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BAGSinv_cleoscroll
JOURNALpalaceSCROLLS
cleocourtyardHISTORICAL
HOTSPOTSsceneHotSpot(roomtothrone in palace_room.scene){500040,Force To Next State 21,Play Sound
0,Finish Level1,Transition}
sceneHotSpot(scroll1 in palace_room.scene){300011,Ambient Dialogue}
sceneHotSpot(startscene in palace_room.scene){1000}
sceneHotSpot(startscene2 in palace_room.scene){0000
21,Wait1,Activate Task Text}
sceneHotSpot(ihogindicator in palace_room.scene){3000}
sceneHotSpot(fruits in palace_room.scene){
000
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011,Ambient Dialogue}
sceneHotSpot(waterclock in palace_room.scene){0
00011,Ambient Dialogue}
sceneHotSpot(shelf in palace_room.scene){0000
11,Ambient Dialogue}
sceneHotSpot(particle1 in palace_room.scene){000011,Particles}
sceneHotSpot(particle2 in palace_room.scene){000011,Particles}
sceneHotSpot(particle3 in palace_room.scene){000011,Particles}
sceneHotSpot(particle4 in palace_room.scene){000011,Particles
}
sceneHotSpot(roomtomap in palace_room.scene){
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000031,Finish Level1,Play Sound
1,Transition}
sceneHotSpot(cipher in palace_room.scene){000011,Ambient Dialogue}
sceneHotSpot(historicalfact in palace_room.scene){000021,Particles1,Historical}
sceneHotSpot(toRoom in palace_throne.scene){00
0031,Play Sound1,Finish Level1,Transition}
sceneHotSpot(startscene in palace_throne.scene){000041,Wait1,Finish Task Text1,Journal1,Dialogue}
sceneHotSpot(particle1 in palace_throne.scene){0000
11,Particles}
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sceneHotSpot(historicalfact in palace_throne.scene){00002
1,Particles1,Historical}
sceneHotSpot(ending in palace_throne.scene){000031,Finish Task Text1,Wait
1,Dialogue}
sceneHotSpot(ending2 in palace_throne.scene){000021,Wait1,Dialogue}
sceneHotSpot(chair in palace_throne.scene){000011,Ambient Dialogue}
sceneHotSpot(pot in palace_throne.scene){000011,Ambient Dialogue}
sceneHotSpot(fruits1 in palace_throne.scene){000011,Ambient Dialogue
}
sceneHotSpot(fruits2 in palace_throne.scene){
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000011,Ambient Dialogue}
sceneHotSpot(cy_intro in palace_courtyard.scene){2000}
sceneHotSpot(doorway in palace_courtyard.scene){000
031,Finish Level1,Play Sound1,Transition}
sceneHotSpot(particle1 in palace_courtyard.scene){00001
1,Particles}
sceneHotSpot(particle_dust1 in palace_courtyard.scene){000011,Particles}
sceneHotSpot(particle_dust2 in palace_courtyard.scene){000011,Particles}
sceneHotSpot(particle_dust3 in palace_courtyard.scene){000
011,Particles
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}
sceneHotSpot(particle_dust4 in palace_courtyard.scene){0000
11,Particles}
sceneHotSpot(ms_footprints in palace_courtyard.scene){000011,Ambient Dialogue}
sceneHotSpot(ms_strap in palace_courtyard.scene){000011,Ambient Dialogue}
sceneHotSpot(ms_capefragment in palace_courtyard.scene){00
0011,Ambient Dialogue}
sceneHotSpot(object_infscr in palace_courtyard.scene){2000}
sceneHotSpot(carpentry1 in palace_courtyard.scene){000011,Ambient Dialogue}
sceneHotSpot(carpentry2 in palace_courtyard.scene){00
001
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1,Ambient Dialogue}
sceneHotSpot(pillar1 in palace_courtyard.scene){000
011,Ambient Dialogue}
sceneHotSpot(pillar2 in palace_courtyard.scene){000011,Ambient Dialogue
}
sceneHotSpot(pillar3 in palace_courtyard.scene){000011,Ambient Dialogue}
sceneHotSpot(pillar4 in palace_courtyard.scene){0
00011,Ambient Dialogue}
sceneHotSpot(historicalfactcy in palace_courtyard.scene){000011,Historical}
