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* TravelMontage: Whenever you use the jetpack or boat, a transition plays in an Indy-style sequence of travelling across the country, along with a shot of your destination fading into view as you get there.
* TreeTopTown: The Monolith Trees, home to the Nehli, take this up to eleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees. Legends say that Merik's fountain was the cause of this.

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* TravelMontage: Whenever you use the jetpack or boat, a transition plays in an Indy-style sequence of travelling traveling across the country, along with a shot of your destination fading into view as you get there.
* TreeTopTown: The Monolith Trees, home to the Nehli, take this up to eleven, UpToEleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees. Legends say that Merik's fountain was the cause of this.
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* FishPeople: The Merari, whom helped in the creation of Meribah and supported its people in a war against the Balial. Because of this legend, they are your lead to saving Evany, as well.

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* FishPeople: The Merari, whom amphibious beings who reside in an undersea palace. They began there, then eventually helped in the creation of Meribah and supported its people in a war against the Balial. Because of this legend, they are your lead to saving Evany, as well.
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* CoolBoat: A fish-shaped submarine that serves as your transport to and from the Merari palace.


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* FishPeople: The Merari, whom helped in the creation of Meribah and supported its people in a war against the Balial. Because of this legend, they are your lead to saving Evany, as well.
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* MeaningfulName: The Balail, Ozgar's race, sounds like the word "Belial", related to Satan. Very fitting for a world-conquering empire.

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* MeaningfulName: The Balail, Balial, Ozgar's race, sounds like the word "Belial", related to Satan. Very fitting for a world-conquering empire.
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* CoolGate: Taking a page from Stargate, these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to temporarily deter the malevolent psychic warlord, Ozgar.

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* CoolGate: Taking a page from Stargate, these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to temporarily deter the malevolent psychic warlord, Ozgar.
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* AdventureArchaeologist: Naoo, professor of Archaeology and History. Being the first character you meet, he gratefully brings you to the main setting of the game in his shuttle.
* {{Autodoc}}: The Medbot in the Meribah spaceport, although it's busted. When an injured person needs it, all you can do is bring an item it's holding to the victim.


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* MeaningfulName: The Balail, Ozgar's race, sounds like the word "Belial", related to Satan. Very fitting for a world-conquering empire.


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* OffModel: Naoo has a different model each time you see him, including his beard.
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* TheGuardsMustBeCrazy: In the first game, the guard who threw you into the prison cell on Ozgar's ship apparently didn't stick around to notice you escaping. In the second, Call always seems to avoid being seen by any of the security guards in the Balial prison world, even when he ventures out to its central tower.

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* TheGuardsMustBeCrazy: In the first game, the guard who threw you into the prison cell on Ozgar's ship apparently didn't stick around to notice you escaping. In the second, Call always seems to avoid being seen by any of the security guards in the Balial prison world, even when he ventures out to its central tower.
including one scene where a guard briefly opens Athera's cell and never notices Call's presence.
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** Played straight in the first game - to the point that the only sound your character ever makes sounds, if that's what it is, sounds far from human.

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** Played straight in the first game - to the point that the only sound noise your character ever makes sounds, if that's what it is, makes, in one of the bad endings, sounds far from human.
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* FeaturelessProtagonist:
** Played straight in the first game - to the point that the only sound your character ever makes sounds, if that's what it is, sounds far from human.
** Averted in the second game, as Call is seen in 3rd person in a few cutscenes, and has actual dialogue.
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* ShoutOut: A submarine below the desert world bears an uncanny resemblance to the ''[[Franchise/StarWars Slave I]]'' on the outside.
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* HolographicDisguise: One puzzle involves throwing rocks into a group of puddles and, seeing which one doesn't make a splash, then shorting out a projected hologram covering up a secret underground lab. Later, when you come back with a screwdriver, you can also take the projector with you.

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The storyline is set in the future, where a warning from the Arkonian race unintentionally reaches your world. They state that they are on the run from the EvilOverlord, Ozgar, leader of the Balial, having only temporarily defeated him in battle. Two days after the signal's appearance, Ozgar has located your planet and begun wreaking havoc upon it using powerful gravity-altering satellites, prompting your people to send you off in an experimental hypership to locate the source of the Arkonian signal. The player begins the game having crash-landed on an unknown planet and must explore the world, find a crystal key and portal which would help the player defeat Ozgar and bring peace to the galaxy.

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The storyline is set in the future, where a warning from the Arkonian race unintentionally reaches your world. They state that they are on the run from the EvilOverlord, Ozgar, leader of the Balial, having only temporarily defeated him in battle. Two days after the signal's appearance, Ozgar has located your planet and begun wreaking havoc upon it using powerful gravity-altering satellites, prompting your people to send you off in an [[FasterThanLightTravel experimental hypership hypership]] to locate the source of the Arkonian signal. The player begins the game having crash-landed on an unknown planet and must explore the world, find a crystal key and portal which would help the player defeat Ozgar and bring peace to the galaxy.



