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Community Showcase Explore More. Edit Page Related Discussion History Close More To Do Page Source. You need to login to do this. Get Known if you don't have an account. Illustration by Anthony Clark. The Bard, having slain the random wolf, found that it had digested not only the contents of a small treasury, but also various household goods Wait, am I reading that correctly?
That can't be right. I find all kind of things inside these beasties. Did I ever tell you about the time I killed this rat, and out popped an entire chest? In Civilization 4the Great Merchants, when fulfilling their player-chosen purpose in a city tile, express this action by jumping up in the air and literally exploding into gold coins. And in Civilization 5a doctrine allow you to earn gold coin by destroying barbarian and enemy units. Previous games in the series had other ways to farm barbarians for gold: I and II had barbarian chiefs actually reskinned diplomats whom you could potentially capture for gold, and III allowed you to pillage the camps they spawned from.
Note that this specific variant is not an example, as it's entirely reasonable for barbarians to have gold from pillage or trade. Beyond Earth there are a number of ways to get resources from enemies. Plundering alien nests will give a chunk of energy credits or food production to the nearest city.
The Scavenging virtue yields science credits from plundering nests or killing alien units. Several of the Military civilization traits in the Rising Tide expansion give energy or science or culture from killing any unit.
The Legend of Zelda: A Link to the Past has literal Money Spiders. Throughout Hyrule, some rocks have spiders underneath that, when freed, start dropping money. It's actually best to not kill them; after a while, the value of the rupees increases until it disappears by itself. Link's Awakening has literal examples: Ocarina of Time has Big Skulltulas and Skullwalltulas, which occasionally drop money upon death, but it also has Gold Skulltulas, which don't drop money directly; instead, they drop tokens.
As you collect these tokens, a cursed family taking the shape of Skulltulas with semi-human features are freed from the curse one by one. When all of the tokens have been collected, the father will give you rupees if you talk to him. You can leave and come back in and he will continue to reward you as long as you want. Also in Ocarina of Time are Poes.
They can be stored in bottles upon defeat, and can then be sold to an old lady in the Marketplace or at least where the Marketplace used to be. Given it's the Poe's essence that's being collected, this can almost be called an Essence Drop. Twilight Princess has a similar sidequest, except instead of gold-plated spiders that just sit there, you need to use your wolf senses to find and defeat Imp Poes that actually fight, and the victim of the curse has been transformed into a golden statue.
The original NES version has Ropes, snake enemies that almost always drop blue rupees when defeated. The more obvious example is Blue Tektites, which are much more accessible from the starting point go directly east a few screens. Zols are also a frequent source of cash, however you need to make sure to at least have the White Sword when you fight them, otherwise they will split into Gels which don't drop anything. The Castlevania games have not only monsters dropping money, but candles, chandeliers, and other fixtures.
Super Castlevania IV actually features a boss called the Zapft Bat, which made entirely out of coins and jewels. Enemies in La-Mulana will often leave behind coins or some type of ammo. In The Guardian Legendenemies will sometimes drop Power Chips, which function as both money and ammo. In Deadly Towerspretty much anything can randomly drop money.
Luigi's Mansion has gold mice and very fast blue ghosts which are palette swaps of the basic yellow ghost that are worth a LOT of money if sucked up. In Luigis Mansion Dark Moongold mice, as well as gold bats, beetles, and yes spiders, net a gold bar or several bills if flashed with the Spectrobe.
The regular versions of these enemies will drop coins or hearts. Speedy Spirits in 1 Gold Greenies in ''Dark Moon' will drop tons of money if sucked up. In Yakuza 0enemies that you defeat explode in a shower of cash.
This is symbolic of The '80s in Japan, the era of the "Bubble Economy", an economic boom when people had cash to spare, and then some. In The Nightmare Before Christmas: Oogie's Revengethere are literal money spiders that attempt to steal Jack Skellington's Souls, the Halloween Town equivalent of money. They can then run off with it and you'll never get it back again. Every enemy in the game drops Souls as well, but they can also randomly drop the Green Soul health item, the Blue Soul power-up item, or the Red Soul item, which is ammo for Jack's fire-breathing pumpkin form.
Monsters in Devil May Cry drop red orbs that are used as currency. That's reasonable enough, but so do chairs, statues and other inanimate objects. Obviously they're Tsukumogami hoping to avoid Dante's wrath by pretending to still be inanimate. It's the only way to explain them dropping crystallized demon blood.
Similarly, the angels of Bayonetta all drop "halos", golden rings that are used as a currency in Hell. As with Devil May Cryvarious objects like statues, business signs or benches contain them too.
Justified in River City Ransoman old school Nintendo Hard game, since when you beat people up they drop cash. In effect you are practically mugging them. In Sam and Max: Painkillerexcept that the money is dropped from nearly every kind of breakable object including Exploding Barrels and the like rather than from the monsters.
Team Fortress 2 does this through the ambiguous state of ammo; when a player dies, they drop an ammo box that refills the ammo of anyone who picks it up. Note that this also extends in a more complex fashion to the Spy and Engineer; picking up those dropped ammo boxes will give an additional reward of recharging your invisibility watch or giving more building currency metal to the respective classes.
Prior to the Gun Mettle update, dropped weapons served as ammo packs instead. This included melee weapons, which can possibly be things like glass bottles, wooden baseball bats, fish, and icicles. In the Mann vs. Machine mode, enemy robots drop stacks of dollar bills when destroyed, because the money is their power source. Mann Co isn't actually paying the mercs to defend their buildings, their "pay" is said robot-dropped cash. For some unexplained reason I can't possibly fathom, the robots run on money.
Destroy them and whatever falls out is yours. Thinly justifiedas the first game manual states that demons like to hoard wealth despite having no apparent use for it.
EarthBound/Tips and Tricks — StrategyWiki, the video game walkthrough and strategy guide wiki
A very thin justification, since one wonders where Dem Bones are keeping the money that falls out of them when they get killed. It's even better when you kill a swarm of thousands of tiny insects with 3 ordinary arrows and they drop a suit of armor. Diablo III introduces the Treasure Goblin, a devious little demon that likes to rob merchants and drop lots of loot. If you don't kill it fast enough, it'll open a portal to Greed's Domain and disappear on you, but if you manage to kill it, it drops lots of magical stuff.
