monstertruckers (
monstertruckers) wrote in
memestertrucks2026-01-08 01:50 pm
Entry tags:
JANUARY TDM/EVENT
The storm drives the Convoy to the very summit of the mountains, before hitting a blinding pitch. The wind howls and drives snow in a way that promises to freeze everything… And there’s also a twist of smoke in the air, to further blind everything.
There’s one thing visible through the storm: a massive fortress clinging to the side of the mountain. The Convoy pulls up into the shelter. It seems this will be the best place to wait out the weather, even if the storm lasts for weeks.
It’s a cold welcome for new arrivals. The garage offers scant protection from the elements, and a winter storm rages outside. Snow, lighting, and thunder all blend together and do their best to break the windows and doors of the structure.
The storm itself shows no signs of abating, at least until several days have passed. So it’s up to the new arrivals to figure out how to survive the storm, find better shelter… And weather the strange changes foisted onto them.
01: SUMMONING CIRCLE
New Drifters arrive to a cold and half frozen garage, almost swallowed up by snow drifts. The Convoy is just visible through sheets of snow falling from the skies, and it is parked in the shelter of a nearby fortress. Getting out of the garage and reaching the fortress will take some work, though.
Starting with digging out through the snow. At least there’s a shovel or two inside the garage and the gas station. But digging through the snow is still cold work, and it’s imperative to duck back in the garage and find ways to warm up.
There’s still a small fire burning in the corner of the garage, near the summoning circle. It curiously doesn’t seem to need fuel to keep burning… Though throwing more on it will certainly increase the heat of the flames. Be advised that the fire will also burn clothing and flesh if a Drifter gets too close to it.
Starting with digging out through the snow. At least there’s a shovel or two inside the garage and the gas station. But digging through the snow is still cold work, and it’s imperative to duck back in the garage and find ways to warm up.
There’s still a small fire burning in the corner of the garage, near the summoning circle. It curiously doesn’t seem to need fuel to keep burning… Though throwing more on it will certainly increase the heat of the flames. Be advised that the fire will also burn clothing and flesh if a Drifter gets too close to it.
02: FORTRESS
The abandoned fortress offers some reprieve from the elements… But the prior battles have found a way to seep into the stones. Ice and Fire both have an effect on the surroundings.
+FIRE Condition: Arcane lava is flowing through the foundations and seeping up through the stones of the building. This is especially clear in the kitchen and dining hall. It may be toasty to the touch, but it also threatens to set things aflame; objects and people alike. Drifters weak to fire will suffer from the increased temperatures.
+ICE Condition: The extremes of the fortress are freezing over in enchanted ice, leaving only the main hall and kitchen with any heat. Drifters who lack ice affinity risk frost bite and hypothermia while exploring the other areas of Bastion. Direct contact with the ice also carries a risk of encasing the limb or the entire Drifter in ice. Might need some help getting chipped out.
In the midst of all this, there are still rooms and beds available for those who want a change of pace from the convoy, or bedrolls for those who want to camp out in the main hall.
+FIRE Condition: Arcane lava is flowing through the foundations and seeping up through the stones of the building. This is especially clear in the kitchen and dining hall. It may be toasty to the touch, but it also threatens to set things aflame; objects and people alike. Drifters weak to fire will suffer from the increased temperatures.
+ICE Condition: The extremes of the fortress are freezing over in enchanted ice, leaving only the main hall and kitchen with any heat. Drifters who lack ice affinity risk frost bite and hypothermia while exploring the other areas of Bastion. Direct contact with the ice also carries a risk of encasing the limb or the entire Drifter in ice. Might need some help getting chipped out.
In the midst of all this, there are still rooms and beds available for those who want a change of pace from the convoy, or bedrolls for those who want to camp out in the main hall.
03: START UP
After digging out, one can see that there are various cars surrounding the garage. Some of them parked directly outside and sheltered from the worst of the storm. But a few are further out, and will also need to be dug out of the snow.
