Wraith Blaster Version 1.0 "WALK-THROUGH" CONVENTIONS This document explains how to solve puzzles and take other ac- tions needed to win the game. I assume the reader will read the directions offered at the beginning of the game and knows how to operate the game interface. Game commands are stated in upper case, eg. GET CUP. If the com- mand can be abbreviated, the abbreviation follows in parentheses, eg. CARGO (C). Where the command includes a player-optional word, that word is enclosed in brackets, eg, BUY [ITEM]. INTRODUCTION Wraith Blaster is not linear, so the usual "walk-through" cannot be provided. However, all the game's secrets are here. To win, all you need to do is have 30,000 credits, achieve "Master" rank, and then go to the "Park" at the retirement planet, Keenobate. There are other "puzzles" to solve. Most are simply ways to earn extra credits, but enough credits can be earned by trading with- out solving any puzzles, or even setting foot outside a spaceport (trading posts are always "inside" spaceports). Similarly, while the player as spaceship pilot will often be attacked when travel- ing among planets to trade, one can survive these attacks if one keeps moving and doesn't shoot back. The player will have to do a lot of space combat in order to advance to Master rank, but need not do so until he/she is ready. Consequently, the game's value lies in the playing, rather than in winning. The intent is to offer many routes of interesting exploration and activity, to maximize replayability. The player can try many different strategies with equal success. The only strategy that is doomed to failure is attempting a lot of space combat without first maximizing your ship's offensive and defens- ive capability. This is because the standard weaponry is rather inaccurate and quite harmless to most ships, standard shields are weak, and shooting at some classes of ships makes them very ag- gressive, while ignoring them keeps them from attacking. This document is divided into "Puzzles" and "Tables". "Puzzles" explains how to achieve each of the three conditions for winning, and gives solutions for all the "nonessential" puzzles. "Tables" give information referred to in "Puzzles", such as power and ac- curacy of weapons, prices at each trading post, and places where "found" items can be sold. Routes to and items of interest at every location are not described in detail here; only aspects es- sential to solving puzzles are covered. A map is included (for the contest judges; it is not available to game players) which shows the location of every "room" in the game. The reader will need the map to understand the solutions presented and to find the locations mentioned. PUZZLES Components of Winning 1. Acquiring Credits The player starts with 200 credits. CREDITS (CR) displays the player's funds. One of the three conditions for winning is hav- ing at least 30,000 credits (but not more than 32,767--the com- puter's limit for integers, exceeding which makes one's account negative and nearly impossible to make up). Credits are gained in three ways--trading, selling "found items", and collecting bounties or "lost" freight. Trading is the fastest way to raise funds, but one can make 30,000 by any of the methods. Each method requires the player to travel to other planets. From Akron's George Orwell Memorial (or any other) spaceport (see map), UP takes the player to the space station and WEST enters the player's ship. To launch the ship into orbit, the player needs fuel. ENERGY (EE) displays the fuel level. The player starts with a fuel level of 100%; each time one enters orbit, this number is decreased by 20. Fuel can be bought at Ship Im- provement Shops (see TABLES, Planets with Ship Improvement Shops). When the player is in his/her ship, and the ship is docked, ORBIT (O) launches the ship into orbit around the current planet. The player then enters any of the compass directions which are valid for the current location to travel to adjacent planets and orbit them. LIST EXITS (but not "SHOW EXITS") gives a list of valid directions. STATUS (ST) shows whether the ship is docked or in orbit, and at which planet. The player can also buy a