,5,3,9,5,10,4,5,10,9,5,4,3,3,4,3,5,5,4,3,4,5,3,3,4,5,4,3,5,5,3,3,3,4,3,3,4,4,4,4,5,4,4,3,3
4,3,5,3,3,5,3,4,3,4,4,3,4,5,5,4,5,3,4,3,3,4,3,4,4,5,5,10,3,5,5,4,4,4,3,5,5,4,5,5,3,4,5,4,3,5,5,5,4,4,10,3,4,3,5,4,3,9,5,5
4,3,5,10,4,3,3,5,4,3,4,5,4,5,4,3,3,4,5,3,10,5,3,5,4,4,4,5,3,4,5,4,11,5,5,4,4,3,4,4,4,4,4,5,4,4,5,5,4,4,5,4,4,4,4,3,5,4,5,4
5,5,5,5,5,5,5,5,5,3,5,3,3,5,3,5,4,5,3,5,5,5,3,5,4,5,4,5,5,4,5,4,3,3,3,3,5,4,5,3,4,4,3,5,4,4,4,5,4,10,3,3,4,4,4,4,4,5,9,4
4,3,4,3,5,4,11,5,5,4,3,5,3,3,5,4,9,3,4,4,4,3,3,3,5,5,5,5,4,4,3,3,5,4,3,10,3,3,4,4,4,5,5,5,4,4,3,5,3,5,5,5,5,4,5,5,5,4,9,4
4,3,3,5,5,4,4,3,4,3,5,3,3,4,4,3,5,4,4,4,4,3,3,4,4,4,10,3,3,3,3,3,3,4,4,3,5,3,3,5,3,5,4,5,4,3,3,3,5,3,5,11,5,5,10,4,5,4,4,5
5,5,3,4,3,4,5,4,5,3,5,5,5,4,3,4,4,4,5,5,5,5,3,3,3,3,10,4,9,9,3,4,5,4,4,4,3,4,3,3,4,3,11,4,3,4,5,3,5,3,4,4,4,3,3,3,4,11,5,4
4,11,4,3,3,11,4,4,5,3,5,3,3,5,4,5,3,4,3,5,4,3,5,5,5,4,3,3,3,4,5,5,3,5,4,3,3,5,4,5,5,5,4,3,4,3,3,4,3,4,3,4,4,4,4,4,3,4,3,3
5,4,4,5,5,4,5,4,3,5,5,3,5,4,4,3,5,3,4,3,4,3,4,4,3,4,4,4,5,4,3,5,4,4,4,5,4,9,5,3,4,3,4,3,4,3,5,3,3,4,3,5,3,3,3,4,4,4,4,5
4,3,3,4,5,3,4,3,9,5,4,4,9,3,4,5,10,5,3,4,5,3,3,3,3,10,11,4,5,3,5,4,3,3,5,5,4,3,5,5,5,4,5,3,4,4,5,4,5,4,3,5,5,5,9,5,3,11,5,3
3,4,5,5,3,11,5,5,5,4,4,4,4,3,4,10,4,3,4,4,5,4,5,10,3,4,4,5,5,5,5,4,3,3,3,4,3,3,4,5,3,5,4,3,3,3,5,3,5,3,5,3,4,4,3,5,4,4,5,3
4,3,3,5,3,4,3,4,3,4,4,3,4,3,3,3,4,4,3,3,5,4,5,5,3,4,5,4,4,3,5,3,4,5,10,4,11,5,3,3,3,3,4,3,5,5,5,5,3,3,5,3,5,4,3,3,11,5,4,4
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3,4,3,3,4,5,5,3,4,3,4,4,3,5,10,4,9,4,4,4,3,4,3,3,4,3,9,5,5,3,3,10,3,5,4,4,3,3,4,4,3,4,4,3,3,5,4,3,3,3,5,3,3,3,3,5,3,4,4,3
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0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0
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0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
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0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
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0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,35,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,3,3,3,0,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,33,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,33,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,0,0,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,33,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,34,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,5,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,5,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,32,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,26,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,15,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,9,15,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,29,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,7,7,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,15,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,36,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,30,3,3,3,3,4,36,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,8,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,7,36,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,19
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,19
0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,19,20
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,19,20
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,31,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,19,20,20
0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,18,20,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,11,20,20,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,12,20,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,9,20,20,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,16,20,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,17,20,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,14,17,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,11,17,20
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,11,17
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,13,17
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,13,3
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
28,3,3,28,3,28,3,3,3,3,3,28,28,28,3,28,3,3,3,3,3,3,28,28,3,28,3,28,28,3,3,28,3,3,3,3,3,3,3,28,3,28,3,3,3,3,3,3,3,3,28,3,3,3,3,3,3,3,3,3
28,28,28,28,28,3,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,3,28,28,28,28,28,3,28,3,28,28,28,28,28,28,28,3,28,28,28,3,3,28,28,3,28,28,28,28,28,28,28,28,28,3,3,3,3
28,3,28,28,28,28,28,28,28,3,28,28,28,28,28,28,28,3,28,28,28,28,3,28,28,28,28,28,28,3,28,28,28,28,28,28,28,3,28,28,28,3,28,28,28,28,3,28,28,3,28,28,28,28,28,28,28,3,3,3
28,3,28,28,28,28,28,28,28,3,28,28,28,28,28,28,28,28,3,28,28,28,3,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,3,28,28,28,3,28,3,3,28,3
28,28,28,28,28,28,28,28,3,3,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,3,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,3,28,3,28,28,3,28
28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,3,28,28,28
28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,3,28,3,28,28,28,28
28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28
28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28
28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28
28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28,28</column>
        </table>
        <!-- Table recipes -->
        <table name="recipes">
            <column name="nID">1</column>
            <column name="strName">medium campfire (lit)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x1</column>
            <column name="strConsumed">1x2+1x3</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">8</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">2</column>
            <column name="strName">small campfire (lit)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x1</column>
            <column name="strConsumed">1x2</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">10</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">3</column>
            <column name="strName">sterilized water (pill)</column>
            <column name="strSecretName">sterilized water (pill) (pure)</column>
            <column name="strTools"></column>
            <column name="strConsumed">1x4+1x5</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">20</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">75</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">4</column>
            <column name="strName">sterilized water (boiled)</column>
            <column name="strSecretName">sterilized water (boiled) (pure)</column>
            <column name="strTools">1x6+1x7</column>
            <column name="strConsumed">1x4</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">20</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">76</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">5</column>
            <column name="strName">tannin tea</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x6+1x7+1x59</column>
            <column name="strConsumed">1x4+1x8</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">137</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">medic</column>
        </table>
        <table name="recipes">
            <column name="nID">6</column>
            <column name="strName">roasted meat on a stick</column>
            <column name="strSecretName">roasted meat on a stick (animal)</column>
            <column name="strTools">1x7+1x17</column>
            <column name="strConsumed">1x9</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">55</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">71</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">7</column>
            <column name="strName">patchwork hide tunic</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x11</column>
            <column name="strConsumed">10x12+20x13</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">57</column>
            <column name="fHours">1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">8</column>
            <column name="strName">meat from small corpse</column>
            <column name="strSecretName">meat from small corpse (animal)</column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x15</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">59</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">9</column>
            <column name="strName">meat and hide from small, furry corpse</column>
            <column name="strSecretName">meat and hide from small, furry corpse (animal)</column>
            <column name="strTools">1x14+1x16</column>
            <column name="strConsumed">1x41</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">60</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">10</column>
            <column name="strName">patchwork hide glove</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x11</column>
            <column name="strConsumed">3x12+3x13</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">61</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">11</column>
            <column name="strName">squirrel snare</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x16</column>
            <column name="strConsumed">1x17+2x13</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">72</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">12</column>
            <column name="strName">.308 rifle w/scope and strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x19+1x20+1x18+4x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">74</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">13</column>
            <column name="strName">.308 rifle w/scope</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x19+1x20+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">75</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">14</column>
            <column name="strName">.308 rifle w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x19+1x18+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">76</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">15</column>
            <column name="strName">lockpicks</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x23</column>
            <column name="strConsumed">8x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">86</column>
            <column name="fHours">0.5</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">16</column>
            <column name="strName">cured small meat over campfire</column>
            <column name="strSecretName">cured small meat over campfire (animal)</column>
            <column name="strTools">1x16+1x7+1x17</column>
            <column name="strConsumed">1x9+1x24</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">87</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">72</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">17</column>
            <column name="strName">noise trap</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x13+1x77+1x25</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">91</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">18</column>
            <column name="strName">tarp shelter</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x26+2x17+2x18</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">93</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">19</column>
            <column name="strName">crude torch</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x10+1x27</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">96</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">20</column>
            <column name="strName">quality torch</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x10+1x27+2x48</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">107</column>
            <column name="fHours">0.15</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">21</column>
            <column name="strName">crude torch (lit)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x1</column>
            <column name="strConsumed">1x45</column>
            <column name="strDestroyed">2</column>
            <column name="nTreasureID">97</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">1</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">22</column>
            <column name="strName">quality torch (lit)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x1</column>
            <column name="strConsumed">1x46</column>
            <column name="strDestroyed">2</column>
            <column name="nTreasureID">102</column>
            <column name="fHours">0.15</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">1</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">23</column>
            <column name="strName">rags from clothes</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x28</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">11</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">24</column>
            <column name="strName">clean rags (boiled)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x6+1x7</column>
            <column name="strConsumed">1x29+1x30</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">139</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">medic</column>
        </table>
        <table name="recipes">
            <column name="nID">25</column>
            <column name="strName">clean rags (disinfectant)</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x30+1x31</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">139</column>
            <column name="fHours">0.05</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">medic</column>
        </table>
        <table name="recipes">
            <column name="nID">26</column>
            <column name="strName">rough splint</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x10+2x42</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">148</column>
            <column name="fHours">0.15</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">medic</column>
        </table>
        <table name="recipes">
            <column name="nID">27</column>
            <column name="strName">river/marsh/lake resources</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x33</column>
            <column name="strConsumed"></column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">150</column>
            <column name="fHours">0</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">28</column>
            <column name="strName">forest resources</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x34</column>
            <column name="strConsumed"></column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">153</column>
            <column name="fHours">0</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">29</column>
            <column name="strName">HVAC (heated)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x35+1x22</column>
            <column name="strConsumed">1x36+4x21+1x37</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">159</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">30</column>
            <column name="strName">cryo lighting</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x39+1x14+1x40</column>
            <column name="strConsumed">1x38+4x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">161</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">31</column>
            <column name="strName">extinguished medium campfire</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x44</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">89</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">32</column>
            <column name="strName">extinguished small campfire</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x43</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">18</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">33</column>
            <column name="strName">medium campfire (stoked)</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x43+1x3</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">8</column>
            <column name="fHours">0.15</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">34</column>
            <column name="strName">small campfire (friction)</column>
            <column name="strSecretName"></column>
            <column name="strTools">2x50+1x16</column>
            <column name="strConsumed">1x2</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">10</column>
            <column name="fHours">0.3</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">35</column>
            <column name="strName">medium thread</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">3x13</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">100</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">36</column>
            <column name="strName">crowbar w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x18+1x52</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">103</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">37</column>
            <column name="strName">binoculars w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x18+1x53</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">104</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">38</column>
            <column name="strName">binoculars</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22+1x35+1x40</column>
            <column name="strConsumed">5x21+2x20</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">105</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">39</column>
            <column name="strName">scope w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x18+1x20</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">142</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">40</column>
            <column name="strName">box cart</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x40+1x22+1x35</column>
            <column name="strConsumed">2x54+16x21+1x55+4x56+6x13</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">356</column>
            <column name="fHours">1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">41</column>
            <column name="strName">shopping cart</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x40+1x22+1x35</column>
            <column name="strConsumed">1x57+16x21+1x55+4x56</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">364</column>
            <column name="fHours">1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">42</column>
            <column name="strName">plastic sled w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">2x18+1x58</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">367</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">43</column>
            <column name="strName">travois</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x35</column>
            <column name="strConsumed">2x60+4x10+12x18</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">369</column>
            <column name="fHours">1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">44</column>
            <column name="strName">broken bottle</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x61</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">370</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">45</column>
            <column name="strName">shards</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x62</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">371</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">46</column>
            <column name="strName">shiv</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x63+1x42</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">372</column>
            <column name="fHours">0.05</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">47</column>
            <column name="strName">bow: compound w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x18+1x64</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">377</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">48</column>
            <column name="strName">bow: greenwood</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x51</column>
            <column name="strConsumed">1x18+1x65</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">428</column>
            <column name="fHours">1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">49</column>
            <column name="strName">arrow: crude broadhead</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x51</column>
            <column name="strConsumed">1x13+1x80+1x66+3x67</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">381</column>
            <column name="fHours">1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">50</column>
            <column name="strName">arrow: crude piercing</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x51</column>
            <column name="strConsumed">1x13+1x80+1x68+3x67</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">380</column>
            <column name="fHours">1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">51</column>
            <column name="strName">sling</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">2x18+1x32</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">384</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">52</column>
            <column name="strName">shotgun w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x69+1x18+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">386</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">53</column>
            <column name="strName">sharpened spear</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x65</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">389</column>
            <column name="fHours">0.5</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">54</column>
            <column name="strName">hardened spear</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x76+1x1</column>
            <column name="strConsumed">1x65</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">390</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">55</column>
            <column name="strName">broad spear</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x76</column>
            <column name="strConsumed">1x65+1x66+1x42</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">391</column>
            <column name="fHours">1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">56</column>
            <column name="strName">sterilized water x2 (boiled)</column>
            <column name="strSecretName">sterilized water x2 (boiled) (pure)</column>
            <column name="strTools">1x70+1x7</column>
            <column name="strConsumed">2x4</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">108</column>
            <column name="fHours">0.4</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">77</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">57</column>
            <column name="strName">sterilized water x3 (boiled)</column>
            <column name="strSecretName">sterilized water x3 (boiled) (pure)</column>
            <column name="strTools">1x70+1x7</column>
            <column name="strConsumed">3x4</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">109</column>