There's also a chance a portal will open to Greed's Domain upon killing it, where you can easily rack up over ten million gold! Spoofyfied in the MMORPG Kingdom of Loathingwhere the unit of currency is meat, and things like gold and jewels are useless, except as Vendor Trash ; thus, converting a giant rat into a giant rat carcass makes a twisted kind of financial sense.
Some characters not made of meat e. Some thematically rich monsters e. But at that same time, they fall for this trope in an even more nonsensical way; pretty much everything drops meat, so while it makes sense for animals and other creatures to drop meat, some things have no reason to have meat, like the possessed vegetables.
Ghost miners don't drop any meat. Nor do other ghosts, skeletons, the El Vibrato mechanical constructs, paper towelgeists, any of the nightstands in Lord Spookyraven's bedroom though some do have wallets and coin pursesthe constellations, and all elementals except those obviously based on meat Rotund ducks drop more meat than the other types of duck, and the most efficient place to farm for meat is The Castle In The Clouds In The Sky, which is inhabited by giants.
EVE Online justifies this almost completely - killing pirates produces a reward from the NPC police agency, and since it's a sci-fi setting, the lack of going back to them in person is reasonable. As well, the loot tables are designed such that enemies will only ever drop things that they could reasonably have.
Of course, there's no difference in combat power between enemies with vendor trash guns and enemies with rare drop guns, but it's still better than most.
The browser-based MMORPG Improbable Island justifies this. The requisition tokens are dispensed from the cameras filming the war It's a war While some of the animals and creatures in RuneScape drop what they usually do like bones and meatmany other creatures drop coins, runes and other equipment.
Final Fantasy XI only has beastmen drop gil, and even then in pitiful amounts. However, all creatures including those that drop gil have a chance of dropping items befitting the creature beehive chips on bees, for example and if the player has the "Signet" effect active the creature will also drop elemental crystals, a requirement for crafting.
Typically the random items will be useful for crafting only with some exceptions that are quest items or equipment. Gil is also dropped by certain Notorious Monsters and undead specifically, Fomors and qutrubs ; justified in that the former are the undead closest to the living and the latter are supposed to be attracted to shiny objects. In the MMORPG Tabula Rasa you get credits for every enemy you kill but you don't pick them up- you're automatically credited to your account as a bounty by high command since you're part of a giant army credits aren't strictly speaking a currency, they're an equipment requisition resource.
Additionally, most enemies drop Vendor Trash which up until recently were only good to be "sold" for more credits, although a lot of them can now be broken down for crafting resource.
Dream Of Mirror Online only allows you to acquire gold via Elder quests and pawning things off. Fortunately, monsters can drop tools like arrowsmedicinal items like beansalchemical materials, Elder quest items, and coupons, all of which can be traded in at vendors and the Recycling Bros.
Runes Of Magic has you primarily earning gold from doing regular and daily quests, as well as selling off any drops that you find off mobs you kill. Mobs do not drop gold like in other games, but they do drop daily quest items, health or mana potions, the occasional weapon or piece of armor that you can use or sell off, and ranged weapon ammunition and crafting skill recipes, which are not sellable to NPCsmeaning you have to either get rid of them or sell them off on the Auction House if you can't use them or don't want them.
He isn't around anymore, but maybe the monsters got into the habit. Also in the Generation 2 Mainstreamthe first of the final bosses, Tabhartas is made of the gold every single Paladin Trainee gave as a fee for training. Even the gold you gave. In MapleStorysufficiently high level mobs will start dropping stacks of bills instead of shiny coins. You can also grind certain mobs for weapons and armor usually then sold off as Vendor Trash. Justified in Wario Worldas the enemies are treasure transformed into monsters by the Black Jewel.
Naturally, there are a lot of them scattered around when a robotic enemy is defeated, but paradoxically organic monsters drop them too. However, since bolts are so ubiquitous, damn near everything gives up bolts when destroyed, even the scenery Apparently, Bowser has not only enough money to spend on ridiculously complex castles that Mario will demolish with his passing, but in many games his minions carry at least one coin, which they relinquish if they're defeated with a fireball.
Tiny Castle initially plays this straight, then justifies it. The monsters eat metal, and the princess who owns them is so wealthy that she can afford to feed them coins. In Mitsume Ga Tooru where everything tries to kill you, even the birds and spiders seem to carry large spinning coins with them. Donkey Kong can earn coins by jumping on at least three enemies in succession in Donkey Kong Country Returns. If he jumps on eight at once, he gets an extra life. Enemies in Wardner will often drop money.
Keith Courage In Alpha Zones has a lot of Respawning Enemies that drop golden coins, and one rarely-seen creature that drops a red coin worth four times as much. Kid Niki Radical Ninja has a bird that drops koban. Spoofed in the remake of The Bard's Tale. Early in the game, the Bard kills a wolf and finds a vast hoard of treasure, much to the surprise and consternation of the narrator.
The narrator decides that there will be no more random gems or treasure chests dropping of killed animals. The main character is upset about this but the enemy will still drop various loot instantly changed into money when you pick it up. These drops are very tongue-in-cheek in their nature; for example, enemy druids will drop miniature souvenir copies of Stonehenge, wolves can drop little red capes and hoods, and goblin-type enemies, called Trow, drop, among other things, leather pants.
In Mega Man Legendsquantum refractor shards, tiny versions of the big crystals of Lost Technology that power things in the After the End setting, are the main form of currency. Naturally, the robotic Reaverbot enemies, found in hostile tunnels underground, spill them when destroyed. Those brave enough to go down into the tunnels and look for things have a built-in financial reward. The Dragon Quest series has it with all monsters, although it makes sense with monsters like Goody Bags and Gold Golems, which are made of money in the first place.
Killing them just returns them to their natural state. Most Final Fantasy games but see below under Exceptions. The original Final Fantasy Tactics allows unlimited gil-grabbing from any enemy with the thief's Steal Gil technique. All enemies in Final Fantasy X drop money, but of particular note are Mimics in the Omega Ruins.
They drop a guaranteed 50, Gil on deathwith an Overkill. The only problem is that they are surrounded by a myriad of Goddamn Bats and Demonic Spiders - and the Mimics themselves are quite hard if you're not a little bit over-levelled. The monsters in Dark Cloud usually leave behind a bit of money when you kill them or leave behind a weapon attachment when they're killed with an item like a bomb.
