Editing Diabolus

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Biotech}}
+
{{Biotech}}{{Image wanted|reason=Fire burst gizmo}}{{infobox main|none|
{{Image wanted|reason=Fire burst gizmo}}
 
{{Infobox main|none
 
 
| name = Diabolus
 
| name = Diabolus
 
| image = Diabolus east.png
 
| image = Diabolus east.png
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. <br/>This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.
+
| description = An ultra-heavy mechanoid with an ultra-powerful hellsphere cannon. Made for siegebreaking, its hellsphere cannon takes time to charge up a shot, but can melt concrete and vaporize bone. The diabolus dissipates the hellsphere cannon's waste power in a heat column mounted on its back, which can pulse to ignite flammable objects nearby. <br>This mech's name comes from a thousand-year-old poem written by a Haspian monk who survived the erasure of his monastery. His religiously-tinged work describes a razor-bodied fiend pulsing with flesh-searing heat as it crushed scorched bodies under massive claws. The few who have faced a diabolus and survived tend to agree with this depiction.
 
| type = Mechanoid
 
| type = Mechanoid
 
| movespeed = 2.4
 
| movespeed = 2.4
 
| flammability = 0
 
| flammability = 0
 
| marketvalue = 1600
 
| marketvalue = 1600
| combatPower = 500
 
 
| armorblunt = 25
 
| armorblunt = 25
 
| armorsharp = 75
 
| armorsharp = 75
Line 38: Line 35:
 
| resource 4 amount = 1
 
| resource 4 amount = 1
 
}}
 
}}
A '''diabolus''' (pl. '''diaboli'''){{Ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.
+
A '''diabolus''' (pl. '''diaboli'''){{ref label|Plural|1}} is a [[mechanoid commander]] added by the [[Biotech DLC]]. It drops the [[signal chip]], required to research further [[mechanitor]] technology.
 
+
<references/>
 
== Occurrence ==
 
== Occurrence ==
One or more diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be specifically summoned by the player.
+
Diaboli can spawn in mechanoid raids when sufficient [[raid point]]s are available for them, however they are also involved in the [[mechanitor]] progression and can be summoned by the player.
  
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]]. Constructing a comms console requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process.
+
Summoning a diabolus requires a [[mechanitor]] and a powered [[comms console]], which in turn requires the [[Research#{{Q|Comms console|Required Research}}|{{Q|Comms console|Required Research}}]] research. Unlike the buildings used to summon the other mechanoid commanders, the console is not consumed in the process. They are not exclusive to summoning, as strong enough mechanoid raids may feature one or even multiple.  
  
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault. The maximum size is reached after summoning the diabolus 8 times.
+
When summoned, it will be accompanied by other mechanoids. The amount of other mechanoids depends on how many times you have summoned a diabolus before, and is independent of wealth, time, or colony progress. Eventually, you'll have to face multiple diaboli at the same time. They will crash down in a ship after a random amount of time ranging from a few in game hours to days. They will not attack immediately, but will instead act like a raid and "prepare" before launching their assault. The maximum size is reached after summoning the diabolus 8 times.
  
 
'''Summoning:'''
 
'''Summoning:'''
Line 57: Line 54:
 
# 3x Diabolus with [[heavy shield unit]], 15x [[militor]], 10x [[tesseron]], 6x [[centipede]] (gunner), 1x [[centurion]]
 
# 3x Diabolus with [[heavy shield unit]], 15x [[militor]], 10x [[tesseron]], 6x [[centipede]] (gunner), 1x [[centurion]]
  
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 6. The wave count is per playthrough, not per colony or map. If the Diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.
+
Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 3. The wave count is per playthrough, not per colony or map. If the Diabolus is summoned once on one map, summoning another on a second map will bring the second wave. [[Endings#The_Archonexus|The Archonexus]] colony reset does reset this progression.
  
 
Every diabolus will drop a separate signal chip, it doesn't need to be "the boss" of a wave, or even to come as a summon.
 
Every diabolus will drop a separate signal chip, it doesn't need to be "the boss" of a wave, or even to come as a summon.
  
 
== Acquisition ==
 
== Acquisition ==
Diaboli can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
+
Diaboli can be gestated by a [[mechanitor]] at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{P|Gestation Cycles}} [[gestation cycle]]s taking {{ticks|1800}} each to initiate. They take up {{P|Bandwidth}} [[bandwidth]] from their linked mechanitor.
  