galactic atlas at the Bookstore on Apadoon (see map) for 1500 credits. The atlas gives directions of travel from all pla- nets, notes which planets have trading posts and ship improvement shops, and has clues to some puzzles. The player must solve the Hari Krishna puzzle, however, to exit the Apadoon spaceport (see PUZZLES, The Hari Krishna). When in orbit around any planet, DOCK (DO) docks the ship. The player can then leave the ship and enter the space station by going DOWN. To trade, the player docks at a planet which has a trading post (see TABLES, Planets With Trading Posts, or the map), leaves the ship, beams to the planet (always DOWN) and enters the trading post (direction indicated by the spaceport description--see map). READ PRICES (PL) produces a list of buy and sell prices for goods at that post (see TABLES, Trade Prices). CARGO (C) indicates what cargo the player is carrying and how much space is available in the cargo bay. If the player has enough credits to buy a unit of an item which is sold at the trading post, and if there is space in the cargo bay, BUY [ITEM] "loads" one unit of the item into the cargo bay, and the stated price is deducted from his/her account. If the price list indicates the trading post will buy an item which the player has, SELL [ITEM] "unloads" one unit of the item and credits the player's account. Most salable "Found Items" can be sold only at a particular trad- ing post or posts (see TABLES, "Found Items"). The Oogroo Scroll can only be sold to the Archaeologist on Oogroo. When a new game begins, some "Found Items" will always be in the same locations (see TABLES, "Found Items"). Others are randomly distributed, but only on planets, not in spaceports, and not at all on Akron. To profit from a "Found Item", a player must find it, TAKE it, go to the proper trading post, and SHOW [ITEM} TO PROPRIETOR (PRO). If the trading post buys the item, there will be an event description in which the item's value is revealed and the player's account is credited. If the trading post doesn't buy the item, a "Sorry, not interested." message appears. Some "Found Items" will reappear in their original locations once the player has sold them (see TABLES, "Found Items"); the player can return to the location, get the item, and sell it again. Others are out of the game once they have been sold. A player who has 25,000 credits should stop buying and selling (except for fuel and weapons) and concentrate on reaching Master rank and finding the retirement planet, Keenobate. This is to avoid having to dispose of money to prevent reaching 32,767 cred- its (which can be done by buying high and selling low, or by re- peatedly buying fuel). Once these other two conditions are met, the player can resume buying and selling to make up the rest. Bounties are paid when one destroys a ship operated by a crimin- al, or if one destroys a passenger ship that happens to be carry- ing a wanted criminal. Different ships pay different amounts (see TABLES, Ship Information). Sometimes, destroying a freight- er results in a unit of trade cargo being "lost"--it floats free in space. If the player has purchased a tractor array at a Ship Improvement Shop, it will automatically "grab" the cargo and hold it outside the ship, unaffected by cargo bay capacity. The cargo can be sold at any trading post that buys the item, for the usual price, in the usual manner. Payment of bounties and securement of "lost" cargo are indicated by appropriate messages in the turn following the destruction of the ship. 2. Achieving Master Rank Rank (see TABLES, Rank Levels) is increased by destroying ships. The harder the ship is to destroy, the greater the increment to one's rank (see TABLES, Ship Information and Rank Levels). The player will be largely unsuccessful at space combat until he/she has maximized his/her defensive and offensive capabilities. This is done by buying ship improvements at Ship Improvement Shops (see TABLES, Planets With Ship Improvement Shops). From the space station, UP always leads to the Ship Improvement Shop, if there is one. READ PRICES (PL) then produces a list of available items and prices, which are always the same. If the player