            <column name="fHours">0.6</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">78</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">58</column>
            <column name="strName">clean rags x2 (boiled)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x70+1x7</column>
            <column name="strConsumed">1x29+2x30</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">140</column>
            <column name="fHours">0.4</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">medic</column>
        </table>
        <table name="recipes">
            <column name="nID">59</column>
            <column name="strName">clean rags x3 (boiled)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x70+1x7</column>
            <column name="strConsumed">1x29+3x30</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">141</column>
            <column name="fHours">0.6</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">medic</column>
        </table>
        <table name="recipes">
            <column name="nID">60</column>
            <column name="strName">meat from large corpse</column>
            <column name="strSecretName">meat from large corpse (animal)</column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x71</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">399</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">61</column>
            <column name="strName">meat and hide from dogman corpse</column>
            <column name="strSecretName">meat and hide from dogman corpse (animal)</column>
            <column name="strTools">1x14+1x16</column>
            <column name="strConsumed">1x72</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">400</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">62</column>
            <column name="strName">meat from large, furry corpse</column>
            <column name="strSecretName">meat from large, furry corpse (animal)</column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x73</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">403</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">63</column>
            <column name="strName">roasted meat on a stick (medium)</column>
            <column name="strSecretName">roasted meat on a stick (medium) (animal)</column>
            <column name="strTools">1x7+1x17</column>
            <column name="strConsumed">1x74</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">405</column>
            <column name="fHours">0.4</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">73</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">64</column>
            <column name="strName">cured medium meat over campfire</column>
            <column name="strSecretName">cured medium meat over campfire (animal)</column>
            <column name="strTools">1x16+1x7+1x17</column>
            <column name="strConsumed">1x74+2x24</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">56</column>
            <column name="fHours">0.5</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">74</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">65</column>
            <column name="strName">meat from medium, furry corpse</column>
            <column name="strSecretName">meat from medium, furry corpse (animal)</column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x75</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">407</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">66</column>
            <column name="strName">meat and hide from medium, furry corpse</column>
            <column name="strSecretName">meat and hide from medium, furry corpse (animal)</column>
            <column name="strTools">1x14+1x16</column>
            <column name="strConsumed">1x75</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">408</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">67</column>
            <column name="strName">paper scraps</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x79</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">429</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">68</column>
            <column name="strName">.308 rifle w/scope, add a strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x81+1x18+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">74</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">69</column>
            <column name="strName">.308 rifle w/strap, add a scope</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x82+1x20+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">74</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">70</column>
            <column name="strName">meat from humanoid corpse</column>
            <column name="strSecretName">meat from humanoid corpse (human)</column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x91</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">470</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">71</column>
            <column name="strName">roasted meat on a stick</column>
            <column name="strSecretName">roasted meat on a stick (human)</column>
            <column name="strTools">1x7+1x17</column>
            <column name="strConsumed">1x85</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">477</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">6</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">72</column>
            <column name="strName">cured small meat over campfire</column>
            <column name="strSecretName">cured small meat over campfire (human)</column>
            <column name="strTools">1x16+1x7+1x17</column>
            <column name="strConsumed">1x85+1x24</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">478</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">16</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">73</column>
            <column name="strName">roasted meat on a stick (medium)</column>
            <column name="strSecretName">roasted meat on a stick (medium) (human)</column>
            <column name="strTools">1x7+1x17</column>
            <column name="strConsumed">1x84</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">479</column>
            <column name="fHours">0.4</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">63</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">74</column>
            <column name="strName">cured medium meat over campfire</column>
            <column name="strSecretName">cured medium meat over campfire (human)</column>
            <column name="strTools">1x16+1x7+1x17</column>
            <column name="strConsumed">1x84+2x24</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">480</column>
            <column name="fHours">0.5</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">64</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">75</column>
            <column name="strName">sterilized water (pill)</column>
            <column name="strSecretName">sterilized water (pill) (poison)</column>
            <column name="strTools"></column>
            <column name="strConsumed">1x86+1x5</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">481</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">3</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">76</column>
            <column name="strName">sterilized water (boiled)</column>
            <column name="strSecretName">sterilized water (boiled) (poison)</column>
            <column name="strTools">1x6+1x7</column>
            <column name="strConsumed">1x86</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">481</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">4</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">77</column>
            <column name="strName">sterilized water x2 (boiled)</column>
            <column name="strSecretName">sterilized water x2 (boiled) (poison)</column>
            <column name="strTools">1x70+1x7</column>
            <column name="strConsumed">2x86</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">483</column>
            <column name="fHours">0.4</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">56</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">78</column>
            <column name="strName">sterilized water x3 (boiled)</column>
            <column name="strSecretName">sterilized water x3 (boiled) (poison)</column>
            <column name="strTools">1x70+1x7</column>
            <column name="strConsumed">3x86</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">484</column>
            <column name="fHours">0.6</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">57</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">79</column>
            <column name="strName">analyzed water</column>
            <column name="strSecretName">analyzed water (poison)</column>
            <column name="strTools">1x87</column>
            <column name="strConsumed">1x86</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">481</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">82</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">482</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">80</column>
            <column name="strName">analyzed water</column>
            <column name="strSecretName">analyzed water (biohazard)</column>
            <column name="strTools">1x87</column>
            <column name="strConsumed">1x88</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">486</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">82</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">482</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">81</column>
            <column name="strName">analyzed water</column>
            <column name="strSecretName">analyzed water (non-biohazard, non-chemical)</column>
            <column name="strTools">1x87</column>
            <column name="strConsumed">1x89</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">20</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">82</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">482</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">82</column>
            <column name="strName">analyzed water</column>
            <column name="strSecretName">analyzed water (generic)</column>
            <column name="strTools">1x87</column>
            <column name="strConsumed">1x90</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">20</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry">79,80,81</column>
            <column name="nTempTreasureID">482</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">83</column>
            <column name="strName">shotgun (military) w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x96+1x18+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">544</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">84</column>
            <column name="strName">shards (plastic)</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x97</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">601</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">85</column>
            <column name="strName">4mm Gauss rifle w/scope and strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x100+1x20+1x18+4x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">673</column>
            <column name="fHours">0.2</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">86</column>
            <column name="strName">4mm Gauss rifle w/scope</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x100+1x20+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">671</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">87</column>
            <column name="strName">4mm Gauss rifle w/strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x100+1x18+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">672</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">88</column>
            <column name="strName">4mm Gauss rifle w/scope, add a strap</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x101+1x18+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">673</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">89</column>
            <column name="strName">4mm Gauss rifle w/strap, add a scope</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x22</column>
            <column name="strConsumed">1x102+1x20+2x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">673</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">90</column>
            <column name="strName">4mm Gauss rifle</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x22+1x35+1x39+1x40</column>
            <column name="strConsumed">20x21+1x103+3x104+1x105+1x106+1x107+1x108</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">674</column>
            <column name="fHours">1</column>
            <column name="nReverse">2</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">1</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">weapon</column>
        </table>
        <table name="recipes">
            <column name="nID">91</column>
            <column name="strName">disassembled DMC drone wreckage</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x22+1x40</column>
            <column name="strConsumed">1x109</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">675</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">676</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">92</column>
            <column name="strName">Gauss rifle battery</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14+1x22+1x39+1x40</column>
            <column name="strConsumed">1x111+12x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">679</column>
            <column name="fHours">0.5</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">93</column>
            <column name="strName">smudge stick (lit)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x1</column>
            <column name="strConsumed">1x112</column>
            <column name="strDestroyed">2</column>
            <column name="nTreasureID">681</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">94</column>
            <column name="strName">patchwork foil poncho</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x11</column>
            <column name="strConsumed">60x113+20x13</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">685</column>
            <column name="fHours">1</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">95</column>
            <column name="strName">foil scraps</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x114</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">682</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">96</column>
            <column name="strName">short shorts</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x118</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">743</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">97</column>
            <column name="strName">Small Battery &quot;Sparker&quot;</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x119+1x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">746</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">98</column>
            <column name="strName">Medium Battery &quot;Sparker&quot;</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x120+1x21</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">747</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">99</column>
            <column name="strName">small campfire (focused sunlight)</column>
            <column name="strSecretName"></column>
            <column name="strTools">1x121+1x122</column>
            <column name="strConsumed">1x2</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">10</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">0</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">100</column>
            <column name="strName">makeshift sack</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x124+1x18</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">748</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">1</column>
            <column name="vAlsoTry">101</column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">101</column>
            <column name="strName">makeshift sack (sleeping bag)</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x123</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">748</column>
            <column name="fHours">0.1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">100</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">1</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">tool</column>
        </table>
        <table name="recipes">
            <column name="nID">102</column>
            <column name="strName">broken branch</column>
            <column name="strSecretName">broken branch (reverse-only)</column>
            <column name="strTools"></column>
            <column name="strConsumed">1x125</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">753</column>
            <column name="fHours">0.01</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">1</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">misc</column>
        </table>
        <table name="recipes">
            <column name="nID">103</column>
            <column name="strName">shoe (makeshift rag)</column>
            <column name="strSecretName"></column>
            <column name="strTools"></column>
            <column name="strConsumed">1x126+4x30</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">760</column>
            <column name="fHours">0.25</column>
            <column name="nReverse">1</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType"></column>
        </table>
        <table name="recipes">
            <column name="nID">104</column>
            <column name="strName">meat from small-medium, furry corpse</column>
            <column name="strSecretName">meat from small-medium, furry corpse (animal)</column>
            <column name="strTools">1x14</column>
            <column name="strConsumed">1x127</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">762</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <table name="recipes">
            <column name="nID">105</column>
            <column name="strName">meat and hide from small-medium, furry corpse</column>
            <column name="strSecretName">meat and hide from small-medium, furry corpse (animal)</column>
            <column name="strTools">1x14+1x16</column>
            <column name="strConsumed">1x127</column>
            <column name="strDestroyed"></column>
            <column name="nTreasureID">763</column>
            <column name="fHours">1</column>
            <column name="nReverse">0</column>
            <column name="nHiddenID">0</column>
            <column name="bIdentify">0</column>
            <column name="bTransferComponents">0</column>
            <column name="vAlsoTry"></column>
            <column name="nTempTreasureID">3</column>
            <column name="bDegradeOutput">1</column>
            <column name="strType">food</column>
        </table>
        <!-- Table treasuretable -->
        <table name="treasuretable">
            <column name="id">1</column>
            <column name="strName">plains idle loot</column>
            <column name="aTreasures">417x0.17x1-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">2</column>
            <column name="strName">Cryo facility console and window</column>
            <column name="aTreasures">90.5x1.0x1-1,90.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">3</column>
            <column name="strName">blank</column>
            <column name="aTreasures">0.0x0.0x0</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">4</column>
            <column name="strName">Cryo facility window</column>
            <column name="aTreasures">90.1x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">5</column>
            <column name="strName">medical kit</column>
            <column name="aTreasures">94.2x1.0x1-1,11.6x0.5x1-1,11.5x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">6</column>
            <column name="strName">urban idle loot</column>
            <column name="aTreasures">418x0.8x1-3,418x0.4x1-3,418x0.2x1-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">7</column>
            <column name="strName">forest idle loot</column>
            <column name="aTreasures">25.3x1x1-1,25.0x0.01x1-1,25.1x0.01x1-1,25.2x0.01x1-1,419x0.8x1-2,419x0.4x1-2,419x0.2x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">8</column>
            <column name="strName">medium campfire</column>
            <column name="aTreasures">97.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">9</column>
            <column name="strName">Bandit Loadout</column>
            <column name="aTreasures">394x0.8x1-1,394x0.4x1-1,421x1.0x1-1,420x0.5x1-1,420x0.5x1-1,24.0x0.1x1-2,412x1.0x1-2,411x0.8x1-3,413x1.0x1-3,414x0.1x1-2,395x1.0x1-1,415x1.0x0-3,416x1.0x2-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">10</column>
            <column name="strName">small campfire</column>
            <column name="aTreasures">97.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">11</column>
            <column name="strName">tattered clothes</column>
            <column name="aTreasures">4.0x1.0x5,86.1x1.0x5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">12</column>
            <column name="strName">Urn contents</column>
            <column name="aTreasures">87.1x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">13</column>
            <column name="strName">Silver urn</column>
            <column name="aTreasures">11.3x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">14</column>
            <column name="strName">Visitor Pass</column>
            <column name="aTreasures">89.1x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">15</column>
            <column name="strName">NEO Manuscript</column>
            <column name="aTreasures">99.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">16</column>
            <column name="strName">Water bottle contents</column>
            <column name="aTreasures">98.1x0.15x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">17</column>
            <column name="strName">Soup can contents</column>
            <column name="aTreasures">101.0x0.25x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">18</column>
            <column name="strName">Ashes</column>
            <column name="aTreasures">87.0x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">19</column>
            <column name="strName">Pill bottle contents (waterpur)</column>
            <column name="aTreasures">55.2x0.75x1,55.2x0.25x1-19</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">20</column>
            <column name="strName">purified water</column>
            <column name="aTreasures">98.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">21</column>
            <column name="strName">Pill bottle contents (antibio)</column>
            <column name="aTreasures">55.4x0.75x1,55.4x0.30x1-14</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">22</column>
            <column name="strName">rubble idle loot</column>
            <column name="aTreasures">86.6x0.8x1-7,86.8x1x7-55,86.9x1x7-13,418x0.1x1-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">23</column>
            <column name="strName">Junk store starting inventory</column>