sceneHotSpot(bellforma in docks_gate.scene){000011,Dialogue}
sceneHotSpot(bell in docks_gate.scene){00
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000}
sceneHotSpot(sfxdoor in docks_gate.scene){0
0000}
sceneHotSpot(gateWhole in docks_gate.scene){00003
1,Play Sound1,Finish Level1,Transition}
sceneHotSpot(gate1 in docks_gate.scene){00000}
sceneHotSpot(objective in docks_gate.scene){000031,Wait1,Journal1,Activate Task Text}
sceneHotSpot(jar in docks_gate.scene){000011,Interactive Hotspot}
sceneHotSpot(gate2 in docks_gate.scene){0000
0}
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sceneHotSpot(gate3 in docks_gate.scene){00000}
sceneHotSpot(gate4 in docks_gate.scene){00000}
sceneHotSpot(clutter in docks_gate.scene){00
0011,Ambient Dialogue}
sceneHotSpot(clutter2 in docks_gate.scene){00000}
sceneHotSpot(winespillambient in docks_gate.scene){000011,Ambient Dialogue}
sceneHotSpot(scrollsambient in docks_gate.scene){000011,Ambient Dialogue}
sceneHotSpot(inkstainambient in docks_gate.scene){00001
1,Ambient Dialogue}
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sceneHotSpot(basthead in docks_gate.scene){000011,Ambient Dialogue
}
sceneHotSpot(ihogtrigga in docks_gate.scene){00000}
sceneHotSpot(doorarca in docks_gate.scene){0
0000}
sceneHotSpot(doorarcb in docks_gate.scene){00000}
sceneHotSpot(doorarcc in docks_gate.scene){00000}
sceneHotSpot(doorshadow in docks_gate.scene){00000}
sceneHotSpot(logs in docks_warehouse.scene){000021,Activate Task Text1,Dialogue
}
sceneHotSpot(wharf in docks_warehouse.scene){
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000021,Play Sound1,Transition
}
sceneHotSpot(papyrus in docks_warehouse.scene){000031,Wait1,Activate Task Text1,Inventory HOG}
sceneHotSpot(jar in docks_warehouse.scene){000011,Interactive Hotspot}
sceneHotSpot(debrisblown in docks_warehouse.scene){00
0011,Particles}
sceneHotSpot(toMap in docks_warehouse.scene){000021,Play Sound1,Transition}
sceneHotSpot(mindseekdonetrigger in docks_warehouse.scene){000021,Wait1,Dialogue}
sceneHotSpot(fprints in docks_warehouse.scene){0
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00011,Ambient Dialogue}
sceneHotSpot(kapa in docks_warehouse.scene){000011,Ambient Dialogue}
sceneHotSpot(satyel in docks_warehouse.scene){00
0011,Ambient Dialogue}
sceneHotSpot(scaffolding in docks_warehouse.scene){000011,Ambient Dialogue
}
sceneHotSpot(scaffolding2 in docks_warehouse.scene){000011,Ambient Dialogue}
sceneHotSpot(goods in docks_warehouse.scene){000011,Ambient Dialogue}
sceneHotSpot(intro in docks_warehousesunset.scene){0000
21,Wait1,Dialogue
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}
sceneHotSpot(toMap in docks_warehousesunset.scene){0000
31,Finish Level1,Play Sound1,Transition}
sceneHotSpot(scroll in docks_wharf.scene){00001
1,Play Sound 2}
sceneHotSpot(intro in docks_wharf.scene){000021,Wait1,Dialogue}
sceneHotSpot(historicalfact in docks_wharf.scene){000021,Historical1,Particles}
sceneHotSpot(warehouse in docks_wharf.scene){000021,Play Sound1,Transition}
sceneHotSpot(soldier in docks_wharf.scene){0000
41,Scene HOG1,Force To Next State
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1,Activate Task Text1,Play Sound}
sceneHotSpot(spiceblown in docks_wharf.scene){00
0011,Particles}
sceneHotSpot(watersplash in docks_wharf.scene){00001
1,Particles}
sceneHotSpot(ms_redfigurejar in docks_wharf.scene){000011,Ambient Dialogue}
sceneHotSpot(ms_canopicjar in docks_wharf.scene){
000011,Ambient Dialogue}
sceneHotSpot(ms_blackfigurejar in docks_wharf.scene){000011,Ambient Dialogue}
sceneHotSpot(gotodockwarehouse in docks_wharf.scene){00000}
sceneHotSpot(bloodiedface in docks_wharf.scene){00
