Front End Interface

2. Front End Interface


In computer terminology, the software that runs on YOUR computer is known as the 'front
end', while the software that runs in the OGN offices is known as the 'host' (the terms
'client' and 'server' are similar but are usually used to refer to the computers
themselves rather than the software). The front end for Mystic Realms provides graphics,
communications, etc, as well as handling the display and keyboard interfaces. It is these
last two aspects (display and keyboard functions) that are covered here in this chapter.

Note: As used in this manual, the color 'cyan' is blue-gray in appearance, while the color
'bright cyan' is a whitish-blue in appearance. A dark cyan is also used
extensively, but is referred to in this manual as 'dark gray'.


There are a number of communications functions that the players should be aware of as

HOST DOWN - If the host goes down due to a problem the front end will appear to have
frozen, and a Ctrl-F11 or Ctrl-F12 (as explained later in this chapter) will have to be
executed and you will have to re-connect to OGN. However, while this is going on the host
will have saved the necessary information on the problem and will have restarted itself
automatically (this takes less than a minute). When this happens, all players in the game
are moved to the last teleportal they used (so they don't come back into the game in the
middle of a horde of monsters) and the character records are saved. Note that if you get
frozen you can tell if it was due to a host down situation or not simply by whether you
come back in on a teleportal or not.

NET LAG - Net Lag is a function of your ISP and the Internet, and there is really nothing
that we here at OGN can do about it. However, we can do our best so that your character
does not suffer from it in the game.

First, if you are engaged in melee combat and we get no response from you in a turn, if
your defensive bar is below half then the game will set you to PARRY. If your defensive
bar is above half, then you will attack with the 'best natural roll' of your possible
attack options.

Second, if you are engaged in melee combat and go two turns without the host getting any
response from you (the front end sends a pulse automatically if you are engaged in combat
and do not enter anything yourself) then the host will temporarily take you out of the
game, calling it 'Net Lag Timeout'. In this case the monsters will not be able to attack
you and you will not take any damage, or bleed, etc, while you are in Net Lag Timeout. The
host then tells the front end that it is in Net Lag Timeout and waits for a response from
the front end stating that is ready to resume, and in that case you are put back into the
game and the front end is brought back up to speed as to the current situation.

Net Lag Timeout is something that ONLY occurs if you engaged in melee combat, as otherwise
it serves not purpose.

PHONE SLAMMING - From an OGN perspective, a 'phone slam' is a situation where we lose
connection to a player in the game for whatever reason (the player forced the
disconnection, the ISP dropped it, etc). Normally this is no problem, and the player is
taken out of the game and their character data is saved. However, there are some cases,
where if you are badly damaged and still engaged in melee combat, you are not allowed to
alleviate ths situation simply by leaving the game, and are thus not allowed to leave
until you get out of harms way. In these cases, if the Host gets a phone slam, no
difference, the player is still not allowed out of the game, and when they call back they
will be 'reconnected' and immediately put back into the game. It should be noted here that
if a player leaves the game while dead or dies when they are not connected, a 'RECALL'
will be executed for them, thus moving them to the church, and they will then be taken out
of the game and their character data saved.


When using the mouse within MR, in all cases clicking on the right mouse button is
equivalent to hitting the ENTER key. The left mouse button, on the other hand, is used for
a variety of purposes, and in the remainder of this manual, the term 'click on' refers to
moving the mouse cursor to the area indicated and clicking on the LEFT mouse button.

Besides selecting options, the mouse can also be used to move your character through the
game by left clicking in the direction you wish to move on the 3D display and then
continuing to click or 'drag' (e.g. moving the mouse cursor while continuing to hold the
left mouse button down) your character through the movement path you wish to move. In this
case, the move itself is displayed on the command line and hitting ENTER or clicking on
the right mouse button will send that move to the host computer.

Similarly, the mouse and left mouse button are used to select a direction/path for
commands, such as some spells, the Dump command, etc, requiring a direction. In this case
directional arrows are displayed showing the direction and path that you have selected.


There are a few special keyboard functions that are available and described here.

Cursor Movement Pad: This may be used instead of the mouse for moving a
character through the game and also for indicating a direction for those commands
requiring a direction/path. A third method of indicating movement or
direction/path would be to manually type in the direction or path (e.g. 'N', 'S', 'SW',

Esc Key: Hitting this key will erase whatever is on the command line.