            <column name="aTreasures">411x1x3-5,412x1x1-2,413x1x3-5,414x0.5x1-2,415x1x3-6,416x1x3-6,418x1x2-5,394x1x1-3,395x1x1-3,420x0.5x1-1,420x0.5x1-1,421x0.5x1-1,89.1x1x1-1,94.0x0.1x1-1,94.1x0.15x1-2,426x1.0x1-2,454x1.0x1-2,455x0.8x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">24</column>
            <column name="strName">cigarette lighter contents</column>
            <column name="aTreasures">98.3x1.0x1-100</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">25</column>
            <column name="strName">urban scavenge locations</column>
            <column name="aTreasures">103.2x0.001x1-1|103.3x0.001x1-1|103.4x0.001x1-1|103.5x0.001x1-1|103.9x0.0008x1-1|103.10x0.0002x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">26</column>
            <column name="strName">.308 Rifle Contents</column>
            <column name="aTreasures">10.0x0.17x1-5|10.1x0.17x1-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">27</column>
            <column name="strName">suburban scavenge locations</column>
            <column name="aTreasures">103.0x0.002x1-1|103.1x0.002x1-1|103.9x0.0008x1-1|103.10x0.0002x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">28</column>
            <column name="strName">forest scavenge locations</column>
            <column name="aTreasures">103.6x0.005x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">29</column>
            <column name="strName">field scavenge locations</column>
            <column name="aTreasures">103.8x0.001x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">30</column>
            <column name="strName">forest shack scavenge locations</column>
            <column name="aTreasures">103.6x0.005x1-1,103.7x0.02x1-1,103.9x0.008x1-1,103.10x0.002x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">31</column>
            <column name="strName">Handfull of small parts</column>
            <column name="aTreasures">86.0x1.0x1-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">32</column>
            <column name="strName">identified mushroom (edible)</column>
            <column name="aTreasures">101.5x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">33</column>
            <column name="strName">identified mushroom (poisonous)</column>
            <column name="aTreasures">101.7x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">34</column>
            <column name="strName">RMK contents</column>
            <column name="aTreasures">94.1x1.0x1,94.1x0.75x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">35</column>
            <column name="strName">Pile of small parts</column>
            <column name="aTreasures">86.0x1.0x7-33</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">36</column>
            <column name="strName">LAR-10 power cell contents</column>
            <column name="aTreasures">10.3x0.9x1-100</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">37</column>
            <column name="strName">LAR-10 rifle contents</column>
            <column name="aTreasures">10.2x0.9x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">38</column>
            <column name="strName">Disassembled .308 rifle w/scope and sling</column>
            <column name="aTreasures">60.1x1.0x1-1,6.0x1.0x1-1,100.1x1.0x1-1,86.0x1.0x4-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">39</column>
            <column name="strName">Disassembled .308 rifle w/scope</column>
            <column name="aTreasures">60.1x1.0x1-1,100.1x1.0x1-1,86.0x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">40</column>
            <column name="strName">an abandoned house</column>
            <column name="aTreasures">414x0.02x1-1,418x0.75x3-5,423x0.1x1-3,413x0.1x1-3,422x0.33x2-5,412x0.1x1-2,728x0.4x1-1,728x0.1x1-3,395x0.02x1-1,426x0.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">41</column>
            <column name="strName">an abandoned mobile home</column>
            <column name="aTreasures">414x0.02x1-2,418x0.85x3-8,423x0.1x1-3,413x0.1x1-3,422x0.33x2-5,412x0.1x1-2,728x0.4x1-1,728x0.1x1-3,395x0.04x1-1,426x0.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">42</column>
            <column name="strName">a crumbling apartment building</column>
            <column name="aTreasures">414x0.02x1-4,418x1x5-11,423x0.1x1-5,413x0.1x1-5,422x0.33x1-8,412x0.1x1-5,728x0.1x1-2,728x0.1x1-2,395x0.02x1-1,426x0.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">43</column>
            <column name="strName">an abandoned office tower</column>
            <column name="aTreasures">418x1x4-11,423x0.1x1-5,413x0.1x3-9,422x0.05x1-3,412x0.1x1-3,728x0.1x1-2,94.2x0.18x1-1|94.0x0.04x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">44</column>
            <column name="strName">a destroyed office building</column>
            <column name="aTreasures">418x1x7-13,413x0.05x1-2,422x0.2x3-6,412x0.1x1-3,728x0.1x1-2,94.2x0.01x1-1|94.0x0.001x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">45</column>
            <column name="strName">a stretch of forest</column>
            <column name="aTreasures">98.1x0.3x1-2,98.2x0.1x1-2,101.5x0.2x1-2,101.7x0.2x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">46</column>
            <column name="strName">a shack in the forest</column>
            <column name="aTreasures">414x0.08x1-1,415x1x1-1,416x0.1x1-3,423x0.05x2-5,413x0.05x2-4,422x0.35x2-6,412x0.05x1-2,415x0.2x1-2,415x0.1x1-2,395x0.1x1-2,426x0.1x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">47</column>
            <column name="strName">shotgun contents</column>
            <column name="aTreasures">10.11x0.17x1-5|10.12x0.17x1-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">48</column>
            <column name="strName">an open field</column>
            <column name="aTreasures">417x0.05x1-1,417x0.05x1-1,417x0.05x1-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">49</column>
            <column name="strName">suburban idle loot</column>
            <column name="aTreasures">418x0.8x1-3,418x0.3x1-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">50</column>
            <column name="strName">locked storage shed scavenge items</column>
            <column name="aTreasures">422x0.4x2-4,412x0.2x2-3,728x0.8x1-2,728x0.4x1-1,395x0.1x1-1,426x0.1x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">51</column>
            <column name="strName">abandoned apartment building scavenged items</column>
            <column name="aTreasures">414x0.03x2-4,418x1x5-11,423x0.15x1-3,413x0.15x1-3,422x0.52x2-5,412x0.15x1-3,728x0.4x1-2,728x0.1x1-2,395x0.02x1-2,426x0.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">52</column>
            <column name="strName">botany bonus loot</column>
            <column name="aTreasures">98.1x0.6x2-5,98.2x0.2x2-5,101.5x0.5x3-6,101.7x0.2x2-5,101.12x0.6x4-10,101.14x0.3x3-5,101.16x0.1x2-4,101.18x0.1x2-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">53</column>
            <column name="strName">storage shed scavenge items</column>
            <column name="aTreasures">416x0.3x2-4,422x0.1x2-4,412x0.05x2-3,415x0.2x1-2,415x0.1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">54</column>
            <column name="strName">small chunk of meat (spoiled)</column>
            <column name="aTreasures">101.10x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">55</column>
            <column name="strName">roasted small chunk of meat</column>
            <column name="aTreasures">101.11x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">56</column>
            <column name="strName">cured small meat over campfire</column>
            <column name="aTreasures">101.15x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">57</column>
            <column name="strName">patchwork pelt tunic</column>
            <column name="aTreasures">78.6x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">58</column>
            <column name="strName">Disassembled travois</column>
            <column name="aTreasures">13.1x1x2-2,13.0x1.0x4-4,86.2x1.0x12-12</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">59</column>
            <column name="strName">small chunk of meat</column>
            <column name="aTreasures">101.9x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">60</column>
            <column name="strName">small chunk of meat and pelt</column>
            <column name="aTreasures">101.9x1x1-1,4.1x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">61</column>
            <column name="strName">patchwork pelt glove</column>
            <column name="aTreasures">24.0x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">62</column>
            <column name="strName">identified black/blue berry (edible)</column>
            <column name="aTreasures">101.12x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">63</column>
            <column name="strName">identified red berry (edible)</column>
            <column name="aTreasures">101.14x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">64</column>
            <column name="strName">identified red berry (poison)</column>
            <column name="aTreasures">101.16x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">65</column>
            <column name="strName">identified white/yellow berry (poison)</column>
            <column name="aTreasures">101.18x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">66</column>
            <column name="strName">Cryo tanks (occupied)</column>
            <column name="aTreasures">90.3x1.0x1,90.4x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">67</column>
            <column name="strName">Multitool</column>
            <column name="aTreasures">46.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">68</column>
            <column name="strName">Security footage</column>
            <column name="aTreasures">1.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">69</column>
            <column name="strName">Tutorial scavenge location</column>
            <column name="aTreasures">103.3x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">70</column>
            <column name="strName">Looter Loadout</column>
            <column name="aTreasures">394x0.6x1-1,394x0.3x1-1,421x1.0x1-1,420x0.4x1-1,420x0.4x1-1,24.0x0.1x1-2,412x1.0x1-3,411x0.8x1-3,413x1.0x1-3,414x0.1x1-2,395x0.5x1-1,415x1.0x1-3,416x1.0x2-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">71</column>
            <column name="strName">Blue Frog Preacher Loadout</column>
            <column name="aTreasures">394x0.8x1-2,394x0.4x1-1,421x1.0x1-1,420x0.8x1-1,420x0.8x1-1,24.0x0.1x1-2,412x0.7x1-2,411x0.8x1-3,413x1.0x1-3,414x0.4x1-2,395x1.0x1-2,415x1.0x1-3,416x1.0x2-3,78.14x1.0x1-1,78.4x1.0x1-1,596x1.0x1-1,595x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">72</column>
            <column name="strName">squirrel snare</column>
            <column name="aTreasures">2.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">73</column>
            <column name="strName">squirrel snare bonus loot</column>
            <column name="aTreasures">16.0x0.8x1-2,16.0x0.4x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">74</column>
            <column name="strName">308 rifle with scope and sling</column>
            <column name="aTreasures">60.5x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">75</column>
            <column name="strName">308 rifle with scope</column>
            <column name="aTreasures">60.3x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">76</column>
            <column name="strName">308 rifle with sling</column>
            <column name="aTreasures">60.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">77</column>
            <column name="strName">Disassembled patchwork fur glove</column>
            <column name="aTreasures">4.1x1.0x3-3,86.1x1.0x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">78</column>
            <column name="strName">Cola bottle contents</column>
            <column name="aTreasures">98.6x0.15x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">79</column>
            <column name="strName">Hatter yes/no responses</column>
            <column name="aTreasures">90.6x1.0x1-1,90.7x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">80</column>
            <column name="strName">Seven Gables Middle</column>
            <column name="aTreasures">90.8x1.0x1-1,90.9x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">81</column>
            <column name="strName">downstairs, exit</column>
            <column name="aTreasures">90.9x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">82</column>
            <column name="strName">upstairs, exit</column>
            <column name="aTreasures">90.8x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">83</column>
            <column name="strName">3 iSlabs for Hatter</column>
            <column name="aTreasures">8.0x1.0x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">84</column>
            <column name="strName">End of Demo</column>
            <column name="aTreasures">90.10x1.0x1-1,90.11x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">85</column>
            <column name="strName">Enter Exit</column>
            <column name="aTreasures">90.10x1.0x1-1,90.12x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">86</column>
            <column name="strName">lockpicks</column>
            <column name="aTreasures">41.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">87</column>
            <column name="strName">small chunk of cured meat</column>
            <column name="aTreasures">101.20x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">88</column>
            <column name="strName">campfire (stoked from flame)</column>
            <column name="aTreasures">97.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">89</column>
            <column name="strName">Degraded campfire</column>
            <column name="aTreasures">97.1x1.0x1-1,87.0x1x4-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">90</column>
            <column name="strName">Disassembled .308 rifle w/sling</column>
            <column name="aTreasures">60.1x1x1-1,6.0x1.0x1-1,86.0x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">91</column>
            <column name="strName">noise trap</column>
            <column name="aTreasures">2.1x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">92</column>
            <column name="strName">Exit</column>
            <column name="aTreasures">90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">93</column>
            <column name="strName">tarp shelter</column>
            <column name="aTreasures">15.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">94</column>
            <column name="strName">disassembled tarp shelter</column>
            <column name="aTreasures">17.0x1x1,86.1x1x6,13.0x1x2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">95</column>
            <column name="strName">an extinguished torch</column>
            <column name="aTreasures">13.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">96</column>
            <column name="strName">a crude torch</column>
            <column name="aTreasures">18.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">97</column>
            <column name="strName">a crude torch (lit)</column>
            <column name="aTreasures">18.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">98</column>
            <column name="strName">bow contents</column>
            <column name="aTreasures">10.4x0.11x1-5|10.5x0.11x1-5|10.6x0.11x1-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">99</column>
            <column name="strName">Degraded binoculars w/strap</column>
            <column name="aTreasures">86.2x1x1-1,100.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">100</column>
            <column name="strName">medium thread</column>
            <column name="aTreasures">86.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">101</column>
            <column name="strName">Crowbar w/sling components</column>
            <column name="aTreasures">23.0x1x1-1,86.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">102</column>
            <column name="strName">a quality torch (lit)</column>
            <column name="aTreasures">18.3x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">103</column>
            <column name="strName">Crowbar w/sling</column>
            <column name="aTreasures">23.1x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">104</column>
            <column name="strName">Binoculars w/strap</column>
            <column name="aTreasures">100.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">105</column>
            <column name="strName">Binoculars</column>
            <column name="aTreasures">100.0x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">106</column>
            <column name="strName">Degraded binoculars</column>
            <column name="aTreasures">100.3x1x2-2,86.0x1.0x5-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">107</column>
            <column name="strName">a quality torch</column>
            <column name="aTreasures">18.1x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">108</column>
            <column name="strName">boiled water x2</column>
            <column name="aTreasures">98.1x1.0x2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">109</column>
            <column name="strName">boiled water x3</column>
            <column name="aTreasures">98.1x1.0x3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">110</column>
            <column name="strName">Strangler's hood</column>
            <column name="aTreasures">102.1x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">111</column>
            <column name="strName">Strangler's corpse, boarded window, exit</column>
            <column name="aTreasures">90.16x1.0x1,90.17x1.0x1,90.10x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">112</column>
            <column name="strName">boarded window, exit</column>
            <column name="aTreasures">90.16x1.0x1,90.10x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">113</column>
            <column name="strName">downstairs, exit, down the hall</column>
            <column name="aTreasures">90.9x1.0x1-1,90.10x1.0x1-1,90.13x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">114</column>
            <column name="strName">Left/Right</column>
            <column name="aTreasures">90.14x1.0x1-1,90.15x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">115</column>
            <column name="strName">V-MADS transponder</column>
            <column name="aTreasures">19.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">116</column>
            <column name="strName">95GHz Detector</column>
            <column name="aTreasures">19.1x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">117</column>
            <column name="strName">iSlab</column>
            <column name="aTreasures">8.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">118</column>
            <column name="strName">Pearson Wakefield boot (right)</column>
            <column name="aTreasures">50.1x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">119</column>
            <column name="strName">Pearson Wakefield boot (left)</column>
            <column name="aTreasures">50.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">120</column>
            <column name="strName">lighter</column>
            <column name="aTreasures">39.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">121</column>
            <column name="strName">monkey wrench</column>
            <column name="aTreasures">21.4x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">122</column>
            <column name="strName">corn-a-cola</column>
            <column name="aTreasures">98.6x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">123</column>
            <column name="strName">cryo lab wrist strap</column>
            <column name="aTreasures">89.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">124</column>
            <column name="strName">Stoat absent treasure</column>
            <column name="aTreasures">26.7x1x1,5.3x1x1,7.34x0.25x1|7.36x0.25x1|7.35x0.25x1|7.33x0.25x1,46.0x0.5x1|23.0x0.5x1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">125</column>
            <column name="strName">stock, spectator, question</column>
            <column name="aTreasures">90.18x1x1,90.19x1x1,90.20x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">126</column>
            <column name="strName">exit, erase stamp, time</column>
            <column name="aTreasures">90.21x1x1-1,90.10x1x1-1,90.70x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">127</column>
            <column name="strName">exit, friendly, threat, sneak</column>
            <column name="aTreasures">90.22x1x1,90.23x1x1,90.24x1x1,90.10x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">128</column>
            <column name="strName">Not interested</column>
            <column name="aTreasures">90.6x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">129</column>
            <column name="strName">Mechanical doll and Mine entrance</column>
            <column name="aTreasures">19.2x1.0x1-1,26.9x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">130</column>
            <column name="strName">rifle, location, not interested</column>
            <column name="aTreasures">90.25x1x1,90.26x1x1,90.6x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">131</column>
            <column name="strName">Not interested, question</column>
            <column name="aTreasures">90.6x1.0x1,90.20x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">132</column>
            <column name="strName">Bob's 308 Rifle with Scope, Ammo, and Entrance</column>
            <column name="aTreasures">60.3x1.0x1-1,10.1x1.0x5-5,26.9x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">133</column>
            <column name="strName">talisman</column>
            <column name="aTreasures">88.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">134</column>
            <column name="strName">nanorobotic medical kit refill</column>
            <column name="aTreasures">94.1x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">135</column>
            <column name="strName">Dirty rag</column>
            <column name="aTreasures">4.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">136</column>
            <column name="strName">Degraded rifle scope w/strap</column>
            <column name="aTreasures">100.1x1.0x1-1,86.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">137</column>
            <column name="strName">boiled tannin tea</column>
            <column name="aTreasures">98.7x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">138</column>
            <column name="strName">dirty rags</column>
            <column name="aTreasures">4.0x1.0x4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">139</column>
            <column name="strName">clean rag</column>
            <column name="aTreasures">4.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">140</column>
            <column name="strName">boiled clean rags x2</column>
            <column name="aTreasures">4.2x1.0x2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">141</column>
            <column name="strName">boiled clean rags x3</column>