* AliensSpeakingEnglish: Played straight with pretty much every character you meet, though there is writing in certain locations that is clearly not our own language, even with a base-10 number system. Subverted at one point in the first game, though: You get a CD that can translate Ozgar's language.

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* AliensSpeakingEnglish: Played straight with pretty much every character you meet, though there is writing in certain locations that is clearly not our own language, even with aside from having a base-10 number system. Subverted at one point in the first game, though: You though, when you can get a CD that can translate Ozgar's language.


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* EnterSolutionHere: A particularly evil example stands out in this game. You begin looking at the control panel of your spaceship, with the coordinates of your current location displayed on it. About halfway through, you need to hijack an alien ship, and you're expected to enter in the same coordinates and land next to your original ship. If you didn't already write the coordinates down, you'd better save and restart the game.
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The storyline is set in the future, where the protagonist is sent to another planet to investigate the source of a cryptic warning from the Arkonian race, who are on the run from the EvilOverlord, Ozgar, leader of the Balial. The player begins the game having crash-landed on the planet and must explore the world, find a crystal key and portal which would help the player defeat the race and bring peace to the galaxy.

to:

The storyline is set in the future, where the protagonist is sent to another planet to investigate the source of a cryptic warning from the Arkonian race, who race unintentionally reaches your world. They state that they are on the run from the EvilOverlord, Ozgar, leader of the Balial. Balial, having only temporarily defeated him in battle. Two days after the signal's appearance, Ozgar has located your planet and begun wreaking havoc upon it using powerful gravity-altering satellites, prompting your people to send you off in an experimental hypership to locate the source of the Arkonian signal. The player begins the game having crash-landed on the an unknown planet and must explore the world, find a crystal key and portal which would help the player defeat the race Ozgar and bring peace to the galaxy.

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* [[spoiler: HurlItIntoTheSun: In a roundabout way. The way to defeat Ozgar is to program your portable portal to link to the colony system's sun, then use a holographic projector to trick Ozgar into going there, thus burning him alive. ]]

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* [[spoiler: HurlItIntoTheSun: In a roundabout way. The way to defeat Ozgar is to program your portable portal to link to the colony system's sun, then use using a holographic projector and setting off the ship's alarms to trick Ozgar into going there, thus burning him alive. ]]]]
* LostWoods: One of the colonies contains an enormous, and dark forest terrain, with only a pair of crashed spaceships to provide variety.


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* SingleBiomePlanet: Implied, as none of the colony planets seem to have continents or oceans.
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* [[spoiler: HurlItIntoTheSun: In a roundabout way. The way to defeat Ozgar is to program your portable portal to link to the colony system's sun, then use a holographic projector to trick Ozgar into going there, thus burning him alive. ]]
* MundaneUtility: The only reason the Arkonians ever made a piece of the Key that links to their sun is, [[WordOfGod allegedly]], for the purposes of incinerating the trash they collected from the colonies.
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* SongsInTheKeyOfLock: There's a 4-note tune you have to play on a flue to call down the lift that takes you up into the Nehli trees. And because your jetpack can't launch from anywhere but the bottom of the tree, you have to do this ''every time you come here.''

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* SongsInTheKeyOfLock: There's a 4-note tune you have to play on a flue flute to call down the lift that takes you up into the Nehli trees. And because your jetpack can't launch from anywhere but the bottom of the tree, you have to do this ''every time you come here.''
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* SongsInTheKeyOfLock: There's a 4-note tune you have to play on a flue to call down the lift that takes you up into the Nehli trees. And because your jetpack can't launch from anywhere but the bottom of the tree, you have to do this ''every time you come here.''
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* DamselInDistress: One set piece of the game involves rescuing Athera from the Balial prison, and she's scared out of her mind because she fears she may be next in line to receieve the hypnotic effect

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* DamselInDistress: One set piece of the game involves rescuing Athera from the Balial prison, and she's scared out of her mind because she fears she may be next in line to receieve get exposed to the hypnotic effecttrance. [[spoiler: When you come back to rescue her after managing to knock out a guard, her fears were proved true, but the Merari had a way to revive her.]]
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* FreezeFrameBonus: It's not all that visible in the few seconds you're able to see it, but WordOfGod claims that Ozgar stole a certain famous painting and keeps it in his living quarters.