Ctrl Keys: Besides being available for macros as explained later in this chapter, there
are two special Ctrl-key functions, Ctrl-F11 and Ctrl-F12. Both may be entered at any
time, and both terminate your current connection with OGN, with the former dropping you
back to the OGN Initial Menu, and the latter dropping
you all the ways back to your operating system.


For the purposes of discussion, the display is divided into a few areas. These are
listed below with brief descriptions and are then covered in detail in the remaining
sections of this chapter.


| L S E C |
| E D I S |
| F M A I N |
| T D I S P L A Y |
| S C R T |
| I R E C |
| D T E X T |
| E D I S P L A Y |
| C O M M A N D L I N E |

COMMAND LINE: The horizontal rectangle with blinking cursor spanning the
bottom of the display. Very obvious.

LEFT SIDE OF DISPLAY: The extreme left side of the display. Includes two
bordered areas, the top containing the endurance
(three large vertical bars, colored red, green and
blue, and
named STAMINA, KARMA and MANA) and the bottom
containing a bust and a gem.

MAIN DISPLAY AREA: The large square area dominating the center of the
display. This area usually contains the '3D display' of the
9 by 9 square area immediately surrounding your
character, but it is sometimes used for other
purposes as

TEXT DISPLAY AREA: The area immediately under the main display area and
above the command line. Messages indicating the
result of
actions you have taken, as well as any and all
messages that you might receive, are displayed in

SECONDARY DISPLAY AREA: The square area in the upper right hand corner
of the display. A row of buttons is at the top, a
column of
buttons is on the left, and two buttons and a
vertical bar
are on the right. In between is a square area
containing the 'tactical map' (a map of the area
your character giving you more than twice the
visibility of
the '3D display' to the front and more than 50% to
side), but sometimes used for other purposes as

CHARACTER RECTANGLE DISPLAY AREA: This is the large rectangular
area below the secondary display area and above the
command line containing a shield with an emblem
surrounded by a number of weapons. Up to 12
rectangles', containing information on the
(including hostile creatures) in your view, are


Use of the command line is pretty straight forward. What you type is entered here,
and when you hit the ENTER key or click on the right mouse button, whatever you have
entered is processed as a command. If you hit the ESC key or click on the '-' button you
will clear out whatever you have on this line.


Sometimes when playing the game, particularly when reciting prayers or casting spells in
combat, it is imperative to be able to enter one's command as fast as possible and typing
it in or even using the pull-down menus is just not fast enough in many cases. Macros
provide a way to enter a command much faster, by allowing you to associate command strings
with single keystrokes along with the ALT and CTRL keys as follows:

To create a macro:
- Type in the command 'macro' and hit the ENTER key.
- Hit the ALT or CTRL key sequence that you want to associate the command
string with. For instance, if you want to associate the macro with ALT-Z, hit
the ALT key and the Z key simultaneously. All the white keys on the main
keyboard area are allowed with the ALT key, while (following convention) all
the alphabetic keys except H and M, plus the keys 6, -, ] and \ are allowed with
the CTRL key.
- Next enter the command string. Note that it is sometimes important to leave a
blank at the end of the string so that a direction or target may be entered
- Lastly, hit the ENTER key. The macro is now created.

To use a macro simply hit the ALT or CTRL key sequence you used to create the macro. The
command string that you associated with the key sequence will be placed on the command
line. You can then add a direction or a target (or whatever) if desired and have the
string processed as a command by hitting the ENTER key or clicking on the right mouse

An additional significant usage of macros, in conjunction with the DO command, is to
create one's own 'socials' as are popular with many MUD games. For example, if you want to
set a macro to give '<your name> bows.', you would create a macro with the text 'DO bows'
and then whenever you entered the macro key sequence and then hit enter or the right mouse
button, the text '<your name> bows.' would appear on the screen of everyone within your 3D
display. A large set of socials can thus be created along these lines by those that are so

A third significant usage of macros is for text oftentimes spoken to NPCs, like 'hello',
'deposit', etc. In this case, you would click on the NPC's name first and then hit the
macro for the full command desired.

Up to 50 macros may be created in this fashion.