The monsters in Dungeon Siege drop money and items at random. In the Metal Max series, and its sequel, Metal Sagayou get money by killing monsters. It's explicitly handled as being bounties on monsters, and handled more reasonably than most.
Certain monsters become a special "target" for a short time, that gets you a bonus amount but needs to be turned in while it's still good; similarly, bosses come in the form of "Wanted" monsters that have especially high bounties — that also need to be turned in. You can also sell certain items dropped by monsters to bars as ingredients Phantasy Star IV is an example of the aforementioned Hand Wavewhere Chaz and Alys are hunters whose job it is to eliminate dangerous monsters.
Ironically, the most dangerous monster you can meet in a random encounter on the world map, the Sand Worm, gives you a ton of experience but only 1 meseta.
It also has the Hunters' Guild, which allows the player to take commissions to kill specific monsters in some of the most and least interesting sidequests in bit era RPGs. In Kingdom Heartsyour primary means of earning Munny is killing heartless and later, nobodies, too. Not only is it never explained how beings who are only interested in collecting hearts and lack flesh carry currency, but you are never in short supply after the very beginning of the game.
Then again, in the PS2 games, you typically find better items in the field or at Synthesis shops anyway. Ditto for heart points, Days' other currency, but that is Justified, due to collecting hearts being the Organization's primary objective in order to build Kingdom Hearts. Possibly justified in the case of Pot Spiders and Barrel Spiders, which were ordinary pots and barrels that contained munny before becoming Heartless.
The consensus justification for Heartless and Nobodies dropping munny is that each one Was Once a Man. While money in EarthBound averts this, instead going with having Ness' dad deposit some cash for slain beasts, you do gain regular items this way, such as cookies from birds or alien invaders carrying baseball bats and frying pans. Averted in some of the Ultima series, especially parts V - VIII. Especially in the fifth game, killed animals can leave behind a mess of guts and blood, which when searched can sometimes yield a coin or two, with the implication being that it had been swallowed.
In the ninth and final game, all enemies suddenly drop enormous piles of coins, which is one of the many reasons it is considered inferior to earlier games. Averted in Neverwinter Nights 2 and the expansions, where killing a wolf will net you a wolf pelt, killing a person means they leave whatever they had on them, etc.
At the same time however, the same game plays this trope to a T. Storm of Zehir takes this even further. Sometimes enemies will drop truckloads of precious ores and timber that spawn in crates occasionally larger than the enemy that dropped it.
Breath of Fire II deserves special mention due to all monsters dropping gold coins except for one place, the inside of an overweight queen. Dubloon awards you with dubloons every time you win a battle. Justified in Slime Forest Adventure. The slimes are attracted to gold, and take it at every opportunity. The gold you get for defeating them is just the gold they took from someone else.
Somewhat less justified with the whales and sharks you fight. The flash based web RPG AdventureQuest pokes fun at this with the character "Robina Hood" who steals from the rich and gives to the monsters. Tales of the World: Radiant Mythology straddles the line between using this Hand Wave and not. Monsters do leave money, but it's generally trivial amounts—the real cash comes from completing quests and selling various items. In Eternal Sonatamonsters drop cash, but usually fairly small amounts, with the big money coming from selling photos of them.
At least until the lowers floors of the bonus dungeon, where monsters drop millions. You're going to need it. New Traveller uses monster-dropped Vendor Trashand bounties on monsters that you actually do have to turn in Rise of the Sinistrals had the main character start the game by walking into the item shop and apparently selling the corpses of the slimes he'd killed for the amount of money usually awarded for killing them.
EarthBound - Wikipedia
This included an argument when he was told the amount he could sell them for had gone down, because of how pervasive monsters had become as of late. The rest of the game just has money awarded at the end of battles, though. Curse of the Sinistralsnot only do you get money instantly from killing monsters, you can beat more money out of dying monsters. The Elder Scrolls The monsters in The Elder Scrolls III: Morrowind usually drop potion ingredients.
Most of them are cheap and selling them is almost useless, but some are rather valuable such as cliff racer plumes or shalk resinwhile others, such as dreugh wax kill a dreugh or daedra's heart kill a clannfearcan be sold for up to drakes. If you have the Alchemy skill, the potions that could be made from daedra's heart were usually less valuable than the daedra's heart itself, oddly enough.
However, potions of levitation especially good ones made with a high Alchemy skill sold for a pretty penny, and could be made by mixing cliff racer plumes and trama root, both of which are mildly valuable but also rather common even annoyingly common in the former's case. In The Elder Scrolls IV: Oblivionmonsters rarely price cci divergence indicator forex gold, although many will yield an appropriate Alchemical component.
Bandits and the like can be looted of their armor and weapons. Creatures have entirely understandable treasure on them. In The Elder Scrolls V: Skyrim most enemies have sensible drops bandits have lock picks, Spriggans have nothing except their taproots but occasionally wild animals have rare gems or gold. That said, this is a relatively rare occurrence, so it's easy to justify as this particular wolf just having happened to snack on some guy and accidentally ingest treasure.
If you're lucky enough you can find two flawless rubies in the goat that lives in Falkreath. Meaning a goat could be richer than you in the game. Most dragons you fight drops various pieces of armor and other such treasures.
This is because they tend to snack on the various people of the holds. This is played up in the first dragon you fight, where he snatches up a guard as part of a cutscene, and you can later loot said guard's armor after killing the dragon. Skyrim tends to have Garnet Wolves. In the Fallout games the feral ghouls inexplicably carry bottle caps the game's currency and nothing else In Fallout: New Vegas the ghouls might also carry things like wrenches and packs of cigarettes. Might be explained by those items being personal effects before they turned into ghouls.
A variation exists in Tales of Symphonia: Dawn of the New Worldmost monster types do not drop money. Instead they follow the Hand Waveand drop sellable or synthable items. A particularly strange example in Dragon Age: You watch them getting born from pods, presumably fresh from their mothers womb.
Most of them are carrying minted gold, silver, and copper coins, conveniently in Ferelden's currency. Proving Grounds of the Mad Overlord plays this trope straight, though it is justified when you encounter humanoid monsters, such as orcs, against groups of human enemies of the same classes as your characters, such as ninjas, wizards, etc.
In Parasite Eve 2Aya gains Bounty Points for every monster she defeats, which can be exchanged for various items and weapons. Jade Empire has a very streamlined version where you don't even have to stop and pick up the money from the enemies you earn money through carbon credits it just automatically goes in your forex reserves in 1991. It's particularly odd that when you beat Death's Hand, you gain about silver coins.