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}} }} using the "''Resurrect ultraheavy mechanoid''" bill. This requires the corpse of the friendly diabolus, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate.
+
Dead, friendly diaboli can also be resurrected at the {{lc:{{P|Production Facility 1}}}} using the "''Resurrect ultraheavy mechanoid''" bill. This requires the corpse of the friendly {{PAGENAME}}, {{Icon Small|Steel||150}} [[steel]], and 1 [[gestation cycle]] taking {{ticks|1800}} to initiate.
  
 
== Summary ==
 
== Summary ==
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}} Diaboli have a 60% [[EMP]] resistance, meaning they are stunned for 60% less time.
+
The diabolus is an ultra-heavy mechanoid. {{Mechanoid Summary}}  
  
Dead diaboli may be shredded at the [[machining table]] or [[crafting spot]] for {{Icon Small|Steel||50}} [[steel]] and {{Icon Small|Plasteel||20}} [[plasteel]]. However, these values are affected by [[Mechanoid Shredding Efficiency|mechanoid shredding efficiency]], as well as missing parts on the diabolus.
+
Diaboli have a 60% [[EMP]] resistance, meaning they are stunned for 60% less time.
  
 
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.
 
Defeating a hostile diabolus rewards the player with a [[signal chip]] regardless of whether they were summoned or came as part of a raid. Studying one is required to research [[Research#Standard_Mechtech|Standard Mechtech]], and they can also be used to create various mechanitor gear, or even your own diabolus.
Line 78: Line 75:
 
An enemy diabolus alternates between two long range attacks:
 
An enemy diabolus alternates between two long range attacks:
  
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. This circle indicates where Diabolus is aiming. It is to be noted that unlike unlike almost every other weapon, the Hellsphere cannon will not track it's target while aiming and will instead keep aiming at the same spot. After a {{Ticks|450}} warmup, the cannon fires an extremely fast explosive projectile, which upon exploding will leaving a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.
+
# [[Hellsphere cannon]]. When using this attack, diabolus will create a red circle around a target. After a {{ticks|450}} warmup, it explodes, leaving a large radius of [[fire]]. The blast is slightly larger than the visual circle, so err on the side of caution. This attack only has a range of {{Q|Hellsphere cannon|Range}} tiles, but also has a minimum range of {{Q|Hellsphere cannon|Minimum Range}} tiles.
#* The explosive projectile deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}. However, due to the fact that Vaporise damage does not overflow, the majority of this damage often ends up overkilling just one or 2 body parts, leading to much lower effective damage output
+
#* It deals ''{{Q|Hellsphere cannon|Damage Base}}'' [[Damage_Types#Vaporize|Vaporize]] damage, increased to {{#expr:{{Q|Hellsphere cannon|Damage Base}}*2}} damage against passable structures and {{#expr:{{Q|Hellsphere cannon|Damage Base}}*4}} damage against impassable structures. As an explosive, it ignores cover and has 100% accuracy. This checks Heat armor, but has a massive {{Q|Hellsphere cannon|Armor Penetration}}% {{AP}}.
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but will trigger the flame burst discussed below.
+
#* Unlike other ranged weapons, once initialized, it will continue to fire, even if the diabolus is engaged in melee in the meantime. Engaging in melee will prevent ''future'' shots being initialized, but will trigger the flame burst discussed below.
 
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, and has almost no warmup time.
 
# [[Charge blaster turret]]. This fires a single shot at relatively low damage and is affected by cover, but can do so from a very long range (44.9 tiles). It can also be fired while moving, and has almost no warmup time.
  