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The sequel puts you in the shoes of the protagonist's son, Call Lifeson, who, after the events of the first game, lives in peace with his family on their home planet Evany for some time. However, at some point, one by one, the people of Evany start acting strange. They suddenly stop doing their normal tasks, stare at nothing, and sometimes even work like automatons, extracting the planet's resources and loading them into offworld freighters. The Lifesons were spared this fate, until one day, when Call's parents vanished. On that day, an Arkonian portable portal appears along with its user, Aethera, who asks Call to come with her. But two Balial soldiers capture her and vanish through another portal, with only her tablet and the Key left behind.

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The sequel puts you in the shoes of the protagonist's son, Call Lifeson, who, after the events of the first game, lives in peace with his family on their home planet Evany for some time. However, at some point, one by one, the people of Evany start acting strange. They suddenly stop doing their normal tasks, stare at nothing, and sometimes even work like automatons, extracting the planet's resources and loading them into offworld freighters. The Lifesons were spared this fate, until one day, when Call's parents vanished. On that day, an Arkonian portable portal appears along with its user, Aethera, Athera, who asks Call to come with her. But two Balial soldiers capture her and vanish through another portal, with only her tablet and the Key left behind.


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* DamselInDistress: One set piece of the game involves rescuing Athera from the Balial prison, and she's scared out of her mind because she fears she may be next in line to receieve the hypnotic effect


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* MindRape: Athera reveals how the mysterious Balial trance works: The Balial troops strap unsuspecting victims into a chair, then unleash an invisbile beetle that "captures [their] soul" and leaves them as an EmptyShell. [[spoiler: Your gift from the Ruler of the Far Realm allows you to see these beetles and the string-like nodes used to capture them for this process.]]
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* CallBack: One of the entries in Athera's journal mentions her making a trip to Suralon. Apparently it's still sunken, and now also home to dozens of sea birds.
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* Jerkass: Roy is none too happy having crashed his ship, and takes out his anger on you when you first meet him. However, he does warm up to you over time as you help him out.

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* Jerkass: {{Jerkass}}: Roy is none too happy having crashed his ship, and takes out his anger on you when you first meet him. However, he does warm up to you over time as you help him out.
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* InNameOnly: While the Key does exist and a fair chunk of the backstory does carry over from the first game, the only time it's ever used is during the prologue on Evany.
* Jerkass: Roy is none too happy having crashed his ship, and takes out his anger on you when you first meet. However, he does warm up to you over time as you help him out.

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* InNameOnly: While the Key does exist and a fair chunk of the backstory does carry over from the first game, the only time it's ever used is during the prologue on Evany.
Evany. Once you step through the portal to Meribah, you basically enter a whole other type of game entirely.
* Jerkass: Roy is none too happy having crashed his ship, and takes out his anger on you when you first meet.meet him. However, he does warm up to you over time as you help him out.



* TreeTopTown: The Monolith Trees, home to the Nehli, take this up to eleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees.

to:

* TreeTopTown: The Monolith Trees, home to the Nehli, take this up to eleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees. Legends say that Merik's fountain was the cause of this.
Is there an issue? Send a MessageReason:
None


* CoolGate: Taking a page from Stargate, these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to deter the malevolent psychic warlord, Ozgar.

to:

* CoolGate: Taking a page from Stargate, these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to temporarily deter the malevolent psychic warlord, Ozgar.

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* ColonelBadass: Not explained in this game, but the sequel pegs you as "Colonel Lifeson". The fact that you [[spoiler: single-handedly destroy Ozgar at the end of the game]] makes this trope stand.



* EvilOverlord: Ozgar fits this to a T

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* EvilOverlord: Ozgar fits this to a TT.

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* TheGuardsMustBeCrazy: In the first game, the guard who threw you into the prison cell on Ozgar's ship apparently didn't stick around to notice you escaping. In the second, Call always seems to avoid being seen by any of the security guards in the Balial prison world, even when he ventures out to its central tower.


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* BeautifulVoid: The Colony planets you explore in-game are ripe in detail and places to explore, but not a single being is in sight. The only area that averts this is Ozgar's mothership, where he and his guards are still running around. [[JustifiedTrope Justified]] since these planets were all evacuated by the Arkonians prior to the events of the game.
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* ApocalypticLog: The holographic journals in the first game, and Athera's tablet in the second.

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* CoolGate: Taking a page from Stargate, these simple arches, when activated by the key, provide direct transport between the Arkonian colony planets. They recently perfected the ability to design portable portals as well, from small remote-controlled ones you can carry around - and which go with you when used, to huge rods mounted on spaceships, which they used to deter the malevolent psychic warlord, Ozgar.



* GlassShatteringSound: Used in a puzzle where you have to use a high-pitched sound emitted by a dead radio station to shatter the glass holding the final piece of the Key.