There’s also a certain connection between different newcomers and cars. Something that suggests a particular vehicle is theirs, backed up by possessing the key to that vehicle. The key to the vehicle may already be in the ignition, on the dashboard… It may have even been on their person, ever since they woke up in that garage. Either way, Drifters have the keys to the vehicle now.
…But there’s a few rough edges on these vehicles. Flat tires, cracked windows and mirrors, maybe some stuck doors and locks; all of them the sort of thing that requires two pairs of hands and supplies. The garage can take care of the supplies… Now it’s just a matter of finding some extra hands.
There’s also a certain connection between different newcomers and cars. Something that suggests a particular vehicle is theirs, backed up by possessing the key to that vehicle. The key to the vehicle may already be in the ignition, on the dashboard… It may have even been on their person, ever since they woke up in that garage. Either way, Drifters have the keys to the vehicle now.
…But there’s a few rough edges on these vehicles. Flat tires, cracked windows and mirrors, maybe some stuck doors and locks; all of them the sort of thing that requires two pairs of hands and supplies. The garage can take care of the supplies… Now it’s just a matter of finding some extra hands.
04: WILD ELEMENTS
Even when taking shelter in the fortress, the storms from outside have a way of seeping through the bricks. And trying to take root inside any Drifters. Cold mists and winds seep into the castle, along with fire traveling across the floors and lightning crashing against the roof.
Drifters exposed to extreme elements will find those same elements seeping into their blood.
Teeth also grow along portions of the walls in long fangs, ready to snag at any newcomers. Drawing blood on those teeth can result in changes in the new arrivals… As well as pulling a monster out of the hallway to try and draw more blood.
These monsters frequently manifest as:
+Gyuki, a spider and bull demon fusion.
+YinYang, a Frankenstein abomination
+And Malzeno, a strange eldritch dragon.
Drifters exposed to extreme elements will find those same elements seeping into their blood.
Teeth also grow along portions of the walls in long fangs, ready to snag at any newcomers. Drawing blood on those teeth can result in changes in the new arrivals… As well as pulling a monster out of the hallway to try and draw more blood.
These monsters frequently manifest as:
+Gyuki, a spider and bull demon fusion.
+YinYang, a Frankenstein abomination
+And Malzeno, a strange eldritch dragon.
05: FUEL PUMPS
The fortress also holds a network of pipes leading through the halls and connecting to the gas station. Text from the Convoy asks for at least a few Drifters to follow the pipes to their source, and activate them. Following those pipes leads to a chamber in the base of the fortress, with basins full of liquid.
Glowing and quicksilver liquid, at that. Liquid that looks like it could have been poured straight out of the moon. An inscription on the tanks reads “Moonshard fuel refinement” while a stack of papers details the various attempts to distill moonshards into an energy usable by humans without mutating them. It seems they’ve mostly succeeded with this attempt: once the valves are turned on, the fuel can be pumped into the Convoy and top off almost depleted fuel tanks.
But there is still a risk. Coming into contact with the fuel can instill a sudden, ravenous hunger and push new changes to the front. Prolonged exposure activates all traits at once, and will only revert the person when another monster has been hunted down, and their energy absorbed.
Glowing and quicksilver liquid, at that. Liquid that looks like it could have been poured straight out of the moon. An inscription on the tanks reads “Moonshard fuel refinement” while a stack of papers details the various attempts to distill moonshards into an energy usable by humans without mutating them. It seems they’ve mostly succeeded with this attempt: once the valves are turned on, the fuel can be pumped into the Convoy and top off almost depleted fuel tanks.
But there is still a risk. Coming into contact with the fuel can instill a sudden, ravenous hunger and push new changes to the front. Prolonged exposure activates all traits at once, and will only revert the person when another monster has been hunted down, and their energy absorbed.