Diaboli have the ability to emit a "fire burst". Over a few seconds,{{Check Tag|Detail needed}} it surrounds itself in roughly 5.9 tile radius of flammable [[Filth#Chemfuel puddle|chemfuel puddles]]. Once complete, it releases a [[Damage Types#Flame|Flame]] explosion of the same radius, dealing damage and igniting the puddles.{{Check Tag|Details needed|What is the damage of this attack? Confirm damage type. Does it have AP?}} Enemy diaboli will trigger the burst when engaged in melee, even by enemies that are immune to fire like other mechanoids. Friendly diaboli must have their fire burst manually triggered by the player,{{Check Tag|Verify}} and have both a 3 second warmup{{Check Tag|Verify friendly only|Verify that this time doesn't apply to hostile diaboli}} and a {{Ticks/gametime|2700}} cooldown after use.{{Check Tag|Verify friendly only|Verify that this time doesn't apply to hostile diaboli}}  
+
Diaboli have the ability to emit a "fire burst". Over a few seconds,{{Check Tag|Detail needed}} it surrounds itself in roughly 5.9 tile radius of flammable [[Filth#Chemfuel puddle|chemfuel puddles]]. Once complete, it releases a [[Damage Types#Flame|Flame]] explosion of the same radius, dealing damage and igniting the puddles.{{Check Tag|Details needed|What is the damage of this attack? Confirm damage type. Does it have AP?}} Enemy diaboli will trigger the burst when engaged in melee, even by enemies that are immune to fire like other mechanoids. Friendly diaboli must have their fire burst manually triggered by the player,{{Check Tag|Verify}} and have both a 3 second warmup{{Check Tag|Verify friendly only|Verify that this time doesn't apply to hostile diaboli}} and a {{Ticks/gametime|2700}} cooldown after use.{{Check Tag|Verify friendly only|Verify that this time doesn't apply to hostile diaboli}}  
  
 
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, it will destroy buildings and objects, like any raider, if no pawns are accessible.
 
An enemy diabolus won't actively try to breach walls, and it will never appear in [[breacher]] raids. However, it will destroy buildings and objects, like any raider, if no pawns are accessible.
  
 
== Analysis ==
 
== Analysis ==
Kiting and spreading out is key to taking out the Diabolus. The biggest threat is by far its Hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[Genes#Resistance_and_sensitivity|fire resistant gene]], and wearing a legendary [[duster]], [[formal vest]] {{RoyaltyIcon}} / [[corset]] {{RoyaltyIcon}}, and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.
+
Kiting and spreading out is key to taking out the Diabolus. The biggest threat is by far its Hellsphere cannon, which can instakill almost anyone and anything. For reference, a pawn with the [[Tough]] trait, [[Genes#Resistance_and_sensitivity|fire resistant gene]], and wearing a legendary [[duster]], [[formal vest]]{{RoyaltyIcon}} / [[corset]]{{RoyaltyIcon}}, and [[button down shirt]] made of [[devilstrand]] still has a 28% chance of immediately dying from torso damage. Players should instead prioritize avoiding the shot in any way possible, either by moving pawns out of the way, staying out of range, or by being too close to target with the cannon.
  
 
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.
 
Be extra careful about [[fire]]; if not from the diabolus' blasts, then from the wildfires caused by them, or by the [[tesseron]]s alongside it. Pawns lit on fire can't be controlled, so you can't order them out of the blast range, which is nearly certain to be fatal. Also be wary of the ''Fleeing Fire'' [[mental break]], caused by being a [[children|child]] or having the pyrophobia [[gene]]. While short, it is still just as dangerous as any mental break with a diabolus. A [[firefoam pop pack]] is very helpful.
Line 95: Line 92:
  
 
=== Melee ===
 
=== Melee ===
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]],{{RoyaltyIcon}} [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] makes your organic pawns immune to being lit on fire, but heat damage still applies.
+
Melee can be an effective tactic. But with fire vulnerable pawns, it is ''highly'' advised to NOT use melee attacks, due to the close-ranged burst. Sufficient fire protection ([[devilstrand]] clothing, [[phoenix armor]] {{RoyaltyIcon}}, [[impids]]' fire resistance) can help tank the flames, and your own mechanoids are completely immune to fire. [[Firefoam]] makes your organic pawns immune to being lit on fire, but heat damage still applies.
  
 
=== Using EMP ===
 
=== Using EMP ===
Line 107: Line 104:
 
Diabolus is too big to be affected by Skip psycast and its variants.
 
Diabolus is too big to be affected by Skip psycast and its variants.
  