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0011,Ambient Dialogue}
sceneHotSpot(woodensword in docks_wharf.scene){
000011,Ambient Dialogue}
sceneHotSpot(emblem in docks_wharf.scene){000
011,Ambient Dialogue}
sceneHotSpot(ihogcontroller in docks_wharf.scene){00000}
sceneHotSpot(branchdia in docks_wharf.scene){00000}
sceneHotSpot(intro in docks_wharfsunset.scene){000021,Wait1,Dialogue}
sceneHotSpot(warehouse in docks_wharfsunset.scene){000021,Play Sound
1,Transition}
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sceneHotSpot(watersplash in docks_wharfsunset.scene){000011,Particles
}
sceneHotSpot(goblet in palace_handmaidenschamber.scene){000011,Interactive Hotspot}
sceneHotSpot(jar in palace_handmaidenschamber.scene){
000011,Interactive Hotspot}
sceneHotSpot(chest in palace_handmaidenschamber.scene){0000
11,Interactive Hotspot}
sceneHotSpot(amphora in palace_handmaidenschamber.scene){00000}
sceneHotSpot(masks in palace_handmaidenschamber.scene){00000}
sceneHotSpot(ending in palace_handmaidenschamber.scene){0000
41,Journal1,Finish Level
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1,Play Sound1,Transition}
sceneHotSpot(shogindicator1 in palace_handmaidenschamber.scene){00
000}
sceneHotSpot(shogindicator2 in palace_handmaidenschamber.scene){00000}
sceneHotSpot(intro in palace_handmaidenschamber.scene){000031,Finish Task Text1,Wait1,Dialogue}
sceneHotSpot(activateShog in palace_handmaidenschamber.scene){
00000}
sceneHotSpot(evidence in palace_handmaidenschamber.scene){00000}
sceneHotSpot(resin in palace_handmaidenschamber.scene){000011,Ambient Dialogue}
sceneHotSpot(bstuff in palace_handmaidenschamber.scene){
000
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011,Ambient Dialogue}
sceneHotSpot(window in palace_handmaidenschamber.scene){0
00011,Ambient Dialogue}
sceneHotSpot(particle1 in palace_handmaidenschamber.scene){0000
11,Particles}
sceneHotSpot(OverseerTable in library_office.scene){000031,Activate Task Text1,Play Sound 21,Scene HOG
}
sceneHotSpot(toscrollchamber in library_office.scene){000031,Play Sound1,Finish Level1,Transition}
sceneHotSpot(jarwink in library_office.scene){000021,Inventory Object1,Text Tip}
sceneHotSpot(lampko in library_office.scene){0
000
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11,Ambient Dialogue}
sceneHotSpot(introdialogue in library_office.scene){00
0021,Wait1,Dialogue}
sceneHotSpot(hole in library_office.scene){0000
11,Dialogue}
sceneHotSpot(introdialogue2 in library_office.scene){000021,Wait1,Mindseek Dialogue}
sceneHotSpot(caughtgregorios in library_office.scene){000031,Wait1,Play BGM1,Dialogue}
sceneHotSpot(particle1 in library_office.scene){000011,Particles}
sceneHotSpot(particle2 in library_office.scene){000
011,Particles
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}
sceneHotSpot(particle3 in library_office.scene){0000
11,Particles}
sceneHotSpot(toMap in library_office.scene){000021,Play Sound1,Transition
}
sceneHotSpot(scr1 in library_office.scene){000011,Ambient Dialogue}
sceneHotSpot(scr2 in library_office.scene){0
00011,Ambient Dialogue}
sceneHotSpot(scr3 in library_office.scene){000011,Ambient Dialogue}
sceneHotSpot(scr4 in library_office.scene){000011,Ambient Dialogue}
sceneHotSpot(studytable in library_scrollchamber.scene){00
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0031,Text Tip1,Inventory Object1,Play Sound}
sceneHotSpot(transition2 in library_scrollchamber.scene){000051,Finish Level1,Text Tip1,Interactive Item1,Play Sound1,Transition
}
sceneHotSpot(onenter in library_scrollchamber.scene){000021,Wait1,Dialogue}
sceneHotSpot(armariachest in library_scrollchamber.scene){