06: IF THESE WALLS COULD TALK
The walls of Bastion reach an impressive 20 feet up and stretch for long distances… And have Husks merged into them, often in the hallways and occasionally in the rooms. The Husks clearly belong to either the Silver Tear or the Steel Wardens, given the insignias on them. Many of them are locked together, frozen in a fight. And their last words and thoughts are written on the walls in gold and silver script.
Most of the words are frantic, about defending the moon shards from heretics or freeing the moon shards from confinement. But if any of the words are read aloud, the Husks react by merging together and spawning a berserk heavy tank/tankceratops. Or a large Burner type monster. OR a dragon dinosaur with exploding, punching fists. Drifters may also get caught up in the monster changes, and fuse their own monster forms together!
Most of the words are frantic, about defending the moon shards from heretics or freeing the moon shards from confinement. But if any of the words are read aloud, the Husks react by merging together and spawning a berserk heavy tank/tankceratops. Or a large Burner type monster. OR a dragon dinosaur with exploding, punching fists. Drifters may also get caught up in the monster changes, and fuse their own monster forms together!
07: MONSTER FUSE
An element saturation isn’t the only strange thing in the fortress. Anyone who makes contact with the fortress stones will find themselves building a resonance with a fellow Drifter. This grows stronger the more time they spend in the fortress.
Until finally the bond solidifies on the next change the Drifters go through and hits a fever pitch. The next threat they encounter WILL force a transformation. When that happens, their next change fuses their two monster forms together into something new.
Their fusion form is a combination of two Drifter’s traits. It is also twice the size it would normally be, and is well suited to taking on any giant sized monsters. It can even give Drifters a brief insight into the memories of their partner, as the fusion takes place.
When this happens, both Drifters can switch control over their merged form. Those with greater synchronism will have more control, while those who squabble and fight will find that their monster form becomes more feral and savage. This fusion lasts until the threat abates: when that happens, the fusion breaks apart, and Drifters return to their prior state.
Until finally the bond solidifies on the next change the Drifters go through and hits a fever pitch. The next threat they encounter WILL force a transformation. When that happens, their next change fuses their two monster forms together into something new.
Their fusion form is a combination of two Drifter’s traits. It is also twice the size it would normally be, and is well suited to taking on any giant sized monsters. It can even give Drifters a brief insight into the memories of their partner, as the fusion takes place.
When this happens, both Drifters can switch control over their merged form. Those with greater synchronism will have more control, while those who squabble and fight will find that their monster form becomes more feral and savage. This fusion lasts until the threat abates: when that happens, the fusion breaks apart, and Drifters return to their prior state.
08: STORM CALL
There’s something outside that isn’t just the storm; it calls out in a howl that can make the blood run cold, and also pulls at one’s feet. Until it hits a point where the Bastion doesn’t feel like a restful place. Drifters who hear the storm call need to step outside and find the source; the storm itself isn’t particular on if they search on their own feet, or behind some wheels.
Drifters who travel on their own feet will swiftly be overwhelmed by the storm, and a moon warp hiding in the snow, and forced to transform. It doesn’t help that there’s wild saber-tooth Barioth wyverns prowling the wilds and ready to pounce.
Being inside a vehicle helps to shield them from the worst of the storm and the changes, and also gives Drifters more traversal options:
Tough cars are capable of wading through even the deepest snow without getting bogged down, as well as towing any stricken or stuck vehicles out of the drifts.
Fast vehicles can follow rivers of fire and lava that move through the wilds, without burning up due to prolonged exposure.
Eventually Drifters will find their way towards the summit of the mountain, and the discovery waiting beyond.
Drifters who travel on their own feet will swiftly be overwhelmed by the storm, and a moon warp hiding in the snow, and forced to transform. It doesn’t help that there’s wild saber-tooth Barioth wyverns prowling the wilds and ready to pounce.