You wouldn't think he'd be the kind of guy to carry around pocket change, let alone give it to an enemy. Justified Trope in Knights the basics of investing in the stock market the Old Republic with the cannoks: Also justified in the looting of the personal belongings or components of dead enemies and droids which you kill during your adventure.
Shining Wisdom has enemies occasionally drop one, that is a single, coin. The cheapest item in the game is worth 10 coins but as the enemies constantly respawn you could easily farm for extra money.
There is one unit that drops a bag of coins instead; it's a spider-like creature. Yes, even the living soda, water fountain and gardening robot drop things like gloves and boots upon being defeated somehow. Dream Team where giant kaiju sized monsters and robots drop human sized items upon defeat. So you defeat a castle and a piece of candy falls out? And defeating a volcano causes a human sized pair of gloves to end up given to you in a gift box with a ribbon and bow on top?
Probably best not to think abot it. Mostly averted, as forex mastermind blueprint review beasts can only be looted for body parts, and only humanoid enemies drop money or items.
Played straight with unicorns and Woodsfolkwho, for some reason, drop bars of iron. In Fariajust about any type of enemy has a anz online share and bond trading of dropping a money bag. In Mass Effect you get money for everything you kill, even the non-intelligent varren and Thresher Maws.
However, as both are considered dangerous invasive species, so the money probably represents a bounty being paid to eliminate a threat to colonies. Completely averted in the sequels, as you no longer get paid for killing enemies. Though there's one kind of enemy called Money Grubbing Insect, who drop only one yen. They are there just for Level Grinding. Justified in Conception II: Children of the Seven Stars.
The GP you earn every battle isn't conventional money, it's "Glow Points", a merit system that can sbi foreign exchange rate euro cashed in at Fort City for better gear.
Averted in Xenoblade Chronicles X. Monsters will never drop money, but instead, you loot part of their corpses that can be sold and any gear they drop is stated to have been eaten by forex forex forex forextraderguide.info guide guide trader trader trading along with their previous owners.
Although this only candlesticks forex pdf you a pittance, most of your combat income will be from the missions, assignments said combat completes and installing research probes. Somehow, monsters drop Vei when you defeat them. Rakenzarn Tales plays it pretty straight, but considering many of its characters are from video games, they'd probably find it weirder if they didn't drop stuff upon being slain.
It might be justified with several human opponents who would carry cash, but a good handwave for this setting is it's all modeled after Corlia's tabletop game scenarios, so she probably threw it in because that's how she was used to it being. Played entirely straight and justified in Raptor: Call of the Shadows where you are an AFGNCAAP One Person Air Force Ace Pilot working for a giant company generically named MegaCorps who pays you for the destruction of every enemy you come across.
You also get paid for destroying any building you come across as well, tying the Money Spider earn farm cash quick with Rewarding Vandalism.
Stargunner has green gems that can be collected by the player to add up to the total credit part time job from home kuantan by a small amount in order to be used at the shop featured just before the 1 minute binary options trading xposed of a level.
These gems can be obtained by destroying the Mooks and certain define a stockbroker that appear on the screen.
There are also two specific powerups that increase the total credit count by a significant amount but they appear randomly when you destroy a certain target.
The gems can also be collected without flying into them by means of a special weapon purchasable from the shop that sends in a drone to fly in and collect them to instantaneously add to your credit count without the danger of getting hit by the many obstacles that stand in your path. Privateer were based on had a particularly elegant implementation of the "bounty" system: The Darkening used a similar mechanism, though with bounties so low they didn't compensate for the endless waves of pirates that were a pain in the neck to avoid.
In Darkstar Stampa uv forexyou're given credits every time you kill a pirate, or a member of a villainous gang justified as a bounty.
Resident Evil 4 has a kind of money that makes sense and you mostly find it laying around or on corpses of humans or former humans. However, shooting the crows for some reason yields the best treasures you can get early on.
Also, boss characters such as the U3 in the shipping crates carry immensely valuable bars of gold. What, did the rage-crazed beast figure it was a secure financial investment? In actuality, this trope probably applies less to the money and more to the ammunition for your weapons. You can snag ammo for all sorts of firearms from the villagers and other enemies who don't use guns at all.
Perhaps the village had known that Leon was wandering around and decided to hide all the ammo for the lone shotgun in the upstairs bedroom but then why would they carry that ammo on their person? They even carry ammo for guns that can't be found anywhere but from the Merchant such as TMP rounds.
Plus you can do other weird things to restock your supply. Shoot it down and have yourself a box of rifle ammo. Now we know what really happened to Kennedy The game will keep track of your progress through the game and enemies will drop things you lack the most: The crows and bird nests may be justified. Stereotypically, they like to collect emerging market stock market capitalization objects.
In Dead Space practically every necromorph is carrying lots of cash or ammunition, which is largely sensible up until stock market crash newspaper article zombie foetuses appear. Penny Arcade pointed that out here. In 7 Days to Die the zombies carry quite a few odds and ends. Some are pretty sensible, such as cans of food or weapons, while others, such as a random piece of scrap or a pop-cap, may make a little less sense.
Most enemies in Final Fantasy Tactics A2 drop "Loot" on death which can be sold trading places how did they make money money or used for Item Crafting although you do get money for completing the battle most of the time.
Unlike other examples, the drops seem to be completely random, even though some items sound like they would come from a specific monster Bomb Shell for example. Terraria plays this completely straight; many monsters drop money with no rhyme or reason. The transparent Slimes coupon divas work from home drop coins from nowhere upon death.
The zombies might at least have the justification of once being human, but there's no reason for things such as free-roaming demon eyeballs or pint-sized bats to drop pocket change every time they're killed. In Log Horizon monsters drop gold and items. Shiroe eventually reasons that woolworths trading hours christmas day 2015 part of the bizarre world logic explaining such game mechanisms there must be some magic that gives them this gold.
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The source is a relic guarded by the Kunie clan which embeds gold in the spirit of monsters just before they respawn. The evil exes turn into actual Canadian currency when defeated. This also appears in the film adaptation. Invoked and Played for Laughs in Big Human on Campuswhen after Ranma kills a spider, he asks Tsukune if the spider had any money on it. Tsukune buying on margin stock market crash incredulous, but after a dorm-mate takes the spider's corpse off his hands, said dorm-mate finds a gold ring on it.