has enough credits, and doesn't already have the item, BUY [ITEM] installs the improvement on the player's ship and debits his/her account. Several steps are required to destroy a ship: A. Player enters his/her own ship (always WEST from a space sta- tion). B. ORBIT (O) C. Go in any valid direction (see map). This will always be from an orbit around one planet to an orbit around another planet. One cannot leave the ship when in orbit. D. Whether or not a certain ship appears near a particular planet on a particular turn is governed by a formula. Certain ships are more likely to appear at some planets than others. The player will eventually learn which planets are most and least dangerous. If any ship appears, a message will say so. E. SENSORS (SS) turns ship sensors on. They must be on to locate and identify ships. One must have a ship name to shoot at be- fore shooting. One can of course guess which ships are pre- sent without using the sensors. This may be a valid time-sav- ing tactic for a very experienced pilot. F. If the sensors are on, LOCATE (LO) locates all ships present in the turn the command is given (the ship appearance formula is recalculated every turn; ships "come and go" and attempts to locate a ship earlier reported to be present may fail). A message giving coordinates for each ship located will appear. This step must be taken first in order identify ships. G. IDENTIFY (ID) gives the names of all uncloaked ships present which have been LOCATEd. If the player has bought a "cloaked detector" at a Ship Improvement Shop, cloaked ships will also be identified; otherwise a message that the "ship may be cloaked" appears. H. SHOOT [SHIP NAME] WITH [SHIP WEAPON] produces one of three re- sults, if the named ship is present, the player has the stated weapon, and the weapon (if necessary) is charged or loaded: If the weapon used is powerful enough, the ship is destroyed. If the weapon is not powerful enough, the ship is either dam- aged (which has no effect on the results of subsequent shots) or unharmed. Or, the shot may miss. Whether or not one mis- ses is determined by a combination of weapon accuracy (see TA- BLES, Ship Weapon Information) and personal skill, which is a function of rank (see TABLES, Rank Levels). Note: ships keep appearing, according to the formulas governing them, forever, as long as one takes a turn while in orbit. Some of the ships attack on sight. This means one cannot permanently defeat one's attackers; eventually, the shields will be worn down and the player will be killed. However, one need not stay in or- bit. One can DOCK (DO) or FLEE at any time. As doing so takes a turn, ships may appear and attack in the time between giving the command and its execution, so a safe escape is not guaranteed. FLEE, however, gives better odds of escape than just DOCKing. 3. Retiring The player must locate the proper retirement planet (Keenobate; from orbit around Akron, go WEST, SOUTH, EAST, SOUTH, EAST, SOUTH, NORTHWEST, SOUTHWEST, SOUTHEAST, NORTH) and enter the pro- per "room" (at Keenobate Spaceport, go EAST to the Park). If the player has at least 30,000 credits and "Master" highest rank, he/ she then wins the game. Just having been there and later satis- fying the rank and money conditions won't do it. If the player has not met these conditions first, the room description of the "Park" suggests that this is probably the place to go. Nonessential Puzzles The following are listed more or less in order as the player en- counters them by moving out from Akron and, usually, "south" on the map. None of these must be solved to win the game, but in order to visit all of the possible locations where "found" ob- jects may be distributed, they will have to be solved. The Personal Ray Gun One should begin the game by going EAST from George Orwell Memor- ial Spaceport, then SOUTH, and SOUTH again to "Your House". GET the personal ray gun. This will be needed in several places. The Greeg at Irkun SHOOT/KILL GREEG WITH the personal ray GUN within five turns or it will kill you. Quiddenvlitz You need the Pressure Suit to leave the spaceport. It can be found in the Docking Bay at Slamdunk. WEAR PRESSURE SUIT before going