The left side of the display contains three bar graphs representing one's Stamina
(physical endurance - red graph), Karma (spiritual endurance - brown graph) and Mana
(mental endurance - blue graph). If these graphs are at full color then you are at full
endurance. However, various actions in the game (particularly if involved in combat) will
cause fatigue, and this is indicated on these graphs as dark gray. Fatigue recovers by
itself and has no affect in the game unless you become too fatigued to take certain
actions, in which case you will be not able to take them until you recover enough

Stress is also on shown on these graphs in black, and this is more serious than fatigue.
Stress does not recover by itself and you must either sleep in your bed or use some other
means (potions or prayers) to recover it. If the stress of any of your endurance stats
reaches 100%, you are dead.

Clicking anywhere in the endurance bars area will put the screen into 'Chat Mode', as
explained in the section with that heading later in this chapter.

Beneath the endurance graphs are a bust and a gem. The gem is pretty simple. If you enter
a command the top of it will turn color to bright cyan and then will reset itself to green
once the next turn has begun.

The bust is a bit more involved. Normally it is just a black outline and this indicates
'no problem'. Otherwise, a problem (or other situation) is indicated by:

Black interior of bust: Hidden
Cyan background: Prone (e.g. on the ground)
Small weight on shoulders: Minor Encumbrance (-1 to -3)
Double weights on shoulders: Serious Encumbrance (-4 to -7)
Large weight on shoulders: Severe Encumbrance (greater than -7)
White outline: Dead

Shoulder area bright blue: Minor Wounds (-1 to -3)
Shoulder/Neck area bright blue: Serious Wounds (-4 to -7)
Shoulder/Neck area bright cyan: Severe Wounds (greater than -7)
Neck area bright red: Minor Bleeding (-1 to -3)
Chest/Neck area bright red: Serious Bleeding (-4 to -7)
Chest/Neck area yellow: Severe Bleeding (greater than -7)
Face green: Poisoned
Face yellow: Diseased
Face white: Poisoned and diseased
Eyes white: Blinded
Mouth white: Silenced

These affects are indicated by dashed lines across the face, with different colors
indicating the different affects as follows:
Bright blue: Dazed
Bright red: Feared
Bright cyan: Stunned
Yellow: Charmed
White: Unconscious

Underneath the bust are two number which represent your ENCUMBRANCE level and WOUND level
respectively. If zero these numbers appear in BLACK, but your encumberance level will
appear in YELLOW if non-zero, and your wound level will appear in BRIGHT CYAN if non-zero.
Both of these numbers are direct modifiers to your combat rolls so should be taken
seriously when you are in combat and either is non-zero.


The main display area covers the center of the screen and shows your character in the
center of a 3D display with the area 4 squares to each side and top to bottom.

For each character (player character, non-player character or critter) a small colored
square is indicated to the top left of that character, and it's color matches the 'paper
doll' icons in the tactical map and on the CRT rectangles. Thus, if a character has a
green square it has a green paper doll in the tactical map and in it's CRT rectangle.

The main display area is also used for 'Chat Mode' and 'Inventory Displays' as explained
later in this chapter. A third additional usage is the text when you READ a book. In this
case, hitting enter, right clicking or left clicking will bring up any subsequent pages of
text or end the display if you are on the last page.

Other than the above, with the main display area 'what you see is what you get'.


The text display area is immediately under the main display area and is where messages are
displayed. The size of the text can be changed here with the command SET TEXT xx where
'xx' is one of 10, 12, 14 or 16. The background color can also be changed via SET TEXT
yyyy where 'yyyy' is one of GRAY, CYAN, WHITE, PALE, or YELLOW. (Note: to save any changes
after making then enter the SAVE command).

The size of the text area can be changed as well, simply by clicking in this area. This
will increase it's size by overlaying the bottom part of the main display area. You can
return this area to it's original size by clicking again in the original area, or increase
it's size even greater by clicking in the new, expanded area.