000031,Text Tip1,Inventory HOG1,Play Sound}
sceneHotSpot(magnifierihog in library_scrollchamber.scene){00000}
sceneHotSpot(teeboru in library_scrollchamber.scene){000011,Ambient Dialogue
}
sceneHotSpot(pijonhowl in library_scrollchamber.scene){
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000011,Ambient Dialogue}
sceneHotSpot(pijonhowl2 in library_scrollchamber.scene){000011,Ambient Dialogue}
sceneHotSpot(pijonhowl in library_scrollchamber.scene){0
00011,Ambient Dialogue}
sceneHotSpot(historicalfact in library_scrollchamber.scene){00002
1,Particles1,Historical}
sceneHotSpot(toscrollchamber in library_lecturehall.scene){000031,Finish Level1,Play Sound1,Transition}
sceneHotSpot(onenter in library_lecturehall.scene){000021,Wait1,Dialogue}
sceneHotSpot(basket in library_lecturehall.scene){00
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0031,Activate Task Text1,Scene HOG1,Play Sound}
sceneHotSpot(organ in library_lecturehall.scene){000011,Ambient Dialogue}
sceneHotSpot(phisto in library_lecturehall.scene){0
00011,Ambient Dialogue}
sceneHotSpot(waxtab in library_lecturehall.scene){00001
1,Ambient Dialogue}
sceneHotSpot(particle1 in library_lecturehall.scene){000011,Particles}
sceneHotSpot(particle2 in library_lecturehall.scene){000011,Particles}
sceneHotSpot(smalljar in theater_actorshall.scene){000
011,Interactive Hotspot
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}
sceneHotSpot(maskhammer in theater_actorshall.scene){0000
0}
sceneHotSpot(stool in theater_actorshall.scene){000011,Interactive Hotspot}
sceneHotSpot(helmet in theater_actorshall.scene){00000}
sceneHotSpot(bodyarmor in theater_actorshall.scene){0000
0}
sceneHotSpot(costume in theater_actorshall.scene){00000}
sceneHotSpot(toMap in theater_actorshall.scene){000031,Finish Level1,Play Sound1,Transition}
sceneHotSpot(maskstand in theater_actorshall.scene){00
000
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}
sceneHotSpot(intro in theater_actorshall.scene){0000
31,Wait1,Activate Task Text1,Dialogue}
sceneHotSpot(armoria in theater_actorshall.scene){00001
1,Ambient Dialogue}
sceneHotSpot(lyreia in theater_actorshall.scene){000011,Ambient Dialogue}
sceneHotSpot(swordia in theater_actorshall.scene){
000011,Ambient Dialogue}
sceneHotSpot(historicalfact in theater_actorshall.scene){000021,Particles1,Historical}
sceneHotSpot(brazier in barracks_quarters.scene){000011,Interactive Hotspot
}
sceneHotSpot(introdialogue in barracks_quarters.scene){
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000021,Wait1,Dialogue
}
sceneHotSpot(chest in barracks_quarters.scene){000011,Dialogue}
sceneHotSpot(door in barracks_quarters.scene){
00000}
sceneHotSpot(ms_chestitems in barracks_quarters.scene){00001
1,Scrolls}
sceneHotSpot(historicalfact in barracks_quarters.scene){000021,Particles1,Historical}
sceneHotSpot(fplace in barracks_quarters.scene){000011,Ambient Dialogue}
sceneHotSpot(wbox in barracks_quarters.scene){00
001
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1,Ambient Dialogue}
sceneHotSpot(window in barracks_quarters.scene){000
011,Ambient Dialogue}
sceneHotSpot(todocks in map_crossroad.scene){000031,Image Tip
1,Play Sound1,Transition}
sceneHotSpot(tolibrary in map_crossroad.scene){000031,Image Tip1,Play Sound1,Transition
}
sceneHotSpot(totheater in map_crossroad.scene){000031,Image Tip1,Play Sound1,Transition}
sceneHotSpot(tobarracks in map_crossroad.scene){000031,Image Tip1,Play Sound1,Transition}
sceneHotSpot(todocks2 in map_crossroad.scene){
000
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031,Image Tip1,Play Sound1,Transition}