SOUTH, or you will suffocate. The Mineshaft is dark; you will need the Light Globe to see. It can be found in the Docking Bay at Yongmui. You need not turn it on; just carry it. In the Mineshaft, GET CHUNKS (of platinum). If your cargo bay has an empty space, they will be autoloaded into your ship. If your bay is full, you will have to free a space before you can GET CHUNKS. The Wasongian Bivalve GET the INFLATABLE BOAT at the One World Spaceport at Ahboshatva. Before going SOUTH from Wasong Spaceport, INFLATE BOAT, or you'll drown. Once outside the spaceport, go SOUTH, then EAST. GET NET. At any Wasong location outside the spaceport, PUT NET IN WATER. You got yourself a Wasongian bivalve. (See TABLES, "Found Items", for where to sell it.) Seeing Slamdunk If you haven't already, GET PRESSURE SUIT from the Docking Bay here; you'll need it elsewhere. You'll need the Light Globe from the Docking Bay at Yongmui before going SOUTH from the spaceport. Yurgolac WEAR PRESSURE SUIT before going southwest from the spaceport. To go SOUTH from the Jungle Clearing, you'll need the Light Globe again. The Pidletto of Gorsk At the depot GET CAGE and WEAR PRESSURE SUIT (from the Docking Bay at Slamdunk). Go NORTHEAST. SHOOT/KILL GRONNY WITH SONIC BAZOOKA (from the Docking Bay at Keenobate) within five turns. Go EAST. If you have the cage, GET PIDLETTO. (Without a cage to put it in, it escapes.) See TABLES, "Found Items", for where to sell it. Pancho's Bodega at Yongmui GET the LIGHT GLOBE in the Yongmui Docking Bay. You'll need it in several other places. Pancho's Bodega is the source of many useful items, all on sale for 25 credits each. Go SOUTH from the spaceport, and SOUTH again. BUY PARASOL, CAMERA, NECKLACE. The Earthquakes of Hani-Ingetti If you try to explore the planet outside the research station without the Seismic Stabilizer, you'll be killed by an earth- quake. This can be found at the Listening Station on Yemenor. If you carry it while on the planet, you will be safe. The Mugger at Kroophoovertood The Mugger is located in the Alley. From the spaceport, go SOUTHEAST, then NORTHEAST. SHOOT/KILL MUGGER WITH the personal ray GUN within three turns of finding him, or he'll kill you. The Bright Sun of Gidlia You must have the Parasol in your inventory. It can be bought for 25 credits at Pancho's Bodega on Yongmui. Without it, if you leave the spaceport to explore the planet, you will be killed by radiation. With it you are safe. You need do nothing special with it; just carry it. The Woman of Ahboshatva If you haven't already, GET the INFLATABLE BOAT in the Docking Bay here. You will need the camera, which can be purchased at Pancho's Bodega on Yongmui for 25 credits. Go SOUTH from the spaceport. The inhabitants are very tough; you can't kill her, and if you try, she will kill you in two turns. They are also very shy, and if you don't make her angry, you'll have four turns in which to SHOOT INHABITANT WITH CAMERA. She will run and hide before you can get a picture, but then you can go SOUTH and GET PRAYER FAN. See TABLES, "Found Items", for where to sell it. Oogroo At the Oogroo Research Station, EXAMINE FELLOW to find out what he wants. You will need your Personal Ray Gun (from "Your House" on Akron) to explore the planet. Go SOUTHWEST from the Oogroo Research Station. SHOOT/KILL SMAT WITH personal ray GUN within three turns. GET Oogroo SCROLL in the Street on Strontus and re- turn to the Oogroo Research Station. SHOW SCROLL TO FELLOW for a memorable experience--and 500 credits. The Brikadink Boogy You will need the Sonic Bazooka from the Docking Bay at Keeno- bate, and the Light Globe from the Docking Bay at Yongmui. Go SOUTH from the Spaceport, then NORTHEAST to the Path. SHOOT/KILL BOOGY WITH SONIC BAZOOKA within four turns. If you have the globe, go NORTHEAST to the Mine. GET gold BARS. If you have space in your cargo bay, the gold bars will be autoloaded onto your ship. See TABLES, "Found Items", for where to sell them. The Creatures of Fwoozbahl You will need both the Personal Ray Gun and the Sonic Bazooka here and you must use the right weapon on the right creature. Go EAST from the spaceport. SHOOT/KILL BYETI WITH BAZOOKA within