Messages displayed in this area are color coded as follows:

BLACK: Messages describing what you see in the game based on where you are standing, and
also messages describing something that has occurred in the game, such as someone dieing,
which are sent to everyone in view. In this sense, talk spoken openly by a player or NPC
is considered 'an occurrence' and is thus displayed in black.
BLUE: The results of an action you have taken made known only to yourself, and
also, your own text spoken openly in the game (displayed in blue so it is easy to
distinguish what you have spoken versus what others have spoken).
GREEN: The unexpected results (e.g. walking into a wall) of an action you have
taken made known only to yourself.
RED: The results of an action taken by another character relative to you. This is
typically an attack made on you by a hostile creature but is also the text spoken
privately to you by NPCs and can be other actions.
BRIGHT BLUE: The text of what you have spoken privately to another player via whisper or
WHITE: The text of what another player has spoken privately to you by whisper or tell.
BROWN: The text displayed by HELP and also system messages such as communication errors,


The secondary display area is located in the upper right corner of the display, and
contains 'buttons', a 'tactical map' (which can be replaced by the 'melee combat' display)
and a small bar graph labeled CI (combat intensity).

The horizontal buttons are all pull-down menus, with different types of commands in each
as listed below. To select a particular button just click on it and then scroll
down to the command you want and release the mouse button. This will place the
command on the command line where you can add to it or hit enter or click the right mouse
button to enter it.
'C' (Character commands): These are any commands that you can use that are
only available to some of the characters in the game, such as prayers, spells,
stealth commands, etc.
'G' (General commands): These are the commands that are available to every
'U' (User commands): These are commands that are available to everyone but do
not have a direct impact on play.
'M' (Maps): This is for use with the automap function not installed at this time.
'T' (Teleport): The list of teleportals you know is kept here. To select one scroll
down and release the mouse button. This will put 'TP' followed by that
teleportal name on the command line.

The vertical buttons are for convenience purposes and execute just one command or function
although the command that is executed for three of these is based on whether or not you
have the Inventory displays up.
'-' (dash): This will erase the command line.
'.' (dot): This will re-enter the last command you entered.
'&': Allows you to enter multiple commands on the same command line by
including this symbol in between them (note, this is prohibited for some
'L': Loot/Look. If the Inventory displays are not up the Loot command will be
executed and you will take all gems and coins in the square you are in and
put them in your pouch. If the Inventory screens ARE up, the Look command
will be executed and you can click on any item in the Inventory displays and
will be given a descriptive message for that item.
'D': Draw/Dump. If the Inventory displays are not up, the Draw command will be
executed and you will take whatever weapon you last belted and place it in
your right hand. If the Inventory screens ARE up, the Dump command will be
executed and you can then click on your sack, pack or pouch, and also click
in a direction to a counter on the 3D display, and the contents of that
container will be dumped in the direction indicated (if no direction is
indicated then they will be dumped in the square you are in).
'S': Search/Sense. If the Inventory displays are not up, the Search command will
be executed and you will search the square you are in and will be given a
descriptive message as to what you find. If the Inventory screens ARE up, the
Sense command will be executed and you can then click on any item in the
Inventory displays and will be given a message describing what magical
properties that item has. Note that you must have the Sense capability or be
wearing a Sense ring to be able to sense.
'I': Inventory. Brings up the Inventory displays, the use of which are described
later in this chapter under 'Inventory Displays'.

The CI (Combat Intensity) area is on the right side of this area and contains a small bar
graph and a + and a - button. Simply put, the buttons are used to set your Combat
Intensity level and this is displayed in the bar graph and indicated numerically under it
with the color BLACK indicating your current CI level. The maximum level you can set CI to
is based on your level in the Combat Intensity skill, and as you change the current level
the number will be displayed in LIGHT YELLOW and a command to change your CI to that level
will be displayed on the command line. If you enter this it will be sent to the host and
your CI number will then be updated to BLACK indicating that this is now your current CI
level. For information on if and why you might use Combat Intensity, refer to the section
under that heading in Chapter 4.

The tacitcal map is what is usually contained in between the buttons and the small bar
graphs. Covered is the same area that you see in the main display area, except here you
can see twice as far (8 squares) to the front and 50% farther (6 squares) to the sides. An
arrow or line on the outside of this display indicates the direction you are facing.

On this map, characters are indicated by differently colored 'paper doll' icons, with the
color of the paper doll corresponding to the colored square in the main display area and
the colored paper dolls in the CRT rectangles. Your character is indicated by the WHITE
paper doll.

The melee combat display replaces the tactical map automatically whenever you become
engaged in combat, and is also displayed if you click on the (I)nventory button, or if you
click on the lower half of the tactical map (this is a toggle from one display to the
other). In each case what is shown is the combat options that you have, and what is being
carried in your primary (on the left) and secondary hands. The combat functions are
explained in detail in the 'Combat' sections of chapter 4, while the (I)nventory functions
of the primary and secondary hands are explained in the 'Things you absolutely need to
know' section of Chapter 1.