            <column name="aTreasures">4.2x1.0x3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">142</column>
            <column name="strName">Rifle scope w/strap</column>
            <column name="aTreasures">100.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">143</column>
            <column name="strName">Whiskey bottle contents</column>
            <column name="aTreasures">98.8x0.15x1-12</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">144</column>
            <column name="strName">2 food items</column>
            <column name="aTreasures">32.1x1.0x1-1,101.0x1.0x1-1,100.3x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">145</column>
            <column name="strName">Pill bottle contents (otc painkiller)</column>
            <column name="aTreasures">55.3x0.75x1,55.3x0.30x1-9</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">146</column>
            <column name="strName">Pill bottle contents (presc painkiller)</column>
            <column name="aTreasures">55.1x0.75x1,55.1x0.30x1-14</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">147</column>
            <column name="strName">2 rags and a stick</column>
            <column name="aTreasures">4.0x1.0x2,13.0x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">148</column>
            <column name="strName">rough splint</column>
            <column name="aTreasures">22.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">149</column>
            <column name="strName">hills idle loot</column>
            <column name="aTreasures">417x0.1x1-4,25.0x0.05x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">150</column>
            <column name="strName">river resource loot</column>
            <column name="aTreasures">98.1x0.65x3-3|98.2x1x3-3,98.2x0.35x3-3|98.1x1x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">151</column>
            <column name="strName">marsh resource loot</column>
            <column name="aTreasures">98.1x0.3x3-3|98.2x1x3-3,98.2x0.7x3-3|98.1x1x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">152</column>
            <column name="strName">lake resource loot</column>
            <column name="aTreasures">98.1x0.4x3-3|98.2x1x3-3,98.2x0.6x3-3|98.1x1x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">153</column>
            <column name="strName">forest resource loot</column>
            <column name="aTreasures">13.0x1x10-10,13.2x1x10-10,13.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">154</column>
            <column name="strName">first aid kit contents</column>
            <column name="aTreasures">4.2x1.0x1-10,11.5x0.5x1-1,11.7x0.5x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">155</column>
            <column name="strName">Cryo facility console, window, hall</column>
            <column name="aTreasures">90.5x1.0x1,90.1x1.0x1,90.13x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">156</column>
            <column name="strName">Cryo facility window, hall</column>
            <column name="aTreasures">90.1x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">157</column>
            <column name="strName">Cryo Exam Room 17</column>
            <column name="aTreasures">12.8x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">158</column>
            <column name="strName">Down Hall, Elec Panel, HVAC</column>
            <column name="aTreasures">90.13x1.0x1-1,90.58x1.0x1-1,90.59x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">159</column>
            <column name="strName">hvac (heated)</column>
            <column name="aTreasures">26.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">160</column>
            <column name="strName">HVAC recipe</column>
            <column name="aTreasures">9.29x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">161</column>
            <column name="strName">cryo lighting</column>
            <column name="aTreasures">26.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">162</column>
            <column name="strName">cryo lighting recipe</column>
            <column name="aTreasures">9.30x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">163</column>
            <column name="strName">HVAC (unheated) and elec panel</column>
            <column name="aTreasures">26.2x1.0x1,26.3x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">164</column>
            <column name="strName">cryo idle loot</column>
            <column name="aTreasures">0.0x0x1-1,86.6x1.0x5-9</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">165</column>
            <column name="strName">neutral 1.1</column>
            <column name="aTreasures">90.60x1x1,90.22x1x1,90.29x1x1,90.31x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">166</column>
            <column name="strName">neutral 1.2</column>
            <column name="aTreasures">90.23x1x1,90.61x1x1,90.38x1x1,90.57x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">167</column>
            <column name="strName">neutral 1.3</column>
            <column name="aTreasures">90.62x1x1,90.63x1x1,90.32x1x1,90.38x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">168</column>
            <column name="strName">neutral 2.1</column>
            <column name="aTreasures">90.62x1x1,90.64x1x1,90.10x1x1,90.45x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">169</column>
            <column name="strName">neutral 2.2</column>
            <column name="aTreasures">90.23x1x1,90.34x1x1,90.10x1x1,90.41x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">170</column>
            <column name="strName">neutral 2.3</column>
            <column name="aTreasures">90.23x1x1,90.65x1x1,90.34x1x1,90.63x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">171</column>
            <column name="strName">neutral 3.1</column>
            <column name="aTreasures">90.23x1x1,90.43x1x1,90.37x1x1,90.41x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">172</column>
            <column name="strName">neutral 3.2</column>
            <column name="aTreasures">90.66x1x1,90.23x1x1,90.10x1x1,90.45x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">173</column>
            <column name="strName">neutral 3.3</column>
            <column name="aTreasures">90.67x1x1,90.23x1x1,90.56x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">174</column>
            <column name="strName">neutral 4.1</column>
            <column name="aTreasures">90.68x1x1,90.24x1x1,90.43x1x1,90.39x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">175</column>
            <column name="strName">4 blinkies</column>
            <column name="aTreasures">101.3x1.0x4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">176</column>
            <column name="strName">5 blinkies</column>
            <column name="aTreasures">101.3x1.0x5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">177</column>
            <column name="strName">neutral 4.2</column>
            <column name="aTreasures">90.68x1x1,90.24x1x1,90.10x1x1,90.45x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">178</column>
            <column name="strName">neutral 4.3</column>
            <column name="aTreasures">90.23x1x1,90.68x1x1,90.10x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">179</column>
            <column name="strName">Full soup can</column>
            <column name="aTreasures">32.1x1x1,101.0x1x1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">180</column>
            <column name="strName">3 soup cans, 1 with soup</column>
            <column name="aTreasures">32.1x1x3-3,101.0x1x1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">181</column>
            <column name="strName">neutral 5.1</column>
            <column name="aTreasures">90.60x1x1,90.68x1x1,90.10x1x1,90.24x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">182</column>
            <column name="strName">2 food items, 1 cleaver</column>
            <column name="aTreasures">32.1x1.0x1-1,101.0x1.0x1-1,101.3x1.0x1-1,21.3x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">183</column>
            <column name="strName">cleaver</column>
            <column name="aTreasures">21.3x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">184</column>
            <column name="strName">neutral 5.2</column>
            <column name="aTreasures">90.69x1x1,90.68x1x1,90.60x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">185</column>
            <column name="strName">tarp and crowbar</column>
            <column name="aTreasures">23.0x1.0x1-1,17.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">186</column>
            <column name="strName">Neutral 5.3</column>
            <column name="aTreasures">90.62x1x1,90.30x1x1,90.32x1x1,90.24x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">187</column>
            <column name="strName">Neutral 6.1</column>
            <column name="aTreasures">90.66x1x1,90.68x1x1,90.10x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">188</column>
            <column name="strName">1x Gelli Bears and 1x Water bottle (full)</column>
            <column name="aTreasures">11.4x1x1-1,98.1x1x2-2,101.2x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">189</column>
            <column name="strName">1x Gelli Bears</column>
            <column name="aTreasures">101.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">190</column>
            <column name="strName">Neutral 6.2</column>
            <column name="aTreasures">90.23x1x1,90.10x1x1,90.69x1x1,90.45x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">191</column>
            <column name="strName">Neutral 6.3</column>
            <column name="aTreasures">90.60x1x1,90.54x1x1,90.10x1x1,90.24x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">192</column>
            <column name="strName">food and ammo</column>
            <column name="aTreasures">10.1x1x1-3,32.1x1.0x2-2,101.0x1.0x2-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">193</column>
            <column name="strName">Neutral 7.1</column>
            <column name="aTreasures">90.69x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">194</column>
            <column name="strName">Neutral 7.2</column>
            <column name="aTreasures">90.23x1x1,90.10x1x1,90.69x1x1,90.24x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">195</column>
            <column name="strName">Neutral 7.3</column>
            <column name="aTreasures">90.23x1x1,90.10x1x1,90.32x1x1,90.61x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">196</column>
            <column name="strName">Water bottle (full)</column>
            <column name="aTreasures">11.4x1x1-1,98.1x1x2-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">197</column>
            <column name="strName">Neutral 8.1</column>
            <column name="aTreasures">90.69x1x1,90.66x1x1,90.10x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">198</column>
            <column name="strName">Neutral 8.2</column>
            <column name="aTreasures">90.62x1x1,90.23x1x1,90.10x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">199</column>
            <column name="strName">2x squirrel meat</column>
            <column name="aTreasures">16.0x1x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">200</column>
            <column name="strName">Neutral 8.3</column>
            <column name="aTreasures">90.23x1x1,90.61x1x1,90.32x1x1,90.30x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">201</column>
            <column name="strName">2x full soup can</column>
            <column name="aTreasures">32.1x1x2-2,101.0x1x2-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">202</column>
            <column name="strName">Neutral 9.1</column>
            <column name="aTreasures">90.65x1x1,90.32x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">203</column>
            <column name="strName">Neutral 9.2</column>
            <column name="aTreasures">90.60x1x1,90.23x1x1,90.10x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">204</column>
            <column name="strName">Neutral 9.3</column>
            <column name="aTreasures">90.60x1x1,90.45x1x1,90.34x1x1,90.10x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">205</column>
            <column name="strName">Neutral 10.1</column>
            <column name="aTreasures">90.60x1x1,90.62x1x1,90.10x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">206</column>
            <column name="strName">Neutral 10.2</column>
            <column name="aTreasures">90.60x1x1,90.10x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">207</column>
            <column name="strName">2x T-shirts, 2x jeans</column>
            <column name="aTreasures">78.5x1x1-1,78.3x1x1-1,95.0x1x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">208</column>
            <column name="strName">Neutral 10.3</column>
            <column name="aTreasures">90.60x1x1,90.62x1x1,90.10x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">209</column>
            <column name="strName">Good 1.1</column>
            <column name="aTreasures">90.69x1x1,90.68x1x1,90.42x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">210</column>
            <column name="strName">2x gelli bears or 2x ammo</column>
            <column name="aTreasures">10.1x0.5x2-2|101.2x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">211</column>
            <column name="strName">Good 1.2</column>
            <column name="aTreasures">90.24x1x1,90.23x1x1,90.34x1x1,90.61x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">212</column>
            <column name="strName">2x food and water bottle (full)</column>
            <column name="aTreasures">196x1x1-1,32.1x1.0x1-1,101.0x1.0x1-1,101.3x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">213</column>
            <column name="strName">Good 1.3</column>
            <column name="aTreasures">90.69x1x1,90.68x1x1,90.10x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">214</column>
            <column name="strName">Good 2.1</column>
            <column name="aTreasures">90.69x1x1,90.10x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">215</column>
            <column name="strName">Good 2.2</column>
            <column name="aTreasures">90.33x1x1,90.23x1x1,90.32x1x1,90.24x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">216</column>
            <column name="strName">chance of multitool</column>
            <column name="aTreasures">46.0x0.5x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">217</column>
            <column name="strName">Good 2.3</column>
            <column name="aTreasures">90.69x1x1,90.23x1x1,90.10x1x1,90.68x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">218</column>
            <column name="strName">Good 3.1</column>
            <column name="aTreasures">90.23x1x1,90.68x1x1,90.10x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">219</column>
            <column name="strName">3x food and water bottle (full)</column>
            <column name="aTreasures">196x1x1-1,32.1x1.0x2-2,101.0x1.0x2-2,101.3x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">220</column>
            <column name="strName">Good 3.2</column>
            <column name="aTreasures">90.60x1x1,90.10x1x1,90.24x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">221</column>
            <column name="strName">Good 3.3</column>
            <column name="aTreasures">90.69x1x1,90.10x1x1,90.23x1x1,90.45x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">222</column>
            <column name="strName">Good 4.1</column>
            <column name="aTreasures">90.60x1x1,90.23x1x1,90.10x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">223</column>
            <column name="strName">pair of shoes</column>
            <column name="aTreasures">50.1x1x1-1,50.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">224</column>
            <column name="strName">Good 4.2</column>
            <column name="aTreasures">90.69x1x1,90.66x1x1,90.10x1x1,90.62x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">225</column>
            <column name="strName">Good 4.3</column>
            <column name="aTreasures">90.60x1x1,90.23x1x1,90.68x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">226</column>
            <column name="strName">multitool and chance of whiskey</column>
            <column name="aTreasures">46.0x1x1-1,11.2x1.0x1-1,98.8x0.5x6-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">227</column>
            <column name="strName">whiskey</column>
            <column name="aTreasures">11.2x1.0x1-1,98.8x1x6-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">228</column>
            <column name="strName">Good 5.1</column>
            <column name="aTreasures">90.10x1x1,90.68x1x1,90.54x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">229</column>
            <column name="strName">multitool and chance of ammo</column>
            <column name="aTreasures">46.0x1x1-1,10.1x0.5x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">230</column>
            <column name="strName">Good 5.2</column>
            <column name="aTreasures">90.68x1x1,90.66x1x1,90.24x1x1,90.45x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">231</column>
            <column name="strName">Good 5.3</column>
            <column name="aTreasures">90.23x1x1,90.57x1x1,90.33x1x1,90.44x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">232</column>
            <column name="strName">Good 6.1</column>
            <column name="aTreasures">90.33x1x1,90.68x1x1,90.10x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">233</column>
            <column name="strName">water bottle (full, unsealed)</column>
            <column name="aTreasures">11.4x1x1-1,98.1x1x2-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">234</column>
            <column name="strName">water bottle (full, unsealed), and antibiotics</column>
            <column name="aTreasures">11.4x1x1-1,98.1x1x2-2,11.5x1.0x1-1,55.4x0.5x5-13</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">235</column>
            <column name="strName">Good 6.2</column>
            <column name="aTreasures">90.69x1x1,90.10x1x1,90.45x1x1,90.41x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">236</column>
            <column name="strName">3-4 ammo</column>
            <column name="aTreasures">10.0x1.0x2-2,10.1x1.0x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">237</column>
            <column name="strName">Good 6.3</column>
            <column name="aTreasures">90.60x1x1,90.23x1x1,90.10x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">238</column>
            <column name="strName">crowbar</column>
            <column name="aTreasures">23.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">239</column>
            <column name="strName">Good 7.1</column>
            <column name="aTreasures">90.62x1x1,90.23x1x1,90.10x1x1,90.68x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">240</column>
            <column name="strName">Good 7.2</column>
            <column name="aTreasures">90.62x1x1,90.10x1x1,90.23x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">241</column>
            <column name="strName">chance of multitool or lighter</column>
            <column name="aTreasures">46.0x0.5x1-1|39.0x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">242</column>
            <column name="strName">Good 7.3</column>
            <column name="aTreasures">90.60x1x1,90.66x1x1,90.10x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">243</column>
            <column name="strName">Good 8.1</column>
            <column name="aTreasures">90.69x1x1,90.23x1x1,90.70x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">244</column>
            <column name="strName">3-6 food and water bottle (full)</column>
            <column name="aTreasures">196x1x1-1,32.1x1.0x2-2,101.0x1.0x2-2,101.3x1.0x1-3</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">245</column>
            <column name="strName">Good 8.2</column>
            <column name="aTreasures">90.69x1x1,90.23x1x1,90.70x1x1,90.62x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">246</column>
            <column name="strName">Good 9.2</column>
            <column name="aTreasures">90.60x1x1,90.10x1x1,90.57x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">247</column>
            <column name="strName">antibiotics or first aid kit</column>
            <column name="aTreasures">11.5x0.5x1-1|94.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">248</column>
            <column name="strName">Good 8.3</column>
            <column name="aTreasures">90.62x1x1,90.63x1x1,90.10x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">249</column>
            <column name="strName">Good 9.1</column>
            <column name="aTreasures">90.60x1x1,90.10x1x1,90.54x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">250</column>
            <column name="strName">newspaper or 4x ammo</column>
            <column name="aTreasures">7.0x0.5x1-1|10.0x1.0x4-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">251</column>
            <column name="strName">painkillers or 1x ammo</column>
            <column name="aTreasures">11.7x0.5x1-1|10.1x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">252</column>
            <column name="strName">Good 9.3</column>
            <column name="aTreasures">90.65x1x1,90.57x1x1,90.10x1x1,90.62x1x1,90.41x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">253</column>
            <column name="strName">lighter and dirty rag</column>
            <column name="aTreasures">39.0x1x1-1,4.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">254</column>
            <column name="strName">Good 10.1</column>
            <column name="aTreasures">90.60x1x1,90.33x1x1,90.10x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">255</column>
            <column name="strName">2-4 ketchup or 1x ammo</column>
            <column name="aTreasures">101.4x0.5x2-4|10.1x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">256</column>
            <column name="strName">Good 10.2</column>
            <column name="aTreasures">90.33x1x1,90.65x1x1,90.10x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">257</column>
            <column name="strName">painkillers or nanokit charge or antibiotics</column>
            <column name="aTreasures">11.7x0.3x1-1|94.1x0.3x1-1|11.5x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">258</column>
            <column name="strName">Good 10.3</column>
            <column name="aTreasures">90.69x1x1,90.23x1x1,90.10x1x1,90.62x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">259</column>
            <column name="strName">painkillers</column>
            <column name="aTreasures">11.7x1x1-1,55.3x1.0x5-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">260</column>
            <column name="strName">Evil 1.1</column>
            <column name="aTreasures">90.60x1x1,90.68x1x1,90.66x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">261</column>
            <column name="strName">Evil 1.2</column>
            <column name="aTreasures">90.22x1x1,90.10x1x1,90.23x1x1,90.68x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">262</column>
            <column name="strName">Evil 1.3</column>
            <column name="aTreasures">90.22x1x1,90.10x1x1,90.24x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">263</column>
            <column name="strName">Evil 2.1</column>