In The Stormlight Archivethe chasmfiends each have a "gemheart", an enormous gemstone generally about the size of a man's head that grows naturally in their body. Since gemstones are the focus for this world's Functional Magicthe gemhearts are an order of magnitude more valuable than they would be even in Real Life.
In Kamen Rider OOOthe Phlebotinum takes the form of coins, and the monsters are made of these coins. So when said monsters are destroyed, they explode in a shower of money; and they can even release a spray of coins when they take a hard hit. However, it's subverted with the monsters made by Gamel; as they're created from a single coin and don't generate more, so defeating them doesn't make much of a profit.
Farscape has both an inversion and a literal example: Spider-like ship eating bugs camouflaged to look like gold bars. In Germanic mythology, dragons are frequently depicted as cause of 1929 stock market crash hoards of treasure.
While there will usually be given an explanation in-storyfrom a storytelling viewpoint there is a practical benefit in that treasure provides a convenient motive best mt4 forex robot a hero to fight a dragonand will directly reward a dragonslayer with wealth. The implication was that the creature had killed a number of wealthy passers by, whose useless to the creature wealth was left to litter the creature's lair.
For creatures encountered outside their lairhowever, the explanation was often sketchy or non-existent. Played totally straight with Dragons. Dragons carry lots of treasure on their naked bodies. This is explained as them taking Scrooge McDuck -style money-baths in their hordes with coins and treasure getting stuck in their scales. DMs were expected to give nothing, or some appropriately small turbotax deluxe options trading, for wandering monsters.
This rule tended to be ignored. Later editions at least try to encourage DMs to only put equipment on enemies if it would make sense for them to have them. Some tricks include keeping tally of the encounters the players have completed, and then having the players find the accumulated "loot" at an appropriate juncture in the monsters' lair, for instance. While many monsters do collect varying amounts treasure, wild animals and monsters with designs that would prevent them from acquiring loot in some way such as not having opposable courses for stock market in pune, or having incorporeal bodies or low intelligence scores how to make quick money in neopets listed as being incapable of carrying treasure work at home orangetee all.
The original intent was for money and magic to be the goal. Characters improved through collection of Experience Points, but monsters list of stock trading companies in bangalore worth quite little XP. Their treasures were worth 1 XP per Gold Piece, which amounted to much more XP value plus of course you get the gold.
So your goal was to fight as little as possible while trying to find money. Stock market crash newspaper headlines monsters didn't carry treasure.
Do you keep all your money in your wallet? But a lair contained treasure even if the monster was out. So avoiding wandering monsters was imperative since they were just a dangerous waste of time. And since wandering monsters had a chance of coming at regular intervals, they were effectively a penalty for wasting time.
More efficient, skillful players were more successful even if their characters weren't all that hot. While the player characters' income is definitely still meant to come from treasure to the point that there are sold common stock journal entry expected rewards per level with the actual economy of the game world, such as it is, being run strictly by NPCs in the background — there are no official "money-making" skills as such anymore and used gear and common items can only be sold at bargain prices, never anywhere near market value let alone for profitthose treasures are not linked to specific creatures or encounters anymore.
So a party of five first-level characters may be able to expect about four magic items plus gold pieces' worth of "monetary" treasure total, give or take, in trader joes near jacksonville fl course of advancing to second level; but the placement of said treasures in the common hoard of a bunch of monsters, abandoned in some dungeon, as a reward by quest givers or even actually dropped by magical spiders if desired is wholly up to the DM.
A common practice amongst DMs is to place all of the treasure at a logical point in the adventure, such as in a monster's lair, or as a bounty. In situations where massive piles of gold are impractical, a DM might place a piece of Vendor Trash amongst the loot, worth the amount of currency expected. One technique to allow loot for wandering non-humanoid monsters that would swallow prey whole giant lizards, crocodiles, sharks, etc. This is why many old school roleplayers will slit a creature's stomach in their search for treasure.
In First Edition, the tarrasque's hide is basically made from diamonds, which can be extracted with some effort. In the final Ecology article in Dragon magazine 3. Richards has his Monster Hunters consider this aspect of the tarrasque legend and conclude that it's probably nonsense. In the classic dungeon crawler Warhammer Quest by Games Workshopthe first scenario of the campaign features a well from which an infinite number of spiders crawl out of, each one giving a small amount of gold putin anti american adoption the one who has slain it.
If the dungeon master doesn't step in at binary options islamic point, it's possible for players to accumulate an infinite amount of gold.
The Vendor Trash alternative is mocked in this Penny Arcade comic. Lampshaded in this The Noob comic. Appears in Sandra and Woo hereto the puzzlement of all.
In The GamerJee-Han the title Gamer fights dozens of zombies that drop Vendor Trash and more useful things. Eventually, a boss zombie shows forex market opening time in india, and it drops a fat stack of cash on death. His friend Sun-Il is shocked at the whole situation, but Jee-Han points out that when you get down to it, it's probably weirder that the normal zombies didn't drop money.
The Order of the Stick: We're adventurers; everything we meet has a listed treasure type! One 5 min binary options system yeast infections trading strategy, I scrubbed the mold out of make money earthbound Guild showers and it dropped 2d4 copper pieces and a potion of fire resistance. I have no idea why these random animals are carrying gil and a magic fire ring.
It will forever be a 'mystery! In the RPG-esque Beet the Vandel Bustercharacters kill monsters and then go to a special shop in the town, which reads their retinas do welders make good money uk determine what monsters they have killed, in order to pay them for killing the monsters in addition to receiving a tattoo to signify "level".
Subverted and lampshaded in Overlord. Momonga, a long-time MMORPG player, has found himself trapped in a fantasy world. When he meets a team of low-level adventurers, they explain that they were planning on earning money by killing monsters near their city. Momonga allies with them, and after helping them how to earn money by sms a group of monsters, they start cutting off ears.
They explain that they bring the body parts back to the city as proof that they've killed a certain number of monsters, and the city pays money according to how dangerous each type of monster was, to encourage adventurers to keep the area surrounding the city safe. Momonga was clearly expecting the ogres to be carrying something valuable like crystalsand one of the locals points out how outlandish that sounds.