The area under the secondary display is reserved for 'CRT rectangles'. For each character
(player character, non-player character or critter) in your view a rectangle is displayed
in this area with the name of the character, a 'paper doll' icon relating it to it's
position in the game, a bust, and endurance graphs (the heart, cross and diamond).

An important aspect of the name of the character, is the colors that are used. Player
characters have WHITE as the background color for their names, while NPCs have LIGHT BROWN
and hostile critters have RED as their background color. The foreground color (e.g. the
color of the name text) is indicative of the combat status of the critter relative to you
as follows:

LIGHT BROWN: Not attacking or charging you and not being attacked by you
YELLOW: Attacking you or charging but not being attacked by you
WHITE: Attacking you and being attacked by you
BRIGHT CYAN: Not attacking you but being attacked by you

The other color that is used for a background color, is BLACK, which indicates that the
character cannot see you. This can only happen if you are hiding, and any character's that
have non-black background color, can indeed see you.

As explained previously, the colored paper doll icons are matched to those in the tactical
map, thus indicating which character is where, as well as similarly matching up with the
same colored squares on the main display.

The bust and endurance bars work exactly as those for your own character, as explained
previously in this chapter, with the exception that they are smaller, and light gray
instead of dark gray is used to indicate fatigue.

On the bottom of this area is the experience indicator. This shows your current
experience, and will show a + number if you gain experience (from killing critters, etc)
and a - number if you lose experience (from dieing, etc).


As mentioned previously, clicking anywhere in the endurance bars area will put you into
chat mode. When this happens the entire left side of the display, including the endurance
bars area, the gem/bust area, the main display area and the text display area, is replaced
by a larger text display area. This gives a lot more room for displaying text, whether you
are 'chatting', or just have a lot of messages coming up.

While in chat mode everything you type is taken to be 'talk' (e.g. words spoken openly,
except you do not need to precede them with a double quote like you do in normal text
mode) except for 'whispers', and text preceded by a '\' (backslash), which are processed
like commands you enter when you are not in chat mode.

Like the text display, you can change the size of the text, by entering SET CHAT xx where
'xx' is one of 10, 12, 14 or 16. The background color can also be changed, via SET CHAT
yyyy where 'yyyy' is one of GRAY, PALE, WHITE, YELLOW or CYAN. To save what you have set,
enter SAVE.

To leave chat mode click anywhere in the center of the display area.

If you click in the endurance bars area while you are in chat mode, you will go into
'extended chat mode', which is the same as chat mode except the entire screen is used for
displaying text. To leave extended chat mode, click anywhere.


When the (I)nventory button (bottom button in the vertical column of buttons) is clicked
the Inventory displays are displayed. These displays are used to move items around, taking
them and putting them in your pouch or sack, wearing them on your body, carrying them in
your hands, etc.

DESTINATIONS DISPLAY: When the button is clicked there will always be a vertical display
just to the left of the button. This display is known as the 'destinations display' and
essentially has two purposes, bringing up the other displays and being used as a
destination for moving items around.

The destinations display has various images representing various locations, which may
include your locker, any counters, the ground, pouches, packs, sacks, your body, your
belt, your hands/fingers, quivers, bolt cases and scroll cases, all of which may be used
as a destination for moving an item and most of which may be clicked on to bring up a
separate 'items' display. If there are more images than can be shown in the seven
destination slots available, up and down arrows will be shown on the top of this display
and are used to bring into view the images that are not currently shown.

For the ground, counters, and similar locations (e.g. tables) the image that is shown
representing that location is taken directly from the 3D display, while stylized images
are used to represent the other locations. The body image represents what you are WEARING
on your body, while the belt image represents what you are CARRYING on your body
(including in any pockets, over your shoulders, on your back, etc). The hands/fingers
image represents what you are WEARING on your hands/fingers/wrist, which may include
gloves/gauntlets, rings, and bracers. As far as what you are CARRYING in your hands, this
is handled by the hands locations in the Melee Combat display as described below.