            <column name="aTreasures">90.69x1x1,90.10x1x1,90.24x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">264</column>
            <column name="strName">dirty water and dirty rag</column>
            <column name="aTreasures">98.2x1x1-1,4.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">265</column>
            <column name="strName">Evil 2.2</column>
            <column name="aTreasures">90.60x1x1,90.45x1x1,90.54x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">266</column>
            <column name="strName">Evil 2.3</column>
            <column name="aTreasures">90.68x1x1,90.60x1x1,90.10x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">267</column>
            <column name="strName">2x squirrel meat and 6x squirrel pelts</column>
            <column name="aTreasures">16.0x1x2-2,4.1x1.0x6-6</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">268</column>
            <column name="strName">Evil 3.1</column>
            <column name="aTreasures">90.60x1x1-1,90.23x1x1-1,90.10x1x1-1,90.66x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">269</column>
            <column name="strName">1-2 dirty rags and 1-2 clean rags</column>
            <column name="aTreasures">4.0x1x1-2,4.2x1.0x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">270</column>
            <column name="strName">Evil 3.2</column>
            <column name="aTreasures">90.23x1x1,90.10x1x1,90.54x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">271</column>
            <column name="strName">tarp or binoculars</column>
            <column name="aTreasures">17.0x0.5x1-1|100.0x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">272</column>
            <column name="strName">Evil 3.3</column>
            <column name="aTreasures">90.60x1x1,90.66x1x1,90.10x1x1,90.68x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">273</column>
            <column name="strName">chance of 3x ammo, chance of antibiotics, whiskey</column>
            <column name="aTreasures">10.1x0.5x3-3,55.4x0.5x1-1,11.2x1.0x1-1,98.8x1.0x4-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">274</column>
            <column name="strName">Evil 4.1</column>
            <column name="aTreasures">90.68x1x1,90.23x1x1,90.10x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">275</column>
            <column name="strName">whiskey and chance of 1-3 ammo</column>
            <column name="aTreasures">10.0x0.75x1-3,11.2x1.0x1-1,98.8x0.5x6-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">276</column>
            <column name="strName">Evil 4.2</column>
            <column name="aTreasures">90.29x1x1,90.10x1x1,90.30x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">277</column>
            <column name="strName">ammo or first aid kit</column>
            <column name="aTreasures">10.1x0.5x1-1|94.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">278</column>
            <column name="strName">chance of 3x ammo, chance of first aid kit, antibiotics, whiskey</column>
            <column name="aTreasures">10.1x0.5x3-3,55.4x1x1-1,11.2x1.0x1-1,98.8x1.0x4-4,94.2x0.5x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">279</column>
            <column name="strName">Evil 4.3</column>
            <column name="aTreasures">90.65x1x1,90.61x1x1,90.24x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">280</column>
            <column name="strName">4x full soup cans and a monkey wrench</column>
            <column name="aTreasures">32.1x1x4-4,101.0x1x4-4,21.4x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">281</column>
            <column name="strName">Evil 5.1</column>
            <column name="aTreasures">90.10x1x1,90.23x1x1,90.66x1x1,90.62x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">282</column>
            <column name="strName">lighter and chance of rifle</column>
            <column name="aTreasures">39.0x1x1-1,60.4x0.5x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">283</column>
            <column name="strName">Evil 5.2</column>
            <column name="aTreasures">90.60x1x1,90.34x1x1,90.62x1x1,90.23x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">284</column>
            <column name="strName">ketchup and dirty rags</column>
            <column name="aTreasures">101.4x1x1-1,4.0x1.0x2-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">285</column>
            <column name="strName">Evil 5.3</column>
            <column name="aTreasures">90.22x1x1,90.65x1x1,90.10x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">286</column>
            <column name="strName">Evil 6.1</column>
            <column name="aTreasures">90.68x1x1,90.23x1x1,90.10x1x1,90.24x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">287</column>
            <column name="strName">clothes and mummy sack</column>
            <column name="aTreasures">78.7x1x1-1,78.3x1x1-1,421x1.0x1-1,14.1x0.75x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">288</column>
            <column name="strName">Evil 6.2</column>
            <column name="aTreasures">90.60x1x1,90.23x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">289</column>
            <column name="strName">whiskey, mummy sack, nanokit, binoculars</column>
            <column name="aTreasures">11.2x1x1-1,94.0x1x1-1,100.0x1x1-1,14.1x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">290</column>
            <column name="strName">Evil 6.3</column>
            <column name="aTreasures">90.23x1x1,90.54x1x1,90.60x1x1,90.33x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">291</column>
            <column name="strName">Evil 7.1</column>
            <column name="aTreasures">90.60x1x1,90.10x1x1,90.23x1x1,90.57x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">292</column>
            <column name="strName">multitool or binoculars</column>
            <column name="aTreasures">46.0x0.25x1-1|100.0x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">293</column>
            <column name="strName">Evil 7.2</column>
            <column name="aTreasures">90.60x1x1,90.10x1x1,90.23x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">294</column>
            <column name="strName">2-5 ketchup</column>
            <column name="aTreasures">101.4x1x2-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">295</column>
            <column name="strName">chance of 3x ammo, chance of first aid kit, sauce pan, can</column>
            <column name="aTreasures">10.1x0.5x3-3,32.0x1x1-1,32.1x1.0x1-1,94.2x0.5x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">296</column>
            <column name="strName">Evil 7.3</column>
            <column name="aTreasures">90.60x1x1,90.70x1x1,90.10x1x1,90.29x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">297</column>
            <column name="strName">Evil 8.1</column>
            <column name="aTreasures">90.23x1x1,90.70x1x1,90.61x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">298</column>
            <column name="strName">Evil 8.2</column>
            <column name="aTreasures">90.23x1x1,90.10x1x1,90.38x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">299</column>
            <column name="strName">Evil 8.3</column>
            <column name="aTreasures">90.23x1x1,90.37x1x1,90.38x1x1,90.70x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">300</column>
            <column name="strName">Evil 9.1</column>
            <column name="aTreasures">90.30x1x1,90.10x1x1,90.22x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">301</column>
            <column name="strName">yukon backpack</column>
            <column name="aTreasures">5.5x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">302</column>
            <column name="strName">Evil 9.2</column>
            <column name="aTreasures">90.60x1x1,90.23x1x1,90.54x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">303</column>
            <column name="strName">Evil 9.3</column>
            <column name="aTreasures">90.23x1x1,90.63x1x1,90.22x1x1,90.66x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">304</column>
            <column name="strName">10 dirty rags and 4 shoes and pants and bottle of purified water and blinkies</column>
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            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">305</column>
            <column name="strName">Evil 10.1</column>
            <column name="aTreasures">90.23x1x1,90.22x1x1,90.38x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">306</column>
            <column name="strName">Evil 10.2</column>
            <column name="aTreasures">90.23x1x1,90.65x1x1,90.70x1x1,90.57x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">307</column>
            <column name="strName">Evil 10.3</column>
            <column name="aTreasures">90.29x1x1,90.66x1x1,90.62x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">308</column>
            <column name="strName">Campfire and lighter</column>
            <column name="aTreasures">97.0x1.0x1,39.0x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">309</column>
            <column name="strName">hills (water) idle loot</column>
            <column name="aTreasures">417x0.1x1-4,25.0x0.5x1-1|25.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">310</column>
            <column name="strName">marsh idle loot</column>
            <column name="aTreasures">417x0.1x1-1,25.1x1x1-1,101.12x0.2x4-10,101.14x0.1x1-10,101.16x0.1x1-10,101.18x0.2x1-10</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">311</column>
            <column name="strName">plains (water) idle loot</column>
            <column name="aTreasures">417x0.1x1-4,25.2x0.5x1-1|25.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">312</column>
            <column name="strName">squirrel meat (cleaver)</column>
            <column name="aTreasures">101.9x1x1,21.3x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">313</column>
            <column name="strName">squirrel meat and pelt (cleaver)</column>
            <column name="aTreasures">101.9x1x1,21.3x1x1,4.1x1x1</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">314</column>
            <column name="strName">Hades Glade Big Loot</column>
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            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">315</column>
            <column name="strName">Hades Glade Small Loot</column>
            <column name="aTreasures">89.2x1.0x1-1,26.8x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">316</column>
            <column name="strName">Exit, Enter, Shout Friendly</column>
            <column name="aTreasures">90.23x1x1-1,90.10x1x1-1,90.12x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">317</column>
            <column name="strName">Throw Hide, Enter, Shout Threat</column>
            <column name="aTreasures">90.24x1x1-1,90.65x1x1-1,90.12x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">318</column>
            <column name="strName">Take Cover, Flee Battle</column>
            <column name="aTreasures">90.32x1x1-1,90.37x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">319</column>
            <column name="strName">The Red Gnome Menu</column>
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            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">320</column>
            <column name="strName">Pay or Flee</column>
            <column name="aTreasures">90.68x1x1-1,90.37x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">321</column>
            <column name="strName">Pay or Exit</column>
            <column name="aTreasures">90.68x1x1-1,90.10x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">322</column>
            <column name="strName">Pill bottle contents (sleeping)</column>
            <column name="aTreasures">55.5x0.75x1-1,55.5x0.30x1-9</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">323</column>
            <column name="strName">Sleeping pills x6 w/bottle</column>
            <column name="aTreasures">11.8x1x1,55.5x1x6</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">324</column>
            <column name="strName">Antibiotics x6 w/bottle</column>
            <column name="aTreasures">11.5x1x1,55.4x1x6</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">325</column>
            <column name="strName">Painkillers x6 w/bottle</column>
            <column name="aTreasures">11.6x1x1,55.1x1x6</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
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        <table name="treasuretable">
            <column name="id">326</column>
            <column name="strName">eagle eye</column>
            <column name="aTreasures">91.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">327</column>
            <column name="strName">night vision</column>
            <column name="aTreasures">91.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">328</column>
            <column name="strName">eye aug telescopic zoom</column>
            <column name="aTreasures">91.17x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">329</column>
            <column name="strName">Haggerty services</column>
            <column name="aTreasures">90.74x1x1-1,90.75x1.0x1-1,90.76x1.0x1-1,90.77x1.0x1-1,90.78x1.0x1-1,90.2x1.0x1-1,90.69x1.0x1-1,90.79x1.0x1-1,90.80x1.0x1-1,90.8x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">330</column>
            <column name="strName">Haggerty upstairs services</column>
            <column name="aTreasures">90.81x1x1-1,90.82x1.0x1-1,90.83x1.0x1-1,90.84x1.0x1-1,90.9x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">331</column>
            <column name="strName">Disassembled noise trap</column>
            <column name="aTreasures">32.1x1.0x1-1,86.1x1.0x1-1,86.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">332</column>
            <column name="strName">Disassembled squirrel snare</column>
            <column name="aTreasures">13.0x1.0x1-1,86.1x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">333</column>
            <column name="strName">Hall, Tents, Exit</column>
            <column name="aTreasures">90.10x1.0x1-1,103.9x1.0x1-1,103.8x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">334</column>
            <column name="strName">Hall, Tarp, Clown Head, Exit</column>
            <column name="aTreasures">90.10x1.0x1-1,103.9x1.0x1-1,102.2x1.0x1-1,17.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">335</column>
            <column name="strName">Allegan Hall Options</column>
            <column name="aTreasures">90.10x1.0x1-1,103.8x1.0x1-1,90.13x1.0x1-1,27.0x1.0x1-1,4.0x1.0x1-1,90.66x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">336</column>
            <column name="strName">Allegan Melonhead Shadows</column>
            <column name="aTreasures">90.10x0.0x0-0,90.8x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">337</column>
            <column name="strName">Allegan Melonhead Rafters</column>
            <column name="aTreasures">90.62x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">338</column>
            <column name="strName">Clown head</column>
            <column name="aTreasures">102.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">339</column>
            <column name="strName">Copper beads</column>
            <column name="aTreasures">88.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">340</column>
            <column name="strName">Tools</column>
            <column name="aTreasures">21.3x1.0x1-1,21.4x1.0x1-1,23.0x1.0x1-1,46.0x1.0x1-1,86.0x1.0x5-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">341</column>
            <column name="strName">a crude torch (lit)</column>
            <column name="aTreasures">18.2x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">342</column>
            <column name="strName">a quality torch (lit)</column>
            <column name="aTreasures">18.3x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">343</column>
            <column name="strName">Enter Exit Squirrel</column>
            <column name="aTreasures">90.10x1.0x1-1,90.12x1.0x1-1,101.11x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">344</column>
            <column name="strName">Time, Exit, or Squirrel</column>
            <column name="aTreasures">101.11x1.0x1-1,90.70x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">345</column>
            <column name="strName">Go Downstairs or Exit</column>
            <column name="aTreasures">90.9x1x1-1,90.10x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">346</column>
            <column name="strName">Go Right or Exit</column>
            <column name="aTreasures">90.14x1x1-1,90.10x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">347</column>
            <column name="strName">Down Hall or Exit</column>
            <column name="aTreasures">90.13x1x1-1,90.10x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">348</column>
            <column name="strName">Lots of pills</column>
            <column name="aTreasures">11.5x1x1-1,55.5x1x5-5,55.4x1.0x5-5,11.6x1.0x1-1,55.3x1.0x5-5,55.1x1.0x5-5</column>
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            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">349</column>
            <column name="strName">Time</column>
            <column name="aTreasures">90.70x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">350</column>
            <column name="strName">Shout Friendly</column>
            <column name="aTreasures">90.23x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">351</column>
            <column name="strName">Go Downstairs</column>
            <column name="aTreasures">90.9x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">352</column>
            <column name="strName">Melonhead Loadout</column>
            <column name="aTreasures">20.0x1.0x1-1,422x0.6x1-3,416x0.4x1-5,415x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">353</column>
            <column name="strName">Disassembled lockpicks</column>
            <column name="aTreasures">86.0x1.0x8-8</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">354</column>
            <column name="strName">Disassembled patchwork fur tunic</column>
            <column name="aTreasures">4.1x1x10-10,86.1x1.0x20-20</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">355</column>
            <column name="strName">Degraded box cart</column>
            <column name="aTreasures">86.5x1x4-4,86.4x1.0x1-1,86.0x1.0x16-16,27.0x1.0x2-2,86.1x1.0x6-6</column>
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        </table>
        <table name="treasuretable">
            <column name="id">356</column>
            <column name="strName">Box cart</column>
            <column name="aTreasures">3.0x1x1-1</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">357</column>
            <column name="strName">Disassembled crude torch</column>
            <column name="aTreasures">4.0x1.0x1-1,13.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">358</column>
            <column name="strName">Disassembled quality torch</column>
            <column name="aTreasures">4.0x1.0x1-1,13.0x1.0x1-1,13.2x1.0x1-1</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">359</column>
            <column name="strName">Disassembled rough splint</column>
            <column name="aTreasures">4.0x1.0x2-2,13.0x1.0x1-1</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">360</column>
            <column name="strName">Disassembled cryo light fixture</column>
            <column name="aTreasures">86.0x1.0x4-4,26.3x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">361</column>
            <column name="strName">Disassembled HVAC (heated)</column>
            <column name="aTreasures">26.2x1.0x1-1,86.0x1.0x4-4,17.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">362</column>
            <column name="strName">5 small parts</column>
            <column name="aTreasures">86.0x1.0x5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">363</column>
            <column name="strName">Degraded medium string</column>
            <column name="aTreasures">86.1x1.0x3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">364</column>
            <column name="strName">Shopping cart</column>
            <column name="aTreasures">3.4x1x1-1</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">365</column>
            <column name="strName">Degraded shopping cart</column>
            <column name="aTreasures">86.5x1x4-4,86.4x1.0x1-1,86.0x1.0x16-16,86.3x1.0x1-1</column>
            <column name="bNested">0</column>
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        </table>
        <table name="treasuretable">
            <column name="id">366</column>
            <column name="strName">Degraded plastic sled w/strap</column>
            <column name="aTreasures">3.1x1x1-1,86.2x1.0x2-2</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">367</column>
            <column name="strName">Sled w/strap</column>
            <column name="aTreasures">3.2x1x1-1</column>
            <column name="bNested">0</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">368</column>
            <column name="strName">Degraded large branch</column>
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        </table>
        <table name="treasuretable">
            <column name="id">369</column>
            <column name="strName">Travois</column>
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        </table>
        <table name="treasuretable">
            <column name="id">370</column>
            <column name="strName">Degraded glass bottle</column>
            <column name="aTreasures">86.7x1.0x1-1,86.6x1.0x2-2</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">371</column>
            <column name="strName">Degraded broken glass bottle</column>
            <column name="aTreasures">86.6x1.0x2-2</column>
            <column name="bNested">0</column>
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        </table>
        <table name="treasuretable">
            <column name="id">372</column>
            <column name="strName">Glass shiv</column>
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        </table>
        <table name="treasuretable">
            <column name="id">373</column>
            <column name="strName">Degraded glass shiv</column>
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        </table>
        <table name="treasuretable">
            <column name="id">374</column>
            <column name="strName">Degraded greenwood bow</column>
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        </table>
        <table name="treasuretable">
            <column name="id">375</column>
            <column name="strName">Degraded compound bow</column>
            <column name="aTreasures">86.0x1.0x6-6,86.2x1.0x2-2</column>
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        </table>
        <table name="treasuretable">
            <column name="id">376</column>
            <column name="strName">Degraded compound bow w/strap</column>
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        </table>
        <table name="treasuretable">
            <column name="id">377</column>
            <column name="strName">Compound bow w/strap</column>
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            <column name="bNested">0</column>
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        </table>
        <table name="treasuretable">