Being inside a vehicle helps to shield them from the worst of the storm and the changes, and also gives Drifters more traversal options:
Tough cars are capable of wading through even the deepest snow without getting bogged down, as well as towing any stricken or stuck vehicles out of the drifts.
Fast vehicles can follow rivers of fire and lava that move through the wilds, without burning up due to prolonged exposure.
Eventually Drifters will find their way towards the summit of the mountain, and the discovery waiting beyond.
09: MONSTER CHANGES
Between the weird fuel, the teeth in the fortress, and hostile elements trying to force changes, new arrivals can quickly find their humanity getting worn away and new monster transformations taking place.
With the cold weather and regal structures, the environment calls out to Undead. As long as the elements rage, all Undead traits are available and also:
+Warm Blood: Undead can easily track living bodies through the wilds and the fortress, sensing the warmth of their blood in contrast to the storm.
+Rivalry: Tends to form rivalry with other Undead monsters, becoming territorial and protective of potential food sources.
+Ice Affinity: Undead find themselves better preserved by the cold and thriving in it, energized and strengthened by the snow, and even taking on glowing blue veins and eyes.
+Fire Fear: The presence of fire inspires aversion, and even terror and need to flee from it. Smaller flames like candles provoke unease, larger flames like a bonfire result in more panic.
+Holy Symbols: Presence of Steel Warden symbols (a sword piercing moon) can cause unease in Undead, and even repel them a location.
+Snow Shift: Exposure to snow forces the Undead into a more bestial form. This could resemble a bat, wolf, or deer/horse/bull.
With the cold weather and regal structures, the environment calls out to Undead. As long as the elements rage, all Undead traits are available and also:
+Warm Blood: Undead can easily track living bodies through the wilds and the fortress, sensing the warmth of their blood in contrast to the storm.
+Rivalry: Tends to form rivalry with other Undead monsters, becoming territorial and protective of potential food sources.
+Ice Affinity: Undead find themselves better preserved by the cold and thriving in it, energized and strengthened by the snow, and even taking on glowing blue veins and eyes.
+Fire Fear: The presence of fire inspires aversion, and even terror and need to flee from it. Smaller flames like candles provoke unease, larger flames like a bonfire result in more panic.
+Holy Symbols: Presence of Steel Warden symbols (a sword piercing moon) can cause unease in Undead, and even repel them a location.
+Snow Shift: Exposure to snow forces the Undead into a more bestial form. This could resemble a bat, wolf, or deer/horse/bull.
10: FROZEN HEART
At the summit of the mountains is a collection of freakishly tall and twisted trees. In their branches is a collection of frozen hearts growing like strange fruit. And further up is a massive object that looks like a deer skull with branching antlers. The ice storm flows from its eyes and mouth… And it shows no signs of ceasing without destroying the skull.
The frozen hearts are giving off a cold aura that freezes anything that doesn’t resist ice. Drifters will need to neutralize the hearts to dispel the cold aura. The hearts can be melted by fire, shot down with ranged weapons, magic, etc. When burned, the hearts give off a smoke that causes a terrible hunger and need to hunt in anyone who inhales it. Shattered heart shards also rain down and embed themselves in Drifters, and cause a berserk fury in those they cut.
But with each felled heart the barrier of the skull weakens, as does the storm. When the last of the frozen hearts falls, the storm skull fractures and breaks apart like brittle ice. Drifters can deliver the finishing blows, ending the storm in the process. After that, the way down the mountain becomes clear, and the Convoy may continue down without worry.
The frozen hearts are giving off a cold aura that freezes anything that doesn’t resist ice. Drifters will need to neutralize the hearts to dispel the cold aura. The hearts can be melted by fire, shot down with ranged weapons, magic, etc. When burned, the hearts give off a smoke that causes a terrible hunger and need to hunt in anyone who inhales it. Shattered heart shards also rain down and embed themselves in Drifters, and cause a berserk fury in those they cut.