* SunkenCity: Played almost completely straight when Ozgar used his gravity-amplifying satellites to do this to the Arkonian capital city of Suralon. The exception is that a portion of it still protrudes from the water, enough for a shuttle to land on.



* HealingSpring: Used as a plot point. First demonstrated at the desert house to revive the plants in its garden, then revealed later on that it can [[spoiler: reverse the hypnotic trance that Evany's people are stuck in.]]

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* HealingSpring: Used as a plot point. First demonstrated at the desert house to revive the plants in its garden, then revealed later on that it can [[spoiler: reverse the hypnotic trance that Evany's people are stuck in.]]]] Dr. Jakar tried to find a scientific reason for how it worked, but came up empty in the end.
* InNameOnly: While the Key does exist and a fair chunk of the backstory does carry over from the first game, the only time it's ever used is during the prologue on Evany.
* Jerkass: Roy is none too happy having crashed his ship, and takes out his anger on you when you first meet. However, he does warm up to you over time as you help him out.
* OrganicTechnology: Some of Meribah's machines seem to exhibit this trope, but the most prominent is the Bio-portal, utilizing bacteria to create distant portals ''in midair'' when given proper coordinates.


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* SugarBowl: ''Everyone'' on Meribah is willing to let you "borrow" things or provide information to you at any time.
* TravelMontage: Whenever you use the jetpack or boat, a transition plays in an Indy-style sequence of travelling across the country, along with a shot of your destination fading into view as you get there.

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!!Both games contain examples of:
* AliensSpeakingEnglish: Played straight with pretty much every character you meet, though there is writing in certain locations that is clearly not our own language, even with a base-10 number system. Subverted at one point in the first game, though: You get a CD that can translate Ozgar's language.



*
* EvilOverlord

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*
* EvilOverlordCoolKey: The translucent blue Crystal Key. It's used to interface with portal devices made by the Arkonians, and each plane added to it, which you'll eventually collect, contains coordinates for one of various the colony worlds, plus their sun.
* EvilOverlord: Ozgar fits this to a T
* MultipleEndings: Screw up the trap against Ozgar, and he'll send his minions out to shoot you dead. You can also get a game over from forgetting to bring a crucial item aboard the ship, or stand in Ozgar's path as he's coming down the hall.



* NoTimeToExplain: Athera says this word for word in the introduction before she quickly gets kidnapped.

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* DesertPunk: Half of Meribah is like this, ranging from a Tattooine-like Marketplace, to a large clay house with a secret tap to Merik's miracle fountain. Bonus points that some people say it's mid-summer in-game.
* HealingSpring: Used as a plot point. First demonstrated at the desert house to revive the plants in its garden, then revealed later on that it can [[spoiler: reverse the hypnotic trance that Evany's people are stuck in.]]
* NoTimeToExplain: Athera says this word for word in the introduction before she quickly gets kidnapped.kidnapped.
* TreeTopTown: The Monolith Trees, home to the Nehli, take this up to eleven, with the factor that they tower so high that the mushrooms that grow on their branches are big enough to live in, and there are giant, squirrel-like creatures called Yamax that people can ride between the trees.
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''The Crystal Key'' is a first-person graphic adventure game, developed by Earthlight and published by DreamCatcher Interactive in 2000. A loose sequel, ''The Crystal Key 2'' was released 4 years later.

The storyline is set in the future, where the protagonist is sent to another planet to investigate the source of a cryptic warning from the Arkonian race, who are on the run from the EvilOverlord, Ozgar, leader of the Balial. The player begins the game having crash-landed on the planet and must explore the world, find a crystal key and portal which would help the player defeat the race and bring peace to the galaxy.

The sequel puts you in the shoes of the protagonist's son, Call Lifeson, who, after the events of the first game, lives in peace with his family on their home planet Evany for some time. However, at some point, one by one, the people of Evany start acting strange. They suddenly stop doing their normal tasks, stare at nothing, and sometimes even work like automatons, extracting the planet's resources and loading them into offworld freighters. The Lifesons were spared this fate, until one day, when Call's parents vanished. On that day, an Arkonian portable portal appears along with its user, Aethera, who asks Call to come with her. But two Balial soldiers capture her and vanish through another portal, with only her tablet and the Key left behind.

!!The Crystal Key contains examples of:
*
* EvilOverlord
* PsychicPowers: Ozgar can kill people with his mind, and summon his guards by thought. The former is demonstrated on one of his guards through a window into the bridge, and [[spoiler: both can be enforced on ''you'' in some of the bad endings.]]
* SuperWheelchair: Ozgar's hovering wheelchair.

!!The Crystal Key 2 contains examples of:
* NoTimeToExplain: Athera says this word for word in the introduction before she quickly gets kidnapped.

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