            <column name="id">378</column>
            <column name="strName">Degraded crude piercing arrow</column>
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        </table>
        <table name="treasuretable">
            <column name="id">379</column>
            <column name="strName">Degraded crude broadhead arrow</column>
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        </table>
        <table name="treasuretable">
            <column name="id">380</column>
            <column name="strName">Crude piercing arrow</column>
            <column name="aTreasures">10.5x1.0x1-1</column>
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        </table>
        <table name="treasuretable">
            <column name="id">381</column>
            <column name="strName">Crude broadhead arrow</column>
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        </table>
        <table name="treasuretable">
            <column name="id">382</column>
            <column name="strName">Degraded stone</column>
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        </table>
        <table name="treasuretable">
            <column name="id">383</column>
            <column name="strName">Degraded sling</column>
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        <table name="treasuretable">
            <column name="id">384</column>
            <column name="strName">Sling</column>
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        </table>
        <table name="treasuretable">
            <column name="id">385</column>
            <column name="strName">Disassembled 12-gauge shotgun w/sling</column>
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        <table name="treasuretable">
            <column name="id">386</column>
            <column name="strName">12-gauge shotgun with sling</column>
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        <table name="treasuretable">
            <column name="id">387</column>
            <column name="strName">Degraded sharp spear</column>
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        </table>
        <table name="treasuretable">
            <column name="id">388</column>
            <column name="strName">Degraded broad spear</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">389</column>
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        </table>
        <table name="treasuretable">
            <column name="id">390</column>
            <column name="strName">hardened spear</column>
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        </table>
        <table name="treasuretable">
            <column name="id">391</column>
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        </table>
        <table name="treasuretable">
            <column name="id">392</column>
            <column name="strName">military micro cell contents</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">393</column>
            <column name="strName">night vision goggle contents</column>
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        </table>
        <table name="treasuretable">
            <column name="id">394</column>
            <column name="strName">Random Shirt</column>
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        </table>
        <table name="treasuretable">
            <column name="id">395</column>
            <column name="strName">Random weapon</column>
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        </table>
        <table name="treasuretable">
            <column name="id">396</column>
            <column name="strName">dogman corpse</column>
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        </table>
        <table name="treasuretable">
            <column name="id">397</column>
            <column name="strName">medium chunk of meat (spoiled)</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">398</column>
            <column name="strName">degraded large corpse</column>
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            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">399</column>
            <column name="strName">meat from a large corpse</column>
            <column name="aTreasures">101.9x1x8-8,101.6x1.0x7-7</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">400</column>
            <column name="strName">meat and pelt from a dogman corpse</column>
            <column name="aTreasures">101.9x1x8-8,101.6x1.0x7-7,78.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">401</column>
            <column name="strName">Security footage and dogman corpse</column>
            <column name="aTreasures">1.0x1.0x1-1,16.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">402</column>
            <column name="strName">humanoid corpse</column>
            <column name="aTreasures">16.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">403</column>
            <column name="strName">meat from a large, furry corpse</column>
            <column name="aTreasures">101.9x1x8-8,101.6x1.0x7-7,4.3x1.0x15-15</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">404</column>
            <column name="strName">degraded dogman corpse</column>
            <column name="aTreasures">101.10x1x8-8,101.8x1.0x7-7,4.3x1.0x8-8</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">405</column>
            <column name="strName">roasted medium chunk of meat</column>
            <column name="aTreasures">101.13x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">406</column>
            <column name="strName">degraded deer corpse</column>
            <column name="aTreasures">101.10x1x3-3,101.8x1.0x3-3,4.4x1.0x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">407</column>
            <column name="strName">meat from a medium corpse</column>
            <column name="aTreasures">101.9x1x3-3,101.6x1.0x3-3,4.4x1.0x5-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">408</column>
            <column name="strName">meat and hide from a medium corpse</column>
            <column name="aTreasures">101.9x1x5-5,101.6x1.0x4-4,4.4x1.0x10-10</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">409</column>
            <column name="strName">deer corpse</column>
            <column name="aTreasures">16.3x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">410</column>
            <column name="strName">Sling Contents</column>
            <column name="aTreasures">86.8x0.17x1-20|86.9x0.17x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">411</column>
            <column name="strName">Random food item</column>
            <column name="aTreasures">32.1x0.0625x1-1|101.1x0.0625x1-1|101.2x0.0625x1-5|101.3x0.0625x1-1|101.4x0.0625x1-10|101.5x0.0625x1-5|101.7x0.0625x1-5|101.11x0.0625x1-1|101.11x0.0625x1-1|101.20x0.0625x1-1|101.15x0.0625x1-1|101.12x0.0625x1-5|101.14x0.0625x1-5|101.16x0.0625x1-5|101.18x0.0625x1-5|5.4x0.0625x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">412</column>
            <column name="strName">Random container</column>
            <column name="aTreasures">5.3x0.26x1-1|5.5x.04x1-1|27.0x.17x1-1|32.1x0.1x1-1|94.2x0.04x1-1|5.1x0.02x1-1|5.2x0.1x1-1|5.4x0.17x1-1|5.6x0.1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">413</column>
            <column name="strName">Random drink</column>
            <column name="aTreasures">11.1x0.2x1-1|11.2x0.1x1-1|11.4x0.7x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">414</column>
            <column name="strName">Random drugs</column>
            <column name="aTreasures">11.0x0.05x1-1|11.5x0.1x1-1|11.6x0.1x1-1|11.7x0.15x1-1|11.8x0.1x1-1|11.9x0.1x1-1|11.10x0.1x1-1|11.11x0.1x1-1|11.12x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">415</column>
            <column name="strName">Random carried tool</column>
            <column name="aTreasures">2.0x0.02x1-1|2.1x0.02x1-1|4.2x0.04x1-5|6.0x0.03x1-1|14.0x0.04x1-1|14.1x0.03x1-1|17.0x0.04x1-1|18.0x0.02x1-3|18.1x0.02x1-3|21.0x0.04x1-1|21.3x0.04x1-1|21.4x0.03x1-1|23.0x0.04x1-1|23.1x0.03x1-1|32.0x0.055x1-1|39.0x0.08x1-1|41.0x0.02x1-1|46.0x0.06x1-1|94.0x0.005x1-1|100.0x0.04x1-1|100.1x0.04x1-1|100.2x0.03x1-1|100.3x0.04x1-1|100.4x0.03x1-1|102.0x0.02x1-1|34.0x0.03x1-1|451x0.05x1-1|19.4x0.03x1-1|102.6x0.01x1-1|39.1x0.01x1-1|39.2x0.01x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">416</column>
            <column name="strName">Random carried junk</column>
            <column name="aTreasures">4.0x0.05x1-6|4.4x0.03x1-3|4.1x0.04x1-3|7.0x0.03x1-1|453x0.05x1-1|9.0x0.05x1-8|13.0x0.04x1-5|13.1x0.03x1-1|13.2x0.04x1-5|17.0x0.05x1-1|86.0x0.05x1-16|86.1x0.05x1-9|86.2x0.04x1-7|86.5x0.03x1-1|86.6x0.05x1-3|86.7x0.06x1-1|86.8x0.03x1-20|86.9x0.04x1-1|87.0x0.03x1-2|86.10x0.04x1-8|452x0.04x1-1|426x0.02x1-1|599x0.03x1-3|86.18x0.06x1-5|52.0x.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">417</column>
            <column name="strName">Random plains junk</column>
            <column name="aTreasures">5.3x0.01x1-1|7.0x0.01x1-1|9.0x0.01x1-2|13.2x0.02x1-3|16.0x0.02x1-1|86.8x0.39x1-20|86.9x0.29x1-1|101.5x0.01x1-2|101.7x0.01x1-2|101.12x0.025x1-4|101.14x0.025x1-4|101.16x0.025x1-4|101.18x0.025x1-4|98.1x0.05x1-1|98.2x0.05x1-1|86.10x0.01x1-2|86.18x0.02x1-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">418</column>
            <column name="strName">Random urban junk</column>
            <column name="aTreasures">3.0x0.0005x1-1|3.1x0.0015x1-1|3.2x0.001x1-1|3.4x0.001x1-1|4.0x0.07x1-9|5.3x0.07x1-1|7.0x0.05x1-1|9.0x0.04x1-3|11.1x0.05x1-1|11.2x0.025x1-1|11.4x0.025x1-1|11.7x0.005x1-1|13.0x0.025x1-4|13.2x0.05x1-5|17.0x0.02x1-1|86.0x0.05x1-18|86.1x0.05x1-20|86.2x0.04x1-15|86.3x0.0005x1-1|86.4x0.0005x1-1|86.5x0.001x1-4|86.6x0.08x1-5|86.7x0.05x1-1|86.8x0.09x1-20|86.9x0.09x1-1|98.1x0.02x1-1|98.2x0.029x1-1|599x0.01x1-1|86.18x0.045x1-5|52.0x.01x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">419</column>
            <column name="strName">Random forest junk</column>
            <column name="aTreasures">5.3x0.01x1-1|7.0x0.01x1-1|9.0x0.02x1-2|13.2x0.02x1-3|16.0x0.02x1-1|86.8x0.39x1-20|86.9x0.29x1-1|101.5x0.01x1-2|101.7x0.01x1-2|101.12x0.025x1-4|101.14x0.025x1-4|101.16x0.025x1-4|101.18x0.025x1-4|98.1x0.05x1-1|98.2x0.05x1-1|86.18x0.02x1-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">420</column>
            <column name="strName">Random footwear</column>
            <column name="aTreasures">50.0x0.06x1-1|50.1x0.06x1-1|50.2x0.04x1-1|50.3x0.04x1-1|50.4x0.09x1-1|50.5x0.09x1-1|50.7x0.05x1-1|50.8x0.05x1-1|50.9x0.11x1-1|50.10x0.11x1-1|50.6x0.3x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">421</column>
            <column name="strName">Random pants</column>
            <column name="aTreasures">95.0x0.5x1-1|95.1x0.3x1-1|95.2x0.14x1-1|95.3x0.05x1-1|95.4x0.01x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">422</column>
            <column name="strName">Random clothing item</column>
            <column name="aTreasures">394x0.4x1-1|420x0.3x1-1|421x0.3x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">423</column>
            <column name="strName">Random food item (urban)</column>
            <column name="aTreasures">32.1x0.1667x1-1|101.1x0.1667x1-1|101.2x0.1667x1-5|101.3x0.1667x1-1|101.4x0.1667x1-10|5.4x0.1667x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">424</column>
            <column name="strName">enfield horror corpse</column>
            <column name="aTreasures">16.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">425</column>
            <column name="strName">flashlight contents</column>
            <column name="aTreasures">33.1x0.5x4-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">426</column>
            <column name="strName">Random ammo</column>
            <column name="aTreasures">10.0x0.125x1-5|10.1x0.125x1-5|10.7x0.125x1-6|10.8x0.125x1-6|10.9x0.125x1-7|10.10x0.125x1-7|10.11x0.125x1-5|10.12x0.125x1-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">427</column>
            <column name="strName">encounter ingredient validation success</column>
            <column name="aTreasures">18.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">428</column>
            <column name="strName">Greenwood bow</column>
            <column name="aTreasures">28.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">429</column>
            <column name="strName">Paper scraps</column>
            <column name="aTreasures">86.10x1.0x10</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">430</column>
            <column name="strName">Sleeping bag</column>
            <column name="aTreasures">14.0x0.75x1-1|14.1x0.25x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">431</column>
            <column name="strName">Throw, reach down, exit</column>
            <column name="aTreasures">90.10x1.0x1-1,90.65x1.0x1-1,90.66x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">432</column>
            <column name="strName">laptop battery contents</column>
            <column name="aTreasures">10.3x0.25x1-160</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">433</column>
            <column name="strName">laptop contents</column>
            <column name="aTreasures">33.2x0.9x1-1,446x1x3-20</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">434</column>
            <column name="strName">hacked laptop (on)</column>
            <column name="aTreasures">8.6x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">435</column>
            <column name="strName">iSlab battery contents</column>
            <column name="aTreasures">10.3x0.25x1-70</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">436</column>
            <column name="strName">iSlab contents</column>
            <column name="aTreasures">33.3x0.9x1,450x0.75x1-2,446x1x3-20</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">437</column>
            <column name="strName">cellphone battery contents</column>
            <column name="aTreasures">10.3x0.25x1-20</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">438</column>
            <column name="strName">smartphone battery contents</column>
            <column name="aTreasures">10.3x0.25x1-40</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">439</column>
            <column name="strName">smartphone contents</column>
            <column name="aTreasures">33.5x0.9x1,449x0.75x1-2,446x1x3-12</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">440</column>
            <column name="strName">cellphone contents</column>
            <column name="aTreasures">33.4x0.9x1,447x0.8x1-6</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">441</column>
            <column name="strName">hacked iSlab (on)</column>
            <column name="aTreasures">8.9x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">442</column>
            <column name="strName">hacked cellphone (on)</column>
            <column name="aTreasures">8.17x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">443</column>
            <column name="strName">hacked smartphone (on)</column>
            <column name="aTreasures">8.13x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">444</column>
            <column name="strName">lamp iSlab mode</column>
            <column name="aTreasures">8.18x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">445</column>
            <column name="strName">lamp smartphone mode</column>
            <column name="aTreasures">8.19x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">446</column>
            <column name="strName">Random data file</column>
            <column name="aTreasures">528x0.95x1-1|529x0.05x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">447</column>
            <column name="strName">Random cellphone data file</column>
            <column name="aTreasures">36.5x0.006849315x1|36.6x0.01694915254|36.7x0.006849315x1|36.8x0.006849315x1|36.9x0.01694915254|36.10x0.01694915254|36.11x0.006849315x1|36.12x0.01694915254|36.13x0.006849315x1|36.14x0.01694915254|36.15x0.01694915254|36.16x0.01694915254|36.17x0.01694915254|36.18x0.01694915254|36.19x0.01694915254|36.20x0.01694915254|36.21x0.01694915254|36.22x0.01694915254|36.23x0.01694915254|36.24x0.01694915254|36.25x0.01694915254|36.26x0.01694915254|36.27x0.01694915254|36.28x0.01694915254|36.29x0.01694915254|36.30x0.01694915254|36.31x0.01694915254|36.32x0.01694915254|36.56x0.01694915254|36.57x0.01694915254|36.58x0.01694915254|36.59x0.01694915254|36.60x0.01694915254|36.61x0.01694915254|36.62x0.01694915254|36.63x0.01694915254|36.64x0.01694915254|36.65x0.01694915254|36.66x0.01694915254|36.67x0.01694915254|36.68x0.01694915254|36.69x0.01694915254|36.70x0.01694915254|36.71x0.006849315x1|36.72x0.01694915254|36.73x0.01694915254|36.74x0.006849315x1|36.75x0.006849315x1|36.76x0.006849315x1|36.77x0.006849315x1|36.78x0.01694915254|36.79x0.006849315x1|36.80x0.006849315x1|36.81x0.006849315x1|36.82x0.01694915254|36.83x0.01694915254|36.84x0.006849315x1|36.86x0.01694915254|36.87x0.01694915254</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">448</column>
            <column name="strName">Random laptop software</column>
            <column name="aTreasures">35.0x0.25x1|35.1x0.25x1|35.2x0.25x1|35.3x0.25x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">449</column>
            <column name="strName">Random smartphone software</column>
            <column name="aTreasures">35.6x0.33x1-1|35.7x0.33x1-1|35.9x0.34x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">450</column>
            <column name="strName">Random tablet software</column>
            <column name="aTreasures">35.4x0.33x1-1|35.5x0.33x1-1|35.8x0.34x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">451</column>
            <column name="strName">Random hardware device</column>
            <column name="aTreasures">8.14x0.18x1|8.10x0.18x1|8.0x0.18x1|8.2x0.18x1|8.1x0.18x1|8.16x0.02x1|8.12x0.02x1|8.8x0.02x1|8.5x0.02x1|8.4x0.02x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">452</column>
            <column name="strName">Random battery</column>
            <column name="aTreasures">33.0x0.1x1|33.1x0.4x1|33.2x0.1x1|33.3x0.1x1|33.4x0.2x1|33.5x0.1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">453</column>
            <column name="strName">Random hardware junk</column>
            <column name="aTreasures">8.14x0.4x1|8.10x0.2x1|8.0x0.1x1|8.2x0.05x1|8.1x0.05x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">454</column>
            <column name="strName">Random memory stick w/software</column>
            <column name="aTreasures">1.1x1x1-1,35.1x0.1x1-1|35.2x0.1x1-1|35.3x0.1x1-1|35.4x0.1x1-1|35.5x0.1x1-1|35.6x0.1x1-1|35.7x0.1x1-1|35.8x0.1x1-1|35.9x0.1x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">455</column>
            <column name="strName">Random junk store hardware device</column>
            <column name="aTreasures">8.16x0.4x1-1|8.12x0.2x1-1|8.8x0.15x1-1|8.5x0.05x1-1,452x0.8x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">456</column>
            <column name="strName">Reach down (dummy?)</column>
            <column name="aTreasures">90.70x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">457</column>
            <column name="strName">Give and exit</column>
            <column name="aTreasures">90.68x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">458</column>
            <column name="strName">Give</column>
            <column name="aTreasures">90.68x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">459</column>
            <column name="strName">Spy and exit</column>
            <column name="aTreasures">90.34x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">460</column>
            <column name="strName">Spy</column>
            <column name="aTreasures">90.34x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">461</column>
            <column name="strName">Time, Exit, Threaten, Enter</column>
            <column name="aTreasures">90.70x1.0x1-1,90.10x1.0x1-1,90.52x1.0x1-1,90.12x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">462</column>
            <column name="strName">Charge, Run Away, Surrender</column>
            <column name="aTreasures">90.30x1.0x1-1,90.31x1.0x1-1,90.90x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">463</column>
            <column name="strName">2x small and 1x medium cooked meat</column>
            <column name="aTreasures">101.11x1x2-2,101.13x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">464</column>
            <column name="strName">Take Cover, Down Hall, Wave, Enter, Reach Down</column>
            <column name="aTreasures">90.32x1x1-1,90.13x1x1-1,90.61x1x1-1,90.12x1x1-1,90.66x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">465</column>
            <column name="strName">Cryo tank (unoccupied)</column>
            <column name="aTreasures">90.2x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">466</column>
            <column name="strName">Shout Friendly, Question</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">467</column>
            <column name="strName">medium chunk of human meat (spoiled)</column>
            <column name="aTreasures">101.21x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">468</column>
            <column name="strName">small chunk of human meat (spoiled)</column>
            <column name="aTreasures">101.25x1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">469</column>
            <column name="strName">degraded human corpse</column>
            <column name="aTreasures">101.25x1x8-8,101.21x1.0x7-7</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">470</column>
            <column name="strName">meat from a human corpse</column>
            <column name="aTreasures">101.24x1x8-8,101.19x1.0x7-7</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">471</column>
            <column name="strName">2x small human meat</column>
            <column name="aTreasures">101.24x1x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">472</column>
            <column name="strName">2-4x small raw meat</column>
            <column name="aTreasures">101.9x1x2-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">473</column>
            <column name="strName">Yezinka loadout</column>
            <column name="aTreasures">394x1x1-1,421x1.0x1-1,422x1.0x1-1,419x1.0x1-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">474</column>
            <column name="strName">great black swamp idle loot</column>
            <column name="aTreasures">476x0.1x1-4,86.9x1.0x1-5,86.8x1.0x7-42</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">475</column>
            <column name="strName">great black swamp scavenge locations</column>
            <column name="aTreasures">103.12x0.0012x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">476</column>
            <column name="strName">Random great black swamp junk</column>
            <column name="aTreasures">87.0x0.04x1-3|4.0x0.07x1-9|5.3x0.07x1-1|7.0x0.05x1-1|9.0x0.04x1-3|11.2x0.025x1-1|86.0x0.05x1-18|86.1x0.04x1-20|86.2x0.04x1-15|86.3x0.008x1-1|86.4x0.008x1-1|86.5x0.02x1-4|86.6x0.07x1-5|86.7x0.06x1-1|86.8x0.1x1-20|86.9x0.1x1-5|98.10x0.149x1-4|98.1x0.02x1-2|40.1x0.02x1-1|52.0x.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">477</column>
            <column name="strName">small chunk of human meat (cooked)</column>
            <column name="aTreasures">101.26x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">478</column>
            <column name="strName">small chunk of human meat (cured)</column>