But with each felled heart the barrier of the skull weakens, as does the storm. When the last of the frozen hearts falls, the storm skull fractures and breaks apart like brittle ice. Drifters can deliver the finishing blows, ending the storm in the process. After that, the way down the mountain becomes clear, and the Convoy may continue down without worry.
MICRO ENCOUNTERS:
PLEASE NOTE! These are small bits of set dressing for players to include in threads if they wish, rather than full fledged prompts or events. You may handwave your exploration of these areas, or thread them out.
Fortress Library: Books and screens seem to have fused together. Assorted data about monsters is on display here; everything from hunting strategy to contradicting praise of their strength. (Read: all lore information from the monster pages is available IC.)
Dining Hall: This time around the gas station and garage are empty of supplies… But there’s plenty of preserved foods in the castle kitchen and dining hall. Though the hot dishes are almost painfully spicy, and the cold served foods can almost freeze a mouth shut.
Snow Fields: Surrounding the fortress are fields of snow, ready to bog down anyone who wanders too far into them. It would be next to impossible for anyone to make it far on two feet without the aid of a vehicle… Or the aid of a monstrous transformation.
Fire Snow: The storm can wildly swing between temperatures, from freezing to burning with how the snowflakes fluctuate. They can suck warmth out of a Drifter’s body on contact, or risk burning any exposed skin.
Armory: The Steel Wardens kept an armory and arena close by for sparring. Various weapons and armor are stored here; some antiquated, some modern and augmented with technology. And everything but the older models are badly damaged by the elements; frozen over and metal crackled, or half melted from fire. They won’t have much use as weapons, but could be used as metal materials.
View from the Peaks: When the storm clears, one can look out from the peaks and see what’s next. A strange, twisted landscape stretches out below the peaks. And beyond that is something on the horizon; a massive city reaching upwards, and the buildings intact and gleaming. Going back to the Convoy reveals a new update in the database: Nirvana is near. And will be reached in an estimated 60 days from now.

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"I'm not sure how..." Donnie says, trying to think of the times he can actually remember changing. There'd been incentive then, because his brothers needed him. But...maybe the other times had just been a different incentive? He knows he'd changed recently, and all he remembers is that it had gotten so cold.
"...." Maybe it needed some coaxing? But does he really want to go into the cold spaces even as a dog? He hesitates, stepping closer to the doorway, tensing at the immediate temperature difference.
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"But we gotta move forward if we wanna get through here. Even if we go back, it's gonna be cold there, too."
He takes another step into the room.
"We can always warm you up with some of Eddy's weird chickens later."
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"Okay say what you will but it was actually very toasty with them around," he says, but he follows Leo into the room, looking more carefully where he steps. He doesn't want to turn into a turtle-sical again!
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He'll also watch for anything suspicious, making his way gingerly through the room. The last thing he wants is for Donnie to step in any more fast-moving ice.
"I wonder if we can get any hot cocoa on the convoy," he says, just to have something to say.
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Donnie steps closer to Leo as the chill starts setting in, drawing in a hiss of a breath as he tries to fluff his wings up to trap more heat. With his tail curled around him it feels stranger to walk without it to offset his balance, and for a moment he pauses so he won't accidentally step on anything while he looks up to gauge how high the ceiling is and whether it might be worth it to try flying.
Pros- he won't have to walk on potentially icy patches. Cons, he won't be able to use his wings for warmth, but maybe it won't be so bad so long as the next room is clear.
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"You and coffee. I bet by now your blood is caffeine."
Not that he actually cares if Donnie wants to drink nothing but coffee for the rest of his life... Well, maybe he cares that he's actually getting hydrated.
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He starts forward again, trying to catch up, making a little noise in reluctance of having to unfurl his wings, but he hops up, flapping to keep airborne. The floor's particularly patchy and he doesn't want to risk hopping around between things.