Video Games — Adventure Game. Mostly averted in the Quest for Glory series. Humanoid creatures and undead humanoids in QFG4 carry cash, although sometimes this isn't really justified what are Croc-Men going to do with Tarna currency?? In addition, in most games earning money from combat is a slow arduous prospect, compared to things like completing quests, robbing houses and harvesting various magical ingredients.
This includes some of the toughest ones like the Saurus Rex, Demon Worm and Necrotaur. Lampshaded in free-or-subscribe flash game AdventureQuestwith a quest where you have to go around knocking out monsters and leaving gold on them. The quest explanation goes along the lines of 'Well how else did you think they got the gold? Video Games — First-Person Shooter. Mutants have nothing on stock market chart predictions but the occasionally body part in sidequests option strategy for low volatility also make them drop normally as Vendor Trash and Stalkers carry weapons they use as well as ammo, comestibles and sometimes eve online best way to make isk. But even as they carry limited amount of money so they can be sold stuff to this money cannot dent stock market crash scavenged from their bodies, nor can their armor.
In Doomzombies may exotic equity options trader either pistol ammo clips, or in the cases of shotgunners and chaingunners, their used weapons which hold limited ammo.
Nothing else in the game drops anything at all when killed, though certain user-made game mods might change this. Video Games — MMORP Gs. World of Warcraft usually averts this trope - money is found on humanoid creatures, while beasts drop Vendor Trash that can be sold for money or used for crafting.
That doesn't stop wolves eating six-foot battle-axes but at least they're trying. Similarly, in the MMORPG Asheron's Callenemies thomas cook forex exchange rates spawn with weapons that they are actually wielding against deutsche bank india foreign exchange rates. Mobs every forex in trade win to drop specific types of items, for example, the little rat like monsters drop the occasional few coins, but also like to drop magical orbs shiny objectsgolems and undead tend to drop magical components, humanoid monsters tend to drop weapons, armor, and random food, etc.
Most of the money in the game is made by selling randomly generated gear that drops to NPCs or other players. Averted in the MMORPG City of Heroeswhose primary in-game currency is "Inf", which stands for Influence, Infamy, and Information.
Heroes garner "Influence", which represents - literally - your ability to procure resources based solely on your reputation as a hero. Heroes wandering the streets of Paragon City will frequently come across villains randomly attacking ordinary citizens, who when rescued will come up to thank you - and you promptly gain a small amount of Influence.
Villains receive Infamy as their form of Influence. However, Villains don't receive any extra infamy from citizens if they beat up the other Villain who was harassing the citizen.
And Praetorians gather Information as their currency, as their the nasdaq stock market inc. name change is such that you never truly know who is your friend and who is your enemy. Partly explained in the MMORPG Dofuscbot trading holidays 2014 slay a giant sheep warlord for a key to a dungeon, if you fail the dungeon or want to try skew option strategies one of the NPC's tells you to kill cash flow versus net income in capital budgeting monsters saying that the have eaten another adventurer, thus their key And other possessions are in the monsters belly.
Sequel MMO Wakfu averts what does futures mean in the stock market with regard to stock market 4/9/13 specific money — "kama", the currency of the realm, must be minted by the players themselves using metal they mined themselves, and the only things to spend it on are A items being sold by other players or B rapid, convenient transit you can get anywhere for free, but it takes longer.
On the other hand, monsters still drop equipment, which could also theoretically be crafted; you're more likely to get the entire set a particular monster drops before you actually get enough ingredients to craft even one piece of said equipment.
You can kill several creatures for money Going to be Averted Hopefully in Infinity: The Quest for Earthwhere destroyed ships simply won't drop loot. Averted in Ragnarok Online. Monsters drop Vendor Trash and the occasional card which is then sold for money. Averted in The Lord of the Rings Onlinewhere most monsters will not drop gold, but Vendor Trash like fur, tails, wings, etc.
Only the races likely to use money Humans, Dwarves, Orcs, Goblins, Uruk-hai and a few others will drop money. In Battlestar Galactica Onlinemost mooks only drop salvage that can be exchanged for currency, but sometimes you'll get actual stuff like Cubits.
Rather strong subversion in Dynasty Warriors Online in that NOBODY drops money at all. This would make a lot of sense because everybody is going to war, so there would be no reason to lug around money when you are about to fight, possibly to the death. Even if there was, giving the accumulated mass of war debris that would pile up, it would probably be hard to find.
Instead all money is given through quests and at the end of certain timeframes, where you are paid for your part in the battle. The one time people WOULD drop money would be treasure mode, where you have to bring caches of treasure to your base. As both sides are dropping it, it can be assumed that both armies were transporting their gold and using the opportunity to pick up more from the enemy.
Video Games — Roguelike. Angband averts this by use of monster tags, as only humanoid foes will have the DROP tag. One class of enemy, the creeping coinsmay be a lampshade of this trope. Many of its variants go further, and have multiple types of DROP tag - Humanoid foes can drop armor, weapons, or coins.
Dragons can drop multiples of the above, plus chests. Creeping coins can only drop coins.
Nothing at all drops money in Dwarf Fortress. In Fortress Mode, trade is done purely in barter, and the only way to obtain currency is to mint it yourself. In Adventurer Mode, coins can be found stored in containers in bandits' camps or scattered around lairs of creatures who hoard them, and can be stolen without fighting the owners.
Even then it's not too often a very large amount of money, and you'll probably get more selling the bandit's gear, gear of those who the monster killed before, and the monster's butchered corpse assuming you can butcher it.
In Castle of the Windsonly human or human-like creatures carry money or objects, as well as dragons who are assumed to have hoards. JauntTrooper 's Icky Lumps are Explosive Breeder Money Spiders, which a clever player can pen off and "farm" for their coins.
Video Games — Role-Playing Game. The Baldur's Gate series is fairly good at having actual money only on humanoid creatures. With non-humanoids you often had to be content with hides. Although finding diamonds on ghouls may seems a little odd, it is justified: In said rules, in order to resurrect a corpse, part of the spell required that you replace the dead person's eyes with gems of a certain value.
Later editions of the game had it such that the gems were consumed in the spell's casting. Icewind Dale hung a lampshade on this trope in its second installment. In Planet Alcatrazmost of the non-human enemies don't drop anything. The few that do drops appropriate items.
You can find Rat skin and Gerbil skin after killing rats and gerbils, respectively. Boars and similar animals gives meat. The most lucrative prey, the Hyenas, drop Hyena Scales which can be inserted into vest pockets for better protection or sold for a nice sum of money. The Baboons and Gorilloids drop necklaces which might be taken from their victims. Eternal Wings and the Lost Oceanmonsters don't drop money.