four turns; two turns if you try it with the ray gun first. SHOOT/KILL FARZOO WITH GUN within five turns, unless you use the bazooka first, in which case you'll have only two turns to use the right weapon. Go EAST again; SHOOT/KILL GOOTZ WITH GUN with- in six turns, or four if you use the wrong weapon first. The Hari Krishna at Apadoon You need at least 100 credits in your account to solve this one. Once you enter Ellison Spaceport, you won't be able to leave, ei- ther to return to the space station or to explore the planet, un- til you dispose of the Hari Krishna. You can't kill him. GIVE CREDITS TO KRISHNA. If you have at least 100, he'll be satisfied and leave. If you try it with less, he'll take what you have but he won't let you go, and you'll never escape. Once he's gone, go SOUTH from the spaceport. Go WEST to the Bookstore. If you have 1500 credits, BUY JANE'S Guide to Spaceships and READ it to learn what you're up against. If you have another 1500, BUY ATLAS and READ it to find out where you are and where you can go. Wazoo They have more than enough of everything there. It's all use- less, and a waste of your time (unless, of course, a randomly- distributed item happens to be there--see TABLES, "Found Items"). The Earth Ape Go SOUTHEAST from O'Hare Spaceport bearing your trusty Personal Ray Gun. SHOOT/KILL APE WITH GUN within 4 turns, or within 2 if you use the wrong weapon first. TABLES "Found Items" In the following table: "Random" means that at the beginning of each game, the item is randomly located on any planet except Ak- ron, but not in any spaceport. "Value" is how many credits the item sells for. Many non-salable items have "value" for solving puzzles. The "RETURNS?" column shows whether the item returns to its original location after being sold. ITEM FOUND WHERE SOLD VALUE RETURNS? Animal Cage Gorsk nowhere 0 NA Spaceport Brain random Chauncey's 200 No Infiltrator Gen. Store (Akron) Camera Pancho's nowhere 0 NA Bodega (Yongmui) (costs 25) Fish Net Island nowhere 0 NA (wasong) ITEM FOUND WHERE SOLD VALUE RETURNS? Galactic Bookstore nowhere 0 NA Atlas (Apadoon) (cost 1500) Gidlian Damask random any trade 50 No post that buys cloth Gold Bars Mine any trade post varies No (Brikadink) that buys gold Inflatable One World nowhere 0 NA Boat Spaceport (Ahboshatva) Jane's Guide Bookstore nowhere 0 NA To Spaceships (Apadoon) (cost 1500) Light Globe Docking Bay nowhere 0 NA (Yongmui) Nursultan Nursultan any trade 75 No Numnums Field post Oogroo Scroll Street Archaeologist 500 No (Strontus) at Research Station (Oogroo) Parasol Pancho's nowhere 0 NA Bodega (Yongmui) (costs 25) Personal Ray Your House nowhere 0 NA Gun (Akron) Pidletto Gorsk Forest Babe's Bargain 300 Yes Basement (Jimmyjimjim) Platinum Mineshaft any trade post varies No Chunks (Quiddnvltz.) that buys platinum Prayer Fan Ahboshatva any trade post 500 No Temple that buys rarities (except at Ahboshatva) Pressure Suit Docking Bay nowhere 0 NA (Slamdunk) Sandals Pancho's nowhere 0 NA Bodega (Yongmui) (cost 25) ITEM FOUND WHERE SOLD VALUE RETURNS? Sculpture Modividani Power Trades, 100 No Gallery Inc. (Kronkite) Seismic Listening nowhere 0 NA Stabilizer Station (Yemenor) Shell necklace Pancho's Joe's Last 125 Yes Bodega Chance 5 & Dime (Yongmui) (Urk) (costs 25) Sonic Bazooka Docking Bay nowhere 0 NA (Keenobate) Spanokopitan random Denson's Decent 1000 No Emerald Deals (Pulmosoonia) Strontian random any trade post 250 No Elixr that buys drugs Triplex Ring random nowhere 0 NA Unigrav random any trade post 200 Grapple Hook that buys rarities Wasongian various Super Shopper 25 No Bivalve places on (Arugula) Wasong Yikliklixian random Al's Department 1000 No Ruby Store (Roosbahl) Planets With Ship Improvement Shops If a planet has a Ship Improvement Shop, it is always reached by going UP from the space station. PLANET NAME OF SHOP Akron none Apadoon Apadoon Ship Improvement Shop Arugula Arugula Ship Improvement Shop Erflegbiggelwort Burfurt's Ship Shop Frome Frome Ship Improvement Shop Gorsk none Keenobate Keenobate Ship Shop Kronkite Capitol Ship Improvement Shop Modividani Great Artistes' Ship Shop Roosbahl Roosbahl Ship Improvement Shop Shingleton's Planet Shingleton's