"If it were then I'd probably never fall asleep," he says with a weak laugh. That's a good question as to the matter of hydration though. Since it's been so cold, he hasn't been particularly focused on drinking very often. At the very least he'd collected snow in some of the empty water bottles and left them in the Tank to melt, but with how cold it's been in there, particularly with the heater being dysfunctional, it wasn't likely to happen any time soon.
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Leo watches Donnie hop up into the air, moving aside so he has plenty of space for flapping his wings without knocking Leo in the head with any feathers.
"With all the sleep you get normally? Yeah, that'd be a real difference."
He picks his way across the ice and comes to a new doorway; maybe it will be better inside!
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Although speaking of which, he looks forward to moving on to whatever else might be ahead now that they've come to another room or hall. "Pleeeease no more ice," he mutters as he carefully lands behind Leo.
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Leo steps through the doorway, then grimaces immediately.
"Well... you got your wish."
It's not ice - it's another lava room. Leo starts fanning himself again right away.
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Donnie steps inside, hopping to narrowly avoid a sliver of lava flow winding its way between the flagstones.
"Watch your step," he warns, even as he looks for more trouble spots. In the dim light the glowing red is almost a neat effect if you didn't account for the source."
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“You’re hot then you’re cold,” he hums, then giggles nervously to himself. “Boy it’s hot!”
The lava is a little eye searing, too. And the more he looks at it, the more nervous he gets.
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"I can fly us through. Ceiling's high enough...although heat does rise, but it'll be faster than playing hopscotch across lava."
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"...Yeah. Okay, let's fly over."
It feels very dumb to ask Donnie to carry him like some kind of little kid, but the more he's around this fire, the more he hates it.
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Anyway, Donnie'd made the suggestion first, so Leo shouldn't feel too terrible about it. But pride's a whole other matter...
With a nod, Donnie takes to the air again, reaching out for Leo's hand once he's high enough. Then it's just a matter of gliding the rest of the way to the other end.
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He grabs Donnie's hand, and they take to the skies - or rather, the top of the hallway. It is hotter up here, but at least with Donnie's wings flapping there's a bit of a breeze.
At least this way, he doesn't have to worry about the lava.
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He really did hope it wasn't actually some subtle temperature shift he'd picked up. Man, he hates this place.
With the next doorway in sight, Donnie begins a gradual descent, not wanting to go too low so Leo won't end up rotisserie'd. "Here we go~"
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But he does stand once they've reached it, quick to let go of Donnie so he can be back on his own two feet. Just to save a little dignity.
"Alright... Next room doesn't look too cold."
And it's lacking the glow of this lava room, too. But there's no way it's going to be a normal room, right...?
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With how dramatically the previous rooms have changed between temperatures, the next room is almost...disappointing in that it seems to lack any sort of defining features, at least at a glance.
Nope, no lava. No ice. The walls look kind of sharp though but maybe that's just the decor?
"...are those...teeth?"
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Leo grimaces as he walks in and sees exactly what Donnie was talking about. Why are there teeth in the walls!?
“…Guess this is what happens when you get too much plaque buildup.”
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He can't help but glance back towards the lava room. At least lava's lava. You knew what to expect there! Who knows what might happen with a room full of teeth-walls?
"Maybe it's a callback to the flesh building? I don't know about you but I think I prefer the other rooms, even with the crazy hot and cold."
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“I just hope these walls aren’t about to start slowly closing in to sandwich us.” That’s the only use he can think of for teeth this sharp on the walls. Maybe they should walk faster.
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"...agh, I sure hope not," he gulps, tucking his wings in tight. Fast walking sounds like a good idea, yes. He'll share a look with Leo before picking up speed.
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"If we touched these things," he muses, without actually doing so, "I wonder if it would be like the thorn bushes we saw months ago."
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"No idea, but that is one science experiment I would refrain from attempting," he says. None of their exposure to anything potentially painful had brought many good experiences with the changes that came with it, so far as he can recall.
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