Instead, you have to take pictures of them during battlewait for the pictures to develop, then sell them. This was such a hassle that the sequel, Baten Kaitos Origins returned to the more traditional "monsters drop money" system, and it actually felt like an improvement. Unfortunately, there's very little worth buying in the sequel unlike the first game, where ransacking every shop you come across is a good strategyso the improvement goes unnoticed most of the time.
In EarthBoundNess receives money from his dad instead of from monsters; the amount of money given, however, is a proportion of experience points won. This just leads to the question, how does dad know what monsters his son has killed, and where was this generosity early in the game? In most cases in Falloutthis is either justified or averted.
Feral ghouls have odds and ends like bottle caps the game's currency or bobby pins because they were once humans who just got unlucky with a little radiation exposure. Human enemies will, however, pick up useful items they find lying around, which can lead to a particularly annoying case of a bandit happening across the best unique weapon in the game, and then vaporizing you with it out of the blue.
In Fallout 3Super Mutant Behemoths Fifty foot tall monsters carrying improvised clubs made from street lights drop a ridiculous amount of loot when killed off. It could be handwaved by saying that the armor and guns the creature was carrying are actually from someone else, whom the Behemoth happened to eat.
Regular Super Mutants and their ilk tend only to drop what they are carrying. Background info explains that the other Super Mutants use the even less intelligent than they are behemoths as pack mules, which partially explains the random assortment of junk. In Fallout 2animals never have any lootable gear of any kind.
The major exception is after the player learns gecko skinning from a man in an early town; from then on dead geckos a large post-nuclear mutant version of the tiny lizard, with a toxic golden variant will have their pelt as an item on their corpse.
They can be redeemed for cash from some buyers. There is also the radscorpions in Fallout and Fallout 2which drop their tails that can then be sold to certain vendors it is used to make antidotes. Fallout 1 and 2 were actually pretty good at this. Enemies were placed on the map with one or two weapons and a certain amount of ammo which they are very willing to use and perhaps some chems. If they run out of it and you're still alivethey can't use it anymore, unlike Fallout 3's Bottomless Magazines.
If they don't, you can loot what's left of it. Armor is invariably destroyed in the process. Money is received from other trainers who would logically be carrying money. The amount of money won also differs based on the type of trainer. Swimmers and Bug Catchers reward little, as they don't carry much money. Gamblers, League officials, and elite trainers are loaded. Also works in reverse: You lose half your money when you lose, so the more you have, the more you risk. A certain item, the Amulet Coin, when equipped to a participating member of your party, will double the reward you get from an opposing Trainer.
However, one move Pay Day actually does yield money, even in random wild encounters. It's seldom used seriously, though, as the money gained is small and the attack itself is weak The amount gained from Pay Day is equal to 2XY, with "X" being equal to the number of times the move was used, and "Y" equal to the user's level. With an Amulet Coin and a lot of patience, you can get at least P per battle. Of course, the experience will be useless by that point levels cap atand holding the Amulet Coin means you can't steal items when using moves like Thief or Covet.
There is a way around that, though complicated for the weak payout. Simply give the Amulet Coin to another Mon and switch them out for a round. Its effect on the battle remains. Plus the added benefit that it delays the leveling of the mon using Pay Day, by halving the XP with the monster subbed in. Mostly averted in the first Xenosaga game, in which killing gnosis would never earn money, only item drops.
Human enemies dropped money, while Mecha-Mooks gave up Scrap Metal as Vendor Trash. The second game did away with money altogether except in one subquest in which objects could be sold to help out with someone's debt.
In Xenogears humans and mechs carry and subsequently drop money upon their defeat, but animals do not. Makes sense, since the mechs are piloted by people. However, processed metals are pretty damn rare in Avernum. You could make coins out of them.
These games were also nice in that enemies are defined with items when they are spawned, will use the items they're holding, and on death will drop the items they're using. If a goblin spawns with a sword, he will use the sword to attack you, then when you kill it, there will be a sword lying on the ground in a puddle of goblin goo.
Moreover, monsters will supposedly actually pick up and use items that they see lying on the ground. Exceptions are made for certain monster classes such as slimes, which are incapable of using or picking up items, but can still spawn with items and drop them when they die, like any other game.
Notably averted in Threads of Fatewhere after killing a monster it was said that you carried around their corpses until returning to the town, where they could be sold to a collector for cash. Oddly enough, this applied to the human enemies as well. In The Witchergold and equipment can only be looted from humanoids, while monsters only drop alchemical components. There are a few extra tough monsters in the game that you can also loot a body part as a trophy from, then take to a certain NPC in the city to claim a reward for killing it.
The Witcher 3 averts it even harder; not only do enemies only drop relevant items, but when you do find money it's often in useless local currencies from countries that no longer exist due to the war, and has to be exchanged at a bank to be useful.
Persona Persona 3 has a bizarre variant on this. You do get money from running around dungeons killing things, but not from the monsters themselves. Instead, you get it from either treasure chests in the twisted, ever-changing, extra-dimensional random dungeon, or you pull it from some inner part of your mind if you pick the right randomly shuffled card at the end of some battles. Since all of this money is magically spawned from nowhere, and you buy all your weapons and armor under the table from a police officer, one wonders how come your character is never busted for counterfeiting.
And then there's the supernatural, extradimensional, metaphysical, quite possibly artificial Elizabeth pouring over 1 million yen in a fountain because she heard it's customary to drop coins in them. She probably got all that money from gouging previous adventures on Compendium buybacks, because she can also give you hefty monetary rewards for getting assorted debris from battles.
Persona 4 goes with the "Sell the crap you get from killing Shadows to the main store so you can get bigger and better equipment" approach. It's also played straight. Shadows drop money in addition to the Vendor Trash. Potentially handwaved in that shadows are the remnants of shadow-selves who killed their creators, and thus have their creators' possessions with them.
Averted painfully in Shin Megami Tensei IV. Enemies no longer drop cash; either you get used to finding and selling Vendor Trashlearn to cheat demons out of their Macca, find out where the human mobs the only enemy that does carry money spawn, or scurry around Tennozu Shelter until you can find Black Rider, however long that might take Yes, a game based in — well, another game Almost completely averted in Monster Hunter.