            <column name="aTreasures">101.27x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">479</column>
            <column name="strName">medium chunk of human meat (cooked)</column>
            <column name="aTreasures">101.22x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">480</column>
            <column name="strName">medium chunk of human meat (cured)</column>
            <column name="aTreasures">101.23x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">481</column>
            <column name="strName">water (poison)</column>
            <column name="aTreasures">98.11x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">482</column>
            <column name="strName">water (analyzed)</column>
            <column name="aTreasures">98.12x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">483</column>
            <column name="strName">water (poison) x2</column>
            <column name="aTreasures">98.11x1x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">484</column>
            <column name="strName">water (poison) x3</column>
            <column name="aTreasures">98.11x1x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">485</column>
            <column name="strName">water tester contents</column>
            <column name="aTreasures">33.1x0.5x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">486</column>
            <column name="strName">water (biohazard)</column>
            <column name="aTreasures">98.2x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">487</column>
            <column name="strName">Degraded RTG Power Cell</column>
            <column name="aTreasures">32.1x1.0x1-1,86.0x1.0x8-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">488</column>
            <column name="strName">rtg battery contents</column>
            <column name="aTreasures">10.3x1x80-160</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">489</column>
            <column name="strName">RTG Power Cell</column>
            <column name="aTreasures">33.6x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">490</column>
            <column name="strName">Merga wraith corpse</column>
            <column name="aTreasures">16.5x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">491</column>
            <column name="strName">Spy and go downstairs</column>
            <column name="aTreasures">90.34x1.0x1-1,90.9x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">492</column>
            <column name="strName">Spy, give, and go upstairs</column>
            <column name="aTreasures">90.34x1.0x1-1,90.8x1.0x1-1,90.68x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">493</column>
            <column name="strName">Merga realm artifacts</column>
            <column name="aTreasures">99.0x1.0x1-1,99.1x1.0x1-1,90.96x1.0x1-1,90.97x1.0x1-1,37.0x1.0x1-1,38.0x1.0x1-1,90.8x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">494</column>
            <column name="strName">Give and go upstairs</column>
            <column name="aTreasures">90.68x1x1-1,90.8x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">495</column>
            <column name="strName">Merga realm film</column>
            <column name="aTreasures">37.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">496</column>
            <column name="strName">Merga realm children's book</column>
            <column name="aTreasures">38.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">497</column>
            <column name="strName">Merga realm sheaf letters</column>
            <column name="aTreasures">99.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">498</column>
            <column name="strName">Merga realm sheaf notes</column>
            <column name="aTreasures">99.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">499</column>
            <column name="strName">Not interested, RTG cell</column>
            <column name="aTreasures">90.6x1.0x1-1,33.6x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">500</column>
            <column name="strName">sprawl idle loot</column>
            <column name="aTreasures">25.4x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">501</column>
            <column name="strName">power tap contents</column>
            <column name="aTreasures">10.3x1x80-80</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">502</column>
            <column name="strName">Enter, Exit, Spy, Meat, Down Hall</column>
            <column name="aTreasures">90.10x1.0x1-1,90.12x1.0x1-1,101.13x1.0x1-1,90.34x1.0x1-1,90.13x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">503</column>
            <column name="strName">Trigger Encounter Item Screen (dummy treasure)</column>
            <column name="aTreasures">90.23x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">504</column>
            <column name="strName">C-Store Stock</column>
            <column name="aTreasures">5.3x1.0x3-3,505x1.0x4-4,196x1.0x10-10,506x1.0x2-2,507x1.0x2-2,179x1.0x4-4,508x1.0x12-12,101.3x1.0x5-5,101.2x1.0x20-20,39.0x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">505</column>
            <column name="strName">Soda bottle (full)</column>
            <column name="aTreasures">11.1x1x1-1,98.6x1x2-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">506</column>
            <column name="strName">OTC Painkillers x6 w/bottle</column>
            <column name="aTreasures">11.7x1x1-1,55.3x1x20-20</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">507</column>
            <column name="strName">full bottle of whiskey</column>
            <column name="aTreasures">11.2x1.0x1-1,98.8x1x12-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">508</column>
            <column name="strName">full AA battery</column>
            <column name="aTreasures">33.1x1x1-1,10.3x1.0x20-20</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">509</column>
            <column name="strName">Fast Food Options and Exit</column>
            <column name="aTreasures">90.10x1.0x1-1,90.98x1.0x1-1,90.100x1.0x1-1,90.99x1.0x1-1,90.101x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">510</column>
            <column name="strName">Fast Food Options, Exit, and Meat</column>
            <column name="aTreasures">101.13x1.0x1-1,90.98x1.0x1-1,90.100x1.0x1-1,90.99x1.0x1-1,90.101x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">511</column>
            <column name="strName">Time, Exit, Spy, Door Panel</column>
            <column name="aTreasures">90.70x1x1-1,90.10x1.0x1-1,90.34x1.0x1-1,90.0x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">512</column>
            <column name="strName">Time, Exit</column>
            <column name="aTreasures">90.70x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">513</column>
            <column name="strName">Shout Threat, Question, Exit</column>
            <column name="aTreasures">90.24x1x1-1,90.20x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">514</column>
            <column name="strName">Question, Exit</column>
            <column name="aTreasures">90.10x1x1-1,90.20x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">515</column>
            <column name="strName">Exit, Shout Friendly</column>
            <column name="aTreasures">90.23x1x1-1,90.10x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">516</column>
            <column name="strName">Time, Exit, Give</column>
            <column name="aTreasures">90.70x1.0x1-1,90.10x1.0x1-1,90.68x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">517</column>
            <column name="strName">plains default camps</column>
            <column name="aTreasures">12.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">518</column>
            <column name="strName">forest camp type</column>
            <column name="aTreasures">12.1x0.2x1-1|12.3x0.5x1-1|12.4x0.3x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">519</column>
            <column name="strName">forest default camps</column>
            <column name="aTreasures">518x1.0x2-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">520</column>
            <column name="strName">suburban ruins camp type</column>
            <column name="aTreasures">12.1x0.2x1-1|12.2x0.1x1-1|12.3x0.3x1-1|12.6x0.4x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">521</column>
            <column name="strName">suburban ruins default camps</column>
            <column name="aTreasures">520x1.0x2-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">522</column>
            <column name="strName">urban ruins camp type</column>
            <column name="aTreasures">12.1x0.2x1-1|12.2x0.1x1-1|12.5x0.3x1-1|12.7x0.4x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">523</column>
            <column name="strName">urban ruins default camps</column>
            <column name="aTreasures">522x1.0x2-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">524</column>
            <column name="strName">forest shack camp type</column>
            <column name="aTreasures">12.1x0.3x1-1|12.3x0.3x1-1|12.4x0.2x1-1|12.6x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">525</column>
            <column name="strName">forest shack default camps</column>
            <column name="aTreasures">524x1.0x2-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">526</column>
            <column name="strName">rubble camp type</column>
            <column name="aTreasures">12.1x0.5x1-1|12.7x0.25x1-1|12.9x0.25x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">527</column>
            <column name="strName">rubble default camps</column>
            <column name="aTreasures">526x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">528</column>
            <column name="strName">Random Worthless Data File</column>
            <column name="aTreasures">36.3x0.0141x1-1|36.4x0.0141x1-1|36.6x0.0141x1-1|36.9x0.0141x1-1|36.10x0.0141x1-1|36.12x0.0141x1-1|36.14x0.0141x1-1|36.15x0.0141x1-1|36.16x0.0141x1-1|36.17x0.0141x1-1|36.18x0.0141x1-1|36.19x0.0141x1-1|36.20x0.0141x1-1|36.21x0.0141x1-1|36.22x0.0141x1-1|36.23x0.0141x1-1|36.24x0.0141x1-1|36.25x0.0141x1-1|36.26x0.0141x1-1|36.27x0.0141x1-1|36.28x0.0141x1-1|36.29x0.0141x1-1|36.30x0.0141x1-1|36.31x0.0141x1-1|36.32x0.0141x1-1|36.33x0.0141x1-1|36.34x0.0141x1-1|36.35x0.0141x1-1|36.36x0.0141x1-1|36.37x0.0141x1-1|36.38x0.0141x1-1|36.39x0.0141x1-1|36.40x0.0141x1-1|36.41x0.0141x1-1|36.42x0.0141x1-1|36.43x0.0141x1-1|36.44x0.0141x1-1|36.45x0.0141x1-1|36.46x0.0141x1-1|36.47x0.0141x1-1|36.48x0.0141x1-1|36.49x0.0141x1-1|36.50x0.0141x1-1|36.51x0.0141x1-1|36.52x0.0141x1-1|36.53x0.0141x1-1|36.54x0.0141x1-1|36.55x0.0141x1-1|36.56x0.0141x1-1|36.57x0.0141x1-1|36.58x0.0141x1-1|36.59x0.0141x1-1|36.60x0.0141x1-1|36.61x0.0141x1-1|36.62x0.0141x1-1|36.63x0.0141x1-1|36.64x0.0141x1-1|36.65x0.0141x1-1|36.66x0.0141x1-1|36.67x0.0141x1-1|36.68x0.0141x1-1|36.69x0.0141x1-1|36.70x0.0141x1-1|36.72x0.0141x1-1|36.73x0.0141x1-1|36.78x0.0141x1-1|36.82x0.0141x1-1|36.83x0.0141x1-1|36.86x0.0141x1-1|36.87x0.0141x1-1|36.88x0.0141x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">529</column>
            <column name="strName">Random Paydata</column>
            <column name="aTreasures">36.79x0.0588x1-1|36.76x0.0588x1-1|36.77x0.0588x1-1|36.81x0.0588x1-1|36.74x0.0588x1-1|36.85x0.0588x1-1|36.75x0.0588x1-1|36.7x0.0588x1-1|36.80x0.0588x1-1|36.71x0.0588x1-1|36.13x0.0588x1-1|36.11x0.0588x1-1|36.8x0.0588x1-1|36.84x0.0588x1-1|36.2x0.0588x1-1|36.1x0.0588x1-1|36.5x0.0588x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">530</column>
            <column name="strName">cellphone with random worthless data</column>
            <column name="aTreasures">8.14x1.0x1-1,528x1.0x6-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">531</column>
            <column name="strName">Shout Friendly, Sounds Good, Question, Exit</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.10x1.0x1-1,90.7x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">532</column>
            <column name="strName">Shout Friendly, Shout Threat</column>
            <column name="aTreasures">90.23x1x1-1,90.24x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">533</column>
            <column name="strName">Shout Friendly, Question, Exit</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">534</column>
            <column name="strName">Shout Friendly, Shout Threat, Question, Not Interested</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.6x1.0x1-1,90.24x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">535</column>
            <column name="strName">Advance, Fall Back, Question</column>
            <column name="aTreasures">90.29x1x1-1,90.20x1.0x1-1,90.28x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">536</column>
            <column name="strName">Question</column>
            <column name="aTreasures">90.20x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">537</column>
            <column name="strName">Not interested, Shout Threat</column>
            <column name="aTreasures">90.6x1.0x1-1,90.24x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">538</column>
            <column name="strName">Shout Friendly, Question, Exit, Marsh</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.10x1.0x1-1,25.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">539</column>
            <column name="strName">Shout Friendly, Cryo Tank</column>
            <column name="aTreasures">90.23x1x1-1,90.3x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">540</column>
            <column name="strName">Not interested, Sounds Good</column>
            <column name="aTreasures">90.6x1.0x1-1,90.7x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">541</column>
            <column name="strName">Run Away, Shout Friendly</column>
            <column name="aTreasures">90.23x1x1-1,90.31x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">542</column>
            <column name="strName">Run Away</column>
            <column name="aTreasures">90.31x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">543</column>
            <column name="strName">Disassembled SBS4 w/sling</column>
            <column name="aTreasures">60.8x1x1-1,6.0x1.0x1-1,86.0x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">544</column>
            <column name="strName">SBS4 with sling</column>
            <column name="aTreasures">60.9x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">545</column>
            <column name="strName">DMC Guard Loadout</column>
            <column name="aTreasures">78.1x1x1-1,95.3x1x1-1,78.2x1.0x1-1,50.2x1x1-1,50.3x1x1-1,24.1x1x2-2,102.4x1.0x1-1,102.5x1x1-1,549x1.0x1-1,10.9x1x3-7,546x0.33x1-1,547x1.0x1-1,100.2x0.5x1-1,506x0.25x1-1,196x0.5x1-2,23.1x0.3x1-1,548x0.25x1-1,94.0x0.1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">546</column>
            <column name="strName">loaded SBS4 w/sling</column>
            <column name="aTreasures">60.9x1.0x1-1,10.11x0.75x5-5|10.12x0.25x5-5</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">547</column>
            <column name="strName">working smartphone (locked)</column>
            <column name="aTreasures">8.11x1.0x1-1,33.5x1.0x1-1,10.3x1x10-30,449x0.75x1-2,446x1.0x3-12</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">548</column>
            <column name="strName">working flashlight</column>
            <column name="aTreasures">34.1x1.0x1-1,33.1x1x4-4,10.3x1.0x10-20</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">549</column>
            <column name="strName">loaded Deltec 1911</column>
            <column name="aTreasures">30.1x1.0x1-1,10.9x0.75x7-7|10.10x0.25x7-7</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">550</column>
            <column name="strName">used DMC bracelet</column>
            <column name="aTreasures">89.3x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">551</column>
            <column name="strName">Exit, Enter, Shout Friendly, swamp</column>
            <column name="aTreasures">90.23x1x1-1,90.10x1x1-1,90.12x1x1-1,25.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">552</column>
            <column name="strName">Exit, swamp</column>
            <column name="aTreasures">90.10x1x1-1,25.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">553</column>
            <column name="strName">Exit, Shout Threat, Shout Friendly, Question</column>
            <column name="aTreasures">90.23x1x1-1,90.10x1x1-1,90.24x1x1-1,90.20x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">554</column>
            <column name="strName">Shout Friendly, Shout Threat, Question, Reach Down</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.66x1.0x1-1,90.24x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">555</column>
            <column name="strName">Reach down, Pull Down, Tackle</column>
            <column name="aTreasures">90.66x1.0x1-1,90.46x1.0x1-1,90.39x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">556</column>
            <column name="strName">Disassembled smudge stick</column>
            <column name="aTreasures">86.1x1.0x2-2,13.2x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">557</column>
            <column name="strName">degraded hide long coat</column>
            <column name="aTreasures">4.4x1.0x10-10,86.1x1.0x10-10</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">558</column>
            <column name="strName">ATN Trading Post Inventory</column>
            <column name="aTreasures">2.0x0.5x1-1,3.3x0.5x1-1,4.1x0.5x1-5,4.3x0.3x1-3,4.4x0.75x2-5,5.0x1.0x1-2,10.6x1.0x5-12,13.3x1.0x2-4,18.1x0.75x1-3,18.4x1.0x1-1,21.1x1.0x1-2,24.0x0.5x2-4,28.3x1.0x1-1,29.0x0.75x1-1,31.1x1.0x1-1,49.0x1x1-1,78.6x0.75x1-1,78.8x0.5x1-1,98.1x1.0x4-8,98.7x1.0x2-4,101.5x0.75x3-7,101.12x0.75x5-10,101.11x0.75x2-4,101.20x0.75x2-4,415x1.0x1-3,412x0.5x1-1,395x0.3x1-1,426x0.25x3-9</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">559</column>
            <column name="strName">ATN Warrior Loadout</column>
            <column name="aTreasures">420x0.5x2-2,421x1.0x1-1,394x0.5x1-2,78.8x0.5x1-1,560x0.2x1-1|31.1x0.2x1-1|60.4x0.2x1-1|21.1x0.2x1-1|395x0.2x1-1,5.0x1.0x1-1,561x0.5x1-1|13.3x0.5x1-1,88.2x0.35x1-1,18.4x0.3x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">560</column>
            <column name="strName">ATN Bow and Arrow</column>
            <column name="aTreasures">28.3x1x1-1,10.6x1.0x5-5</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">561</column>
            <column name="strName">Tannin Tea Bottle</column>
            <column name="aTreasures">11.4x1x1-1,98.7x1.0x2-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">562</column>
            <column name="strName">Aid, give, reach down, exit</column>
            <column name="aTreasures">90.10x1.0x1-1,90.69x1.0x1-1,90.66x1.0x1-1,90.68x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">563</column>
            <column name="strName">Aid, shout friendly, exit</column>
            <column name="aTreasures">90.10x1.0x1-1,90.69x1.0x1-1,90.23x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">564</column>
            <column name="strName">Take Cover, Run Away, Shout Friendly, Melee Attack</column>
            <column name="aTreasures">90.32x1x1-1,90.31x1x1-1,90.23x1.0x1-1,90.33x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">565</column>
            <column name="strName">Take Cover, Run Away, Surrender Agree, Melee Attack</column>
            <column name="aTreasures">90.32x1x1-1,90.31x1x1-1,90.93x1.0x1-1,90.33x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">566</column>
            <column name="strName">Exit, Run Away, Shout Friendly, Melee Attack</column>
            <column name="aTreasures">90.10x1x1-1,90.31x1x1-1,90.23x1.0x1-1,90.33x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">567</column>
            <column name="strName">Shout Friendly, Question, Shout Threat</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.24x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">568</column>
            <column name="strName">Shout Friendly, Shout Threat, Lead Away</column>
            <column name="aTreasures">90.23x1x1-1,90.24x1.0x1-1,90.60x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">569</column>
            <column name="strName">Question, Lead Away</column>
            <column name="aTreasures">90.20x1x1-1,90.60x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">570</column>
            <column name="strName">Shout Friendly, Question, Time, Not Interested, Talisman, exit, melee</column>
            <column name="aTreasures">90.23x1x1-1,90.20x1.0x1-1,90.6x1.0x1-1,88.0x1.0x1-1,90.70x1.0x1-1,90.10x1.0x1-1,90.21x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">571</column>
            <column name="strName">DMC Sniper Loadout</column>
            <column name="aTreasures">78.1x1x1-1,95.3x1x1-1,78.2x1.0x1-1,50.2x1x1-1,50.3x1x1-1,24.1x1x2-2,102.4x1.0x1-1,102.5x1x1-1,573x1.0x1-1,547x1.0x1-1,506x0.25x1-1,196x0.5x1-2,94.0x0.1x1-1,582x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">572</column>
            <column name="strName">4mm Gauss Rifle Contents</column>
            <column name="aTreasures">10.13x0.34x1-5,33.7x0.75x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">573</column>
            <column name="strName">4mm Gauss ammo</column>
            <column name="aTreasures">10.13x1x80-80</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">574</column>
            <column name="strName">cryo usable window</column>
            <column name="aTreasures">26.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">575</column>
            <column name="strName">cryo initial scavenge locations</column>
            <column name="aTreasures">103.11x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">576</column>
            <column name="strName">rubble initial scavenge building</column>
            <column name="aTreasures">103.2x0.4x1-1|103.3x0.04x1-1|103.4x0.04x1-1|103.5x0.4x1-1|103.9x0.1x1-1|103.10x0.02x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">577</column>
            <column name="strName">suburban initial scavenge building</column>
            <column name="aTreasures">103.0x0.35x1-1|103.1x0.35x1-1|103.9x0.2x1-1|103.10x0.1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">578</column>
            <column name="strName">forest initial scavenge locations</column>
            <column name="aTreasures">103.6x1x1-1,103.14x0.002x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">579</column>
            <column name="strName">field initial scavenge locations</column>
            <column name="aTreasures">103.8x0.1x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">580</column>
            <column name="strName">forest shack initial scavenge locations</column>
            <column name="aTreasures">103.7x0.65x1-1|103.1x0.35x1-1,103.9x0.1x1-1|103.10x0.05x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">581</column>
            <column name="strName">great black swamp initial scavenge locations</column>
            <column name="aTreasures">103.12x0.12x1-3,103.13x0.01x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">582</column>
            <column name="strName">night vision goggles (on)</column>
            <column name="aTreasures">102.3x1x1-1,33.0x1x1-1,10.3x1.0x10-20</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">583</column>
            <column name="strName">Hatter's Door Panel</column>
            <column name="aTreasures">26.5x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">584</column>