ITEMS DISPLAYS: If you click on one of the images in the destinations display and it
contains items then a separate items display will be brought up to the left of the
destinations display. These displays show each individual item that is in that location
and you may click on any item and, keeping the mouse button down, move it to one of the
locations in the destinations display, release the mouse button, and thereby move the item
to that location.

If there are more items than can be displayed in the seven slots available then up and
down arrows will be shown on the top and can be used to bring into view items that are not
so currently. If you want to take down an individual items display, click in the middle of
it's icon at the top of the display. Clicking in the middle of the icon at the top of the
destinations display will bring down all items displays leaving just the destinations
display and the Melee Combat display.

Because it is used so frequently, the items display for the ground will be brought up
automatically (with the destinations display) when you click on the (I)nventory button and
there are any items on the ground.

SACKS, PACKS AND POUCHES: If you click on a location in the destination display that does
not currently have any items, no items display will be shown (it can still be used as a
destination however). Also, as you can never take individual items out of a sack, and
cannot do the same with a pack while it is on your belt, no item displays will be shown
for these locations in these situations. They can of course be used as destinations even
in these situations.

Note: The only way to get items out of a sack is to DUMP the sack. See the (D)ump button
as described earlier in this chapter or the help for the Dump command in HELP.TXT or while
in the game with HELP DUMP. Items in a pack can be accessed similarly, or you can move the
Pack to your hands, the ground, etc, and access the items individually while it is there.

In some situations, you have locations in locations, for example, a pouch on the ground.
In these situations, the location that is 'in' the other location is shown immediately
below the location that it is in on the destinations display. In other words, in the above
example the image of the pouch (for the one that is on the ground) will be shown
immediately below the image representing the ground. If you had, say, another pouch on
your belt, it would be shown immediately below the image for your belt.

LOCKERS AND DESKS: The locker and desk destinations have special functions, allowing you
to break up what you have in these locations into sections (in the locker) or drawers (in
the desk). Initially, when you bring up the destinations display if you are at your locker
or desk they will be shown and function like just like any other destination. However, if
you click on the lower left corner of these icons, you will get 'S1' (indicating Section 1
of the locker…. the initial section is considered to be 'S0', Section 0, but for
simplicity S0 is not shown) or 'D1' (similar to the locker, this indicates 'Drawer 1' in
the desk). At this point you will then be using Section 1 of the locker (or Drawer 1 of
the desk) for both bringing up items displays as well as using the icon as a destination.
Also, once you have at least one item in S1, you may click again in the lower left corner
of the locker icon and this will step you to S2 (Section 2). As long as you have at least
one item in the last section you may always step to another one, with an unlimited number
available. Clicking in the lower RIGHT corner of the locker or desk icon will step you
backwards through the sections or drawers.

In general, these special functions allow you to get organized as far as all the
equipment, potions, amulets, etc, that you might have, as opposed to having them all
thrown into the same section or drawer together.

RIGHT AND LEFT HANDS: Besides the destinations display and the ground items display (if
there are any items on the ground) the other display that is brought up automatically when
you click on the (I)nventory button is the Melee Combat display. This display is used
extensively during combat as explained otherwise in this manual, but for moving items
around the only aspect of this display that is used are the two squares (right hand is on
the left) representing what you are CARRYING in your hands. Unlike other items displays,
these two squares can be used as both sources and destinations but otherwise function just
like the other sources and destinations.

To be able to move ANY item, you must have at least one hand free. If this is not the
case, and you have a weapon in your primary hand, the game assumes for you that you wish
to belt the weapon, then move the item, and then take your weapon back into your primary
hand. This incurs a slightly greater fatigue cost so it is conceivable when moving a lot
of items, there might be some advantage in belting your weapon manually. Also, if you take
an item (causing your weapon to be belted) but try to put that item into some place where
it cannot go, as well as situations where you try to take an item that it is no longer
there, etc, your weapon will be left belted. So, to get it back into your hand, you can
use the Inventory Displays or use the Draw command (see the (D)raw button as explained
earlier in this manual or in HELP.TXT or online with HELP DRAW) to draw the last belted

OTHER RESTRICTIONS: Lastly, besides the restrictions above for the sack and the pack,
there are other restrictions on what can be put where (e.g. 'no, you cannot wear a pair of
boots on your head'). Because these restrictions are more a part of the game rather than a
part of the interface, they are explained in chapter 4 under the heading 'Items'.

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