sceneHotSpot(tolighthouse in map_crossroad.scene){000031,Image Tip1,Play Sound1,Transition}
sceneHotSpot(topalace in map_crossroad.scene){
000031,Image Tip1,Play Sound1,Transition}
sceneHotSpot(toEntrance in lighthouse_keepershack.scene){00
0021,Play Sound1,Transition}
sceneHotSpot(ihogTiles in lighthouse_keepershack.scene){00000}
sceneHotSpot(intro in lighthouse_keepershack.scene){000021,Wait1,Dialogue}
sceneHotSpot(libraIhog in lighthouse_keepershack.scene){00
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0011,Inventory HOG}
sceneHotSpot(basket in lighthouse_keepershack.scene){
000011,Interactive Hotspot}
sceneHotSpot(particle1 in lighthouse_keepershack.scene){000
011,Particles}
sceneHotSpot(window in lighthouse_keepershack.scene){000011,Ambient Dialogue}
sceneHotSpot(bed in lighthouse_keepershack.scene){000011,Ambient Dialogue}
sceneHotSpot(obj_istatwa in lighthouse_keepershack.scene){000011,Ambient Dialogue}
sceneHotSpot(toShack in lighthouse_entrance.scene){00000
}
sceneHotSpot(toInterior in lighthouse_entrance.scene){
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000011,Ambient Dialogue}
sceneHotSpot(toInterior1 in lighthouse_entrance.scene){000021,Play Sound1,Transition}
sceneHotSpot(toInterior2 in lighthouse_entrance.scene){
000021,Play Sound1,Transition}
sceneHotSpot(jarA in lighthouse_entrance.scene){000
011,Interactive Hotspot}
sceneHotSpot(jarB in lighthouse_entrance.scene){000011,Interactive Hotspot}
sceneHotSpot(doorA in lighthouse_entrance.scene){000011,Inventory Object}
sceneHotSpot(doorB in lighthouse_entrance.scene){0
000
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11,Inventory Object}
sceneHotSpot(intro in lighthouse_entrance.scene){00
0021,Wait1,Dialogue}
sceneHotSpot(gearIhog in lighthouse_entrance.scene){0000
11,Inventory HOG}
sceneHotSpot(libraIhog in lighthouse_entrance.scene){000011,Inventory HOG}
sceneHotSpot(onUseCircles in lighthouse_entrance.scene){00000}
sceneHotSpot(onUseTiles in lighthouse_entrance.scene){00000}
sceneHotSpot(particle1 in lighthouse_entrance.scene){000011,Particles}
sceneHotSpot(armaria in lighthouse_entrance.scene){00
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0011,Ambient Dialogue}
sceneHotSpot(shovel1 in lighthouse_entrance.scene){
000011,Ambient Dialogue}
sceneHotSpot(shovel2 in lighthouse_entrance.scene){000
011,Ambient Dialogue}
sceneHotSpot(torchlight in lighthouse_entrance.scene){000011,Ambient Dialogue}
sceneHotSpot(jar in lighthouse_beacon.scene){000011,Interactive Hotspot}
sceneHotSpot(intro in lighthouse_beacon.scene){000041,Finish Task Text1,Wait1,Journal1,Mindseek Dialogue}
sceneHotSpot(intro2 in lighthouse_beacon.scene){00
002
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1,Wait1,Dialogue}
sceneHotSpot(gear in lighthouse_beacon.scene){00
000}
sceneHotSpot(plate in lighthouse_beacon.scene){00000}
sceneHotSpot(toEntrance in lighthouse_beacon.scene){000021,Play Sound1,Transition}
sceneHotSpot(brazier in lighthouse_beacon.scene){0
00011,Interactive Hotspot}
sceneHotSpot(particle1 in lighthouse_beacon.scene){000011,Particles}
sceneHotSpot(ms_arrow in lighthouse_beacon.scene){000011,Ambient Dialogue}
sceneHotSpot(base in lighthouse_beacon.scene){00
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0011,Ambient Dialogue}
sceneHotSpot(clutter in lighthouse_beacon.scene){
000011,Ambient Dialogue}
sceneHotSpot(clutter2 in lighthouse_beacon.scene){000
011,Ambient Dialogue}
sceneHotSpot(clutter3 in lighthouse_beacon.scene){000011,Ambient Dialogue}
sceneHotSpot(historicalfact in lighthouse_beacon.scene){000021,Particles1,Historical}
sceneHotSpot(begin in starting_scene.scene){1000}