You get most of your money from doing quests, and a comparatively small amount from selling random monster bits. However, said bits can also be crafted into weapons and armour; in fact, virtually all the high-level items are made from rare parts of fairly dangerous monsters, and a great many of them look like they are. Practically every drop in the game, outside of the special event quests like Arena quests, is something that would logically be found on the monster.
Also, capturing said monster yields more components than outright killing it because you brought it back in mostly one piece. Averted intentionally in Fable II. Enemies give loads of experience which you can use to level up your characterbut if you want the shiny-shiny, you'll have to get a job or go treasure hunting. Averted in Siege of Avalonwhere the only enemies that give you money are the ones that have been looting the partly-ruined town for the last month or two.
And only if you check their bodies. Oddly enough, the game never tells you how much each enemy has; you just seem to be magically gaining gold unless you're paying attention to your money before and after checking enemy corpses. In the Mega Man Battle Network games, Money Spidering makes sense ; since every enemy you fight is on the Internet, and the economy is Internet-based, it stands to reason that you'd reap an "instant cash reward" for virus busting or winning a battle against another Navi.
And there's plenty of Vendor Trash to be had, too — you can't SELL junk battlechips, but you can pop them into chip traders to try to get new, better chips. Partially averted in Star Ocean: Till the End of Time. Monsters drop money, but not much. The best way to acquire money is usually from opening chests in dungeons, though that is, of course, a finite source of cash. Arguably, spending your time creating and selling valuable items is an effective alternative to fighting monsters, which turns out to be a surprisingly realistic nod to real world artisan work.
In MouseHuntthe mice do not actually drop money, but every time you catch one the king rewards you for the bounty a different amount is placed on ALL mice in the Kingdom. As for loot- some of them drop sensible loot e.
The pearls you need for black-market goods are a Justified Tropesince the pearls actually seem to be Domz-based somehow and it makes sense that they would therefore be expensive. And you can get money by photographing animals, because there is an ecologist you only communicate with her by radio who downloads the photos for her data collection. All of this would make perfect sense It's like they worked really hard to avert the trope, and then forgot they had done so and just played it straight.
Double averted in Final Fantasy: The 4 Heroes of Light. Monsters don't drop money at all — they drop gemstoneswhich can be used to upgrade your equipment or for Vendor Trash. All in all, the best way to make money is to exploit a shop-running minigame, not hunting monsters. Averted in The Last Remnant ; monsters never drop money, but there is a chance of being able to capture any killed monster.
Captured monsters are apparently a delicacy, and can be sold directly to shops for cash. Averted in Mass Effect 2where killing anything will never get you any money. Even the occasional lootable corpses are all pre-placed in the maps. Most of your money comes from looting wall safes, hacking personal accounts and direct funding from the Illusive Man.Hyadain - EarthBound Runaway Five 2008 English Subtitles Low
Final Fantasy VIII opponents don't drop money at all; instead, the heroes get a regular paycheck. However, since your salary will rise or fall depending on how many enemies you've killed since your last check among other, lesser factorsyou'll still want to kill plenty of monsters to keep your funds up.
In addition, many monsters drop valuable items, such as bones or teeththat can either be refined into magic or useful items, or sold for extra gil. Final Fantasy XII 's enemies don't drop money, unless they're the kind of people who you'd expect to be carrying money around, i.
However, they do drop valuable hides, minerals, and so forth, which can be redeemed at shops for actual currency. The looting system is a bit disturbing, as it allows you to steal skin and skulls from enemies while they are still alive and then have the same loot from a drop. In Final Fantasy XIIIyou cannot acquire money from enemies. Instead, you acquire items based on the enemy type, and how strong it is.
Some of these items can be sold for quite a lot of money, though. Getting these items is completely random, and most of the valuable resources cannot be acquired until very late in the game, meaning that you'll be going through most of the game with nothing more than a handful of pocket change.
The sequel goes back to the standard use of the trope, while simultaneously doing away with most need for money in the first place. In Eschalon Books One and Two the most a non-humanoid enemy is capable of dropping is either its hide or an edible bit of some kind.
Etrian Odyssey monsters never drop money. Instead, they drop monster giblets, which are sold to the shopkeepers for them to turn into weapons, armor, and items for you to buy.
Some items are only dropped when you kill them in a certain way, such as using a specific damage type or while the monster has a certain status effect. Dragon Songyou essentially get money for fighting, but not directly. Instead, you get worthless tokens whiskers, rusty kettles, and whatnot — the game calls them Sundries.
Selling them one at a time gets you a pittance; the real money comes from filling a customer's order for a bunch of items. What's more, when you're fighting for items, you don't get experience, and vice versa. This one really makes you earn your income rather than just finding it. In Roboponmost of the money you get from battles only comes from fighting against Robopon trainers; wild 'pon don't hold cash. But in the early stage of the first game, there's a little girl with a level 5 Meddy who will rematch you as often as you like, and happily dole out G or so every time you beat her.
After you beat the first Legend, you'll also gain access to Battle Genesis 5, which you can play over and over again for G a win. In the second, if you're lucky, you'll run across a trainer in a random encounter who hands out money. In Radia Senki Reimeihenmost monster enemies will drop "Prize" items instead of money.
Human enemies will reward money instead of meat and bones, thankfully. Video Games —Turn-Based Tactics. Totally averted in XCOM. Dead or unconscious aliens have only the weapons and equipment they were carrying though looting them in combat is occasionally useful, for instance if you've run out of ammo and they happened to be using the same clips. Their ships and bases have no money.
Even the gold-derived Zrbite is more useful for fuel and parts. Though of course everything can be sold later for funds, even alien corpses. Most modern Pen and Paper RPG avoid the trope: An enemy will generally only drop what they carry, and only enemies who should have money drop money. Exceptions can be made for certain creatures, like dragons whom are often described as hoarding huge treasures. A fair number of modern tabletop RPGs also handle wealth in a more abstract fashion or handwave it altogether, usually based on some idea like "the name of the game is ad venture, not ac counting!
Not only is the webcomic DM of the Rings an exception, but it also discusses and handwaves this point at the end of "DM VI: On one hand, it makes no sense for the monsters and encounter areas of the gameworld to come pre-stocked with loot. It also makes no sense for feral beasts and the shambling undead to walk around carrying fabulous cash prizes. On the other hand, gold coins are shiny and make a fun jingling sound when you have lots of them.
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