            <column name="strName">Visitor Pass and Hatter's Door Panel</column>
            <column name="aTreasures">89.1x1.0x1,26.5x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">585</column>
            <column name="strName">Hidden lake house entrance</column>
            <column name="aTreasures">26.6x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">586</column>
            <column name="strName">Zom Zom's entrance</column>
            <column name="aTreasures">26.7x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">587</column>
            <column name="strName">Skill Selection List</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">588</column>
            <column name="strName">Trait Selection List</column>
            <column name="aTreasures">96.0x1.0x1,96.1x1.0x1,96.2x1.0x1,96.3x1.0x1,96.5x1.0x1,96.11x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">589</column>
            <column name="strName">Strange Forest entrance</column>
            <column name="aTreasures">26.8x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">590</column>
            <column name="strName">Isotope Mine entrance</column>
            <column name="aTreasures">26.9x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">591</column>
            <column name="strName">Allegan Fairgrounds entrance</column>
            <column name="aTreasures">26.10x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">592</column>
            <column name="strName">.45 Pistol Contents</column>
            <column name="aTreasures">10.9x0.17x1-7|10.10x0.17x1-7</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">593</column>
            <column name="strName">.38 Pistol Contents</column>
            <column name="aTreasures">10.7x0.17x1-6|10.8x0.17x1-6</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">594</column>
            <column name="strName">XM54 Gas Mask Cartridge (spent)</column>
            <column name="aTreasures">40.1x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">595</column>
            <column name="strName">XM54 Gas Mask contents</column>
            <column name="aTreasures">40.1x0.35x2-2,40.0x0.35x1-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">596</column>
            <column name="strName">XM54 Gas Mask (working)</column>
            <column name="aTreasures">102.6x1x1,40.0x1x1-2</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">597</column>
            <column name="strName">Blue Frog Cultist Loadout</column>
            <column name="aTreasures">394x0.8x1-2,394x0.4x1-1,421x1.0x1-1,420x0.8x1-1,420x0.8x1-1,24.0x0.1x1-2,412x0.7x1-2,411x0.8x1-3,413x1.0x1-3,414x0.4x1-2,395x1.0x1-2,415x1.0x1-3,416x1.0x2-3,78.14x1.0x1-1,78.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">598</column>
            <column name="strName">Great Black Swamp Scavenge Loot</column>
            <column name="aTreasures">422x0.4x2-4,412x0.2x2-3,415x0.8x1-2,415x0.4x1-1,395x0.1x1-1,426x0.1x1-2,451x0.25x1-1|453x0.25x1-1|452x0.25x1-1,40.1x0.03x1-1|40.0x0.01x1-1|102.6x0.01x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">599</column>
            <column name="strName">Random UVD</column>
            <column name="aTreasures">43.0x0.12x1-1|42.1x0.12x1-1|43.2x0.12x1-1|43.3x0.04x1-1|42.0x0.03x1-1|42.1x0.03x1-1|42.2x0.03x1-1|42.3x0.01x1-1|42.4x0.5x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">600</column>
            <column name="strName">Degraded UVD Disc</column>
            <column name="aTreasures">42.4x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">601</column>
            <column name="strName">Broken UVD Disc</column>
            <column name="aTreasures">86.11x1.0x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">602</column>
            <column name="strName">UVD Case Contents: JT Smoov</column>
            <column name="aTreasures">42.0x0.5x1-1|42.4x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">603</column>
            <column name="strName">UVD Case Contents: Hiya Poopy</column>
            <column name="aTreasures">42.1x0.5x1-1|42.4x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">604</column>
            <column name="strName">UVD Case Contents: Bridgett Lance</column>
            <column name="aTreasures">42.2x0.5x1-1|42.4x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">605</column>
            <column name="strName">UVD Case Contents: Famous Fedors</column>
            <column name="aTreasures">42.3x0.5x1-1|42.4x0.2x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">606</column>
            <column name="strName">Random Shipment</column>
            <column name="aTreasures">27.0x1x1-4,607x0.2x1-1,599x0.077x20-34|95.0x0.077x9-14|508x0.077x25-42|507x0.077x12-19|506x0.077x13-25|505x0.077x24-48|455x0.077x11-23|340x0.077x5-11|196x0.077x12-16|175x0.077x6-12|101.0x0.077x8-16|1.1x0.077x10-17|5.4x0.077x6-15</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">607</column>
            <column name="strName">nanokit or medkit</column>
            <column name="aTreasures">94.0x0.1x1-1|94.2x0.9x1-1</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">608</column>
            <column name="strName">Advance, Exit, Charge, Surrender Offer</column>
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            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">609</column>
            <column name="strName">Left, Right, Forward</column>
            <column name="aTreasures">90.14x1.0x1-1,90.15x1.0x1-1,90.13x1.0x1-1</column>
            <column name="bNested">0</column>
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        </table>
        <table name="treasuretable">
            <column name="id">610</column>
            <column name="strName">Shout Friendly, Shout Threat, Call Melonhead, Not Interested</column>
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        </table>
        <table name="treasuretable">
            <column name="id">611</column>
            <column name="strName">Charge, Tackle, Surrender Offer</column>
            <column name="aTreasures">90.30x1.0x1-1,90.39x1.0x1-1,90.94x1.0x1-1</column>
            <column name="bNested">0</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">612</column>
            <column name="strName">King Eli Loadout</column>
            <column name="aTreasures">78.1x1x2-2,78.4x1x1-1,95.0x1.0x1-1,50.2x1x1-1,50.3x1x1-1,24.1x0.1x2-2,5.1x1x1-1,645x1x1-1,413x1.0x3-3,47.0x1x1-1,546x1.0x1-1,415x1.0x2-2,414x1.0x2-2,78.14x1.0x1-1,10.11x1.0x10-10,596x1.0x1-1,595x1.0x1-1,411x1.0x2-2</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">613</column>
            <column name="strName">Blue Rot vaccine drum and samples in sled</column>
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        </table>
        <table name="treasuretable">
            <column name="id">614</column>
            <column name="strName">Clearbone Valley basement</column>
            <column name="aTreasures">12.10x1.0x1-1</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">615</column>
            <column name="strName">Clearbone Valley basement treasure</column>
            <column name="aTreasures">45.0x1.0x4-4,44.1x1.0x12-12,44.0x1.0x4-8</column>
            <column name="bNested">0</column>
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        </table>
        <table name="treasuretable">
            <column name="id">616</column>
            <column name="strName">Blue Frog sash, hospital gown</column>
            <column name="aTreasures">78.14x1.0x1-1,78.4x1.0x1-1</column>
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            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">617</column>
            <column name="strName">Blue Frog pages, Blue Rot cure bottle, Saginaw revisit</column>
            <column name="aTreasures">99.2x1.0x1-1,44.0x1.0x1-1,26.12x1.0x1-1</column>
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        <table name="treasuretable">
            <column name="id">618</column>
            <column name="strName">Blue Frog pages</column>
            <column name="aTreasures">99.2x1.0x1-1</column>
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        </table>
        <table name="treasuretable">
            <column name="id">619</column>
            <column name="strName">nanorobotic kit, scoped rifle, blue frog sash, blue frog papers</column>
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        <table name="treasuretable">
            <column name="id">620</column>
            <column name="strName">308 rifle with scope and sling, FMJ ammo, and NV goggles</column>
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        <table name="treasuretable">
            <column name="id">621</column>
            <column name="strName">nanokit, 3 charges, waterpur, antibiotics, painkillers</column>
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        <table name="treasuretable">
            <column name="id">622</column>
            <column name="strName">sapphire lily sash</column>
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        <table name="treasuretable">
            <column name="id">623</column>
            <column name="strName">Blue Frog sash, hospital gown, gas mask</column>
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        <table name="treasuretable">
            <column name="id">624</column>
            <column name="strName">Spy, reach down, sneak exit, turn right, shout friendly</column>
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            <column name="id">625</column>
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        <table name="treasuretable">
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        <table name="treasuretable">
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        <table name="treasuretable">
            <column name="id">628</column>
            <column name="strName">3 vials Blue Rot cure, .38 and ammo, nanokit</column>
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        <table name="treasuretable">
            <column name="id">631</column>
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        <table name="treasuretable">
            <column name="id">635</column>
            <column name="strName">Shout Threat, Question</column>
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        <table name="treasuretable">
            <column name="id">636</column>
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        <table name="treasuretable">
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        <table name="treasuretable">
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        <table name="treasuretable">
            <column name="id">640</column>
            <column name="strName">Meredith Ewing pages</column>
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        <table name="treasuretable">
            <column name="id">641</column>
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        <table name="treasuretable">
            <column name="id">642</column>
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        <table name="treasuretable">
            <column name="id">643</column>
            <column name="strName">Saginaw Revisit Banner</column>
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        <table name="treasuretable">
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        <table name="treasuretable">
            <column name="id">645</column>
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            <column name="id">648</column>
            <column name="strName">Enter Exit Question</column>
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            <column name="id">649</column>
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            <column name="id">650</column>
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            <column name="id">651</column>
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        <table name="treasuretable">
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            <column name="strName">Clearbone Compound entrance</column>
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        <table name="treasuretable">
            <column name="id">653</column>
            <column name="strName">Random house fire items</column>
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        <table name="treasuretable">
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        <table name="treasuretable">
            <column name="id">658</column>
            <column name="strName">Blue Rot vaccine drum</column>
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            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">659</column>
            <column name="strName">Blue Rot vaccine drum and disease vial</column>
            <column name="aTreasures">45.0x1.0x1-1,44.1x1.0x1-1</column>
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        <table name="treasuretable">
            <column name="id">660</column>
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            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">718</column>
            <column name="strName">turn right, turn left, down the hall, move back, exit</column>
            <column name="aTreasures">90.14x1.0x1-1,90.15x1.0x1-1,90.13x1.0x1-1,90.115x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">719</column>
            <column name="strName">urban initial scavenge building</column>
            <column name="aTreasures">103.2x0.2x1-1|103.3x0.2x1-1|103.4x0.2x1-1|103.5x0.2x1-1|103.9x0.16x1-1|103.10x0.04x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">720</column>
            <column name="strName">Aid, turn left, turn right, downstairs</column>
            <column name="aTreasures">90.10x1.0x1-1,90.14x1.0x1-1,90.15x1.0x1-1,90.9x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">721</column>
            <column name="strName">Go Downstairs, turn left, turn right, exit</column>
            <column name="aTreasures">90.9x1x1-1,90.14x1x1-1,90.15x1x1-1,90.10x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">722</column>
            <column name="strName">Spy, go downstairs, reach down, give</column>
            <column name="aTreasures">90.34x1.0x1-1,90.9x1.0x1-1,90.66x1.0x1-1,90.68x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">723</column>
            <column name="strName">Run Away, Left, Right, Down Hall, move back</column>
            <column name="aTreasures">90.13x1x1-1,90.14x1x1-1,90.15x1x1-1,90.31x1x1-1,90.115x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">724</column>
            <column name="strName">Door Panel, exit</column>
            <column name="aTreasures">90.0x1.0x1,90.10x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">725</column>
            <column name="strName">rubble initial scavenge locations</column>
            <column name="aTreasures">576x1x2-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">726</column>
            <column name="strName">suburban initial scavenge locations</column>
            <column name="aTreasures">577x1x2-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">727</column>
            <column name="strName">urban initial scavenge locations</column>
            <column name="aTreasures">719x1x2-5</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">728</column>
            <column name="strName">Random household tool</column>
            <column name="aTreasures">2.0x0.02x1-1|2.1x0.02x1-1|4.2x0.04x1-5|6.0x0.03x1-1|14.0x0.05x1-1|14.1x0.03x1-1|17.0x0.05x1-1|18.0x0.02x1-3|18.1x0.02x1-3|21.0x0.04x1-1|21.3x0.04x1-1|21.4x0.03x1-1|23.0x0.04x1-1|23.1x0.03x1-1|32.0x0.055x1-1|39.0x0.1x1-1|46.0x0.06x1-1|94.2x0.015x1-1|100.0x0.04x1-1|100.1x0.04x1-1|100.2x0.03x1-1|100.3x0.04x1-1|100.4x0.03x1-1|34.0x0.04x1-1|451x0.06x1-1|19.4x0.03x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">729</column>
            <column name="strName">Aid, turn left, turn right, downstairs, exit</column>
            <column name="aTreasures">90.10x1.0x1-1,90.14x1.0x1-1,90.15x1.0x1-1,90.9x1.0x1-1,90.69x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">730</column>
            <column name="strName">vial Blue Rot sample</column>
            <column name="aTreasures">44.1x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">731</column>
            <column name="strName">Last Chance Canteen Foods</column>
            <column name="aTreasures">90.122x1.0x1-1,90.123x1.0x1-1,90.124x1.0x1-1,90.125x1.0x1-1,90.126x1.0x1-1,90.78x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">732</column>
            <column name="strName">Last Chance encounter entrance</column>
            <column name="aTreasures">26.15x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">733</column>
            <column name="strName">St. James Parkade entrance</column>
            <column name="aTreasures">26.16x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">734</column>
            <column name="strName">dome light</column>
            <column name="aTreasures">26.17x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">735</column>
            <column name="strName">dome light and climate control</column>
            <column name="aTreasures">26.17x1.0x1,26.18x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">736</column>
            <column name="strName">pickup truck camp site</column>
            <column name="aTreasures">12.11x1.0x1,26.16x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">737</column>
            <column name="strName">hatchback camp site</column>
            <column name="aTreasures">12.12x1.0x1,26.16x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">738</column>
            <column name="strName">full-size van camp site</column>
            <column name="aTreasures">12.13x1.0x1,26.16x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">739</column>
            <column name="strName">all vehicle camp sites and fixtures</column>
            <column name="aTreasures">12.11x1.0x1,12.12x1.0x1,12.13x1.0x1,26.17x1.0x1,26.16x1x1-1,26.18x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">740</column>
            <column name="strName">Exit, Money 1, 2, and 3</column>
            <column name="aTreasures">90.112x1.0x1-1,90.113x1.0x1-1,90.114x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">741</column>
            <column name="strName">Exit, Money 1, 2, and 3, Not Interested</column>
            <column name="aTreasures">90.112x1.0x1-1,90.113x1.0x1-1,90.114x1.0x1-1,90.10x1.0x1-1,90.6x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">742</column>
            <column name="strName">Exit, Money 1</column>
            <column name="aTreasures">90.112x1.0x1-1,90.10x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">743</column>
            <column name="strName">short shorts, rags, and thread</column>
            <column name="aTreasures">95.4x1.0x1-1,86.1x1.0x3-3,4.0x1.0x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">744</column>
            <column name="strName">AA battery and small parts</column>
            <column name="aTreasures">33.1x1x1-1,86.0x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">745</column>
            <column name="strName">laptop battery and small parts</column>
            <column name="aTreasures">33.2x1x1-1,86.0x1.0x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">746</column>
            <column name="strName">small battery &quot;sparker&quot;</column>
            <column name="aTreasures">39.1x1x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">747</column>
            <column name="strName">medium battery &quot;sparker&quot;</column>
            <column name="aTreasures">39.2x1x1-1</column>
            <column name="bNested">1</column>
            <column name="bSuppress">1</column>
            <column name="bIdentify">1</column>
        </table>
        <table name="treasuretable">
            <column name="id">748</column>
            <column name="strName">makeshift sack</column>
            <column name="aTreasures">5.6x1.0x1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">749</column>
            <column name="strName">Pill bottle contents (anticoag)</column>
            <column name="aTreasures">55.6x0.75x1,55.6x0.30x1-14</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">750</column>
            <column name="strName">Pill bottle contents (thyroid)</column>
            <column name="aTreasures">55.7x0.75x1-1,55.7x0.30x1-14</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">751</column>
            <column name="strName">Pill bottle contents (antacid)</column>
            <column name="aTreasures">55.8x0.75x1-1,55.8x0.30x1-14</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">752</column>
            <column name="strName">Pill organizer contents</column>
            <column name="aTreasures">55.1x0.25x1-14|55.4x0.25x1-14|55.5x0.25x1-14,55.6x0.25x1-14|55.7x0.25x1-14|55.8x0.25x1-14</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">753</column>
            <column name="strName">large branch</column>
            <column name="aTreasures">13.1x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">754</column>
            <column name="strName">chance of barrel fire</column>
            <column name="aTreasures">26.19x0.5x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">755</column>
            <column name="strName">sprawl default camps</column>
            <column name="aTreasures">12.14x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">756</column>
            <column name="strName">degraded dog corpse</column>
            <column name="aTreasures">101.10x1x3-3,101.8x1.0x1-1,4.3x1.0x3-3</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">757</column>
            <column name="strName">dog corpse</column>
            <column name="aTreasures">16.9x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">758</column>
            <column name="strName">tattered shoes</column>
            <column name="aTreasures">4.4x1.0x2-2,86.2x1.0x1-1,86.19x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">759</column>
            <column name="strName">tattered rag shoes</column>
            <column name="aTreasures">4.0x1.0x4-4,86.2x1.0x1-1,86.19x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">760</column>
            <column name="strName">makeshift rag shoe</column>
            <column name="aTreasures">50.6x1x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">761</column>
            <column name="strName">shoe sole</column>
            <column name="aTreasures">86.19x1.0x1-1</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">762</column>
            <column name="strName">meat from a small-medium corpse</column>
            <column name="aTreasures">101.9x1x5-5,101.6x1.0x1-1,4.3x1.0x2-2</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
        <table name="treasuretable">
            <column name="id">763</column>
            <column name="strName">meat and hide from a small-medium corpse</column>
            <column name="aTreasures">101.9x1x8-8,101.6x1.0x1-1,4.3x1.0x4-4</column>
            <column name="bNested">0</column>
            <column name="bSuppress">0</column>
            <column name="bIdentify">0</column>
        </table>
    </database>
</pma_xml_export>