=== When you should fight ===
+
===When you should fight===
 
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:
 
The first diabolus battle is a major hurdle for any [[mechanitor]]. For a solo mechanitor playthrough, a mechanitor armed with an [[assault rifle]], 4-5 [[militor]]s, and a small crew of labor mechs like [[agrihand]]s are enough to take out the first diabolus, with the following strategies:
 
+
*Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.
* Spread out. Have each militor close enough to the enemies, and labor mechs ready to melee. Ideally, only 1 mech is in the hellsphere blast at a time.
+
*Have your mechanitor & militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain.  
* Have your mechanitor & militors focus fire each enemy militor until they die. The faster the small mechs die, the less damage you'll sustain.  
+
*Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.
* Have each labor mech melee a separate enemy. Militors in melee cannot fire their guns, reducing damage accordingly.
+
*With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.
* With the diabolus inefficiently firing hellspheres / flame bursts at your mechanoids, take it down. The pulse turret can still hurt, especially for the labor mechs, but it should die.
 
  
 
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!
 
Alternatively, running the diabolus down 30-40 wood [[spike trap]]s, or 10-15 steel spike traps, is enough to do the trick. A [[triple rocket launcher]] can be handy, but don't harm your own mechs!
Line 119: Line 115:
 
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).
 
With a multi-colonist colony, you can have each pawn wield a long-range weapon like the [[bolt-action rifle]] or assault rifle. Whenever you get into the hellsphere cannon's range, back off. You can combine this with the aforementioned mech strategies to be more successful. With just the pulse turret to worry about, the diabolus becomes about as strong as 2 [[pikemen]] (just with a lot more health).
  
== Analysis - As an ally ==
+
==Analysis - As an ally==
 
{{Stub|section=1|reason=Why build the diabolus? Also tactics.}}
 
{{Stub|section=1|reason=Why build the diabolus? Also tactics.}}
Slow and with a little more health & armor than a [[Centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s,{{RoyaltyIcon}} and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the Diabolus slowly closes distance. It's faster than a Centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.
+
Slow and with a little more health & armor than a [[Centipede]], diaboli are best used against stationary threats like [[siege]]s, [[mech cluster]]s{{RoyaltyIcon}}, and other mech commanders as well as centipedes. The [[charge blaster turret]] is more of a gimmick, when the Diabolus slowly closes distance. It's faster than a Centipede, but not a lot: a speed of 2.4 c/s compared to 1.9 c/s.
  
 
But when it's close, it's a tank killer. The [[Hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to it's long wind-up time, the enemy won't. They just stand there and get destroyed.
 
But when it's close, it's a tank killer. The [[Hellsphere cannon]] is a devastating tool. It does 800 [[Vaporize]] damage with an AP of 100%, about 2/3 more than a [[antigrain warhead]]. It can easily one-shot or at least massively soften up even the strongest enemy mechanoids. While you can dodge enemy hellsphere cannon shots with some micro management thanks to it's long wind-up time, the enemy won't. They just stand there and get destroyed.
Line 130: Line 126:
  
 
== Health ==
 
== Health ==
===Body Parts (Summary)===
+
Specify body type when known.
{{Animal Health Table|Mech_Diabolus}}
+
{{Animal Health Table}}
  
 
== Gallery ==
 
== Gallery ==
Line 146: Line 142:
 
== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3527|1.4.3527]] - Fix: match diabolus fire burst range to its range overlay.
 
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.
 
* [[Version/1.4.3528|1.4.3528]] - Fix: Diabolus has two 'first' body rings.
* [[Version/1.4.3530|1.4.3530]] - Fix: Comms console diabolus threat cannot be called by mechanitors if mech faction is disabled.
+
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%.
* [[Version/1.4.3531|1.4.3531]] - Increased EMP resistance from 30% to 60%. Added alert for incoming bossgroup. Fix: Bossgroup mechs do not attack if mechanoid faction is disabled.
+
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]].
* [[Version/1.4.3534|1.4.3534]] - Fix: Diabolus' fire burst shoots fuel through the walls.
 
* [[Version/1.4.3541|1.4.3541]] - Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.
 
* [[Version/1.4.3555|1.4.3555]] - Now immune to [[psychic shock lance|psychic]] [[psychic insanity lance|lances]]. Super-mechanoids cannot be called when there is already another super-mechanoid on the way.
 
  
{{Nav|mechanoid|wide}}
+
{{nav|mechanoid|wide}}
  
 
== References ==
 
== References ==
{{Note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023
+
{{note|Plural|1}} - Cynapse - Ludeon Developer, Rimword Official Development Discord 22 Jan 2023
 
[[Category:Mechanoids]]
 
[[Category:Mechanoids]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)