OBJECTSsc00_bgsc00_bg.png0010247681000000001100001obj_togaobj_toga.png8416011521071000000110100002ispt_papyrus00ispt_papyrus00.png500533897200000001100001ispt_papyrus01ispt_papyrus01.png489531152751000000001100001obj_armbandobj_armband.png82627525161000000110100002sfx_hogpickup1obj_goldobj_gold.png9763228241000000001100002sfx_hogpickup2
obj_copperobj_copper.png69416623221000000001100002sfx_hogpickup2obj_bronzeobj_bronze.png17143028191000000001100002sfx_hogpickup2obj_silverobj_silver.png59552022181000000001100002sfx_hogpickup2
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obj_pouchobj_pouch.png11420827361000000001100002sfx_hogpickup2obj_sashobj_sash.png12229401491000000110100002sfx_hogpickup1hif_scroll_cleopatrahif_scroll_cleopatra.png86137521781000000001100001sc02_bg_thronesc02_bg.png0010247681000000001100001hif_scroll_thronehif_scroll.png320411179461000000001100001obj_lamplight_alpha_35-95-50obj_lamplight_alpha_35_95_50.png008097512500
00001100001obj_lamplight2_alpha_35-95-60obj_lamplight_alpha_35_95_60.png3230677768250000001100001mindseek_helpsc01_bg00.png0010247681000000001100001obj_informantscroll_cyobj_informantscroll.png857490641200000001100001obj_footprintsobj_footprints.png324572251931000000001100001obj_strap_cyobj_strap.png166499731011000000001100001obj_capefragmentobj_capefragment.png677482184971000000001100001hif_scroll_marcantonyhif_scroll_marcantony.png62255978521000000001100001sc01_doorclosedsc01_doorclosed.png91631512417800000001100001
sc01_dooropensc01_dooropen.png9163141331791000000001100001bg_00bg_00.png0010247681000000001100001anim_doorarccanim_doorarcc.png72530624172500000001100001anim_gateshadowb_01anim_gateshadowb_01.png453535291441000000001100001anim_doorarcbanim_doorarcb.png48919264287500000001100001anim_doorarcaanim_doorarca.png14313346179500000001100001sc00_door00_a1sc00_door00.png147355845691000000001100001sc00_door00_a2sc00_door00.png147355845691000000001100001sc00_door00_b1sc00_door00.png147355845691000000001100001sc00_door00_b2sc00_door00.png147355845691000000001100001sc00_bell00sc00_bell00.png800461741981000000001100001sc00_objectssc00_objects.png0010247681000000001100001
obj_bellobj_bell.png84834198981000000001000001sfx_hogpickup2obj_hookobj_hook.png68443947561000000001100001sfx_hogpickup2obj_woodenshaftobj_woodenshaft.png26657516411000000001100002sfx_hogpickup2sc00_jar02_glowsc00_jar02_glow.png04482451051000000001100001sc00_jar02sc00_jar02.png0451230971000000001100001obj_chainobj_chain.png61454367251000000001000001sfx_hogpickup2obj_boltobj_bolt.png13755847211000000001100002sc02_bgskysc02_bgsky.png0010247681000000001100001sc02_bgcloudsc02_cloud00.xml023367611000000001101001sc02_bgwallsc02_bgwall.png0010247681000000001100001sc02_satchelbagsc02_satchelbag.png64551972341000000001100001obj_whl00_aobj_whl00.png706469145441000000001100001sfx_hogpickup2obj_papyrus012obj_papyrus01.png519491461800000001100001sfx_hogpickup2sc02_logssc02_logs.png4253794921351000000001100001sc02_tentshadowsc02_tentshadow.png0115206387780000001100001sc02_tent2_169_bAtent_anim_backA.xml10218633271000000001101001sc02_tent2_169_bBtent_anim_backB.xml10136833271000000001101001sc02_tentobjectssc02_tentobjects.png42752282821000000001100001obj_pyxisAobj_pyxisA.png8837230381000000001100001eff_tenthighlighteff_tenthighlight.png054190452760000001100001obj_pyxisBobj_pyxisB.png4548322261000000001100001obj_papyrus00obj_papyrus00.png15446638391000000001100002sfx_hogpickup2
obj_woodnbdobj_woodnbd.png800132189981000000001100001sfx_hogpickup2sc02_cart00sc02_cart00.png-12234448218200000001100001sc02_cart05sc02_cart05.png1502644393061000000001100001
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