Ship Improvement Shop Slamdunk Slamdunk Ship Improvement Shop Strontus Strontus Ship Improvement Shop Waldo's World Waldo's Ship Improvement Shop Wasong Wasong Ship Improvement Shop Wazoo Wazoo Ship Improvement Shop Planets with Trading Posts PLANET POST NAME DIREC. FR. SPACEPORT Ahboshatva The One World Emporium WEST Akron Chauncey's General Store WEST Arugula Super Shopper SOUTH Burdikew The Merchandise Mart SOUTH Demgrew The Galactic Emporium EAST Fanny's Planet Lucretia's Boutique WEST Fwoozbahl The Sport Shop SOUTH Ink-Natha Trader Vic's NORTHWEST Jimmyjimjim Babe's Bargain Basement EAST Kremley Johnson's Honest Brokerage NORTHEAST Kronkite Power Trades, Inc. SOUTH Kroophoovertood Goods Exchange WEST Pulmosoonia Denson's Decent Deals SOUTHWEST Roosbahl Al's Department Store SOUTHWEST Shushumway Fleece Dreezen's Gen. Store NORTHEAST Spraindorf Frank's Bargain Fair SOUTH Urk Joe's Last Chance 5 & Dime EAST Wenceslaus Happy Jack's EAST Rank Levels One of the three components of winning is reaching "Master" rank. Rank is determined by Rank Points. Upon reaching a threshold of Rank Points, the player moves to the next rank. The player be- gins the game with 1 Rank Point and a Rank of "Beginner". Rank Points are gained by destroying certain ships; tougher ships give more points (see TABLES, Ship Information). Increasing rank levels also increases the player's accuracy in using ship weapons, over and above that of the specific weapon (see TABLES, Ship Weapon Information). In the table below, "AC- CURACY INCREMENT" is the number by which the chance that any shot with any ship weapon will hit its target is increased. For ex- ample, a player whose Rank is "Beginner" has a 70% chance (the weapon's baseline accuracy) of hitting a target with any laser shot. If the player's Rank is "Professional", he/she has a 73% chance of hitting a target with a laser. The player may check his/her rank level at any time by entering "RANK (RA)". RANK LEVEL MINIMUM RANK POINTS ACCURACY INCREMENT Beginner 1 0 Learning 51 1 Intermediate 101 2 Professional 226 3 Dangerous 251 4 Deadly 501 5 Master 751 6 Ship Information In the following table: "WEAPON" is the least powerful ship wea- pon needed to destroy the indicated ship class. "CLKED" indi- cates whether the ship is normally cloaked. "SHTS" shows whether the ship can shoot at the player. "HOST." indicates whether the ship will attack without first being attacked. "ACCUR." is the chance that any shot fired by the indicated ship will hit the player's ship. "BOUN." gives the value, in credits, of any boun- ty on the ship. "RNKUP" indicates the number of points by which the player's rank value is increased by destroying the ship. "Torpedo" means "photon torpedo". "Beam" means "particle beam." "Disint." means disintegrator. SHIP CLASS WEAPON CLKED SHTS HOST. ACCUR. BOUN. RNKUP Enterprise laser NO NO NA NA 0 0 (passenger) Kaiser missile NO NO NA NA 0 1 (freighter) Asimov phaser NO YES NO 70% 0 2 Rapier phaser NO YES YES 70% 4 2 Clarke torpedo NO YES NO 75% 0 2 Heinlein torpedo YES YES YES 80% 7 3 Burroughs beam YES YES NO 85% 0 3 Sabre beam NO YES YES 90% 9 3 Kuttner beam YES YES YES 95% 10 4 Wraith disint. YES YES YES 100% 20 5 Ship Weapon Information In the following table: "REL. POWER" shows, from lowest to high- est, ship weapon strength. "ACCURACY" is the chance that any shot fired by the indicated weapon will hit its target, indepen- dently of the player's acquired skill (see TABLES, Rank Levels). WEAPON REL. POWER ACCURACY laser 1 70% missile 2 75% phaser 3 80% photon torpedo 4 85% particle beam 5 90% disintegrator 6 95% Trade Prices In the following tables, "SELL PRICE" is the amount the player will get from selling one unit of the indicated item; "BUY PRICE" is the amount the player must pay for the item. AT AKRON, INK-NATHA, JIMMYJIMJIM, SPRAINDORF: ITEM SELL PRICE BUY PRICE Food 9 10 Cloth NA 10 Electronics 22 NA Drugs NA 18 Armaments 31 NA Entertainment NA 26 Gold 63 NA Platinum NA 70 Rarities 48 NA AT DEMGREW, FWOOZBAHL, KRONKITE, SHUSHUMWAY: ITEM SELL PRICE BUY PRICE Food 8 9 Cloth 13 NA Electronics NA 15 Drugs 30 NA Armaments NA 24 Entertainment 47 NA Gold NA 49 Platinum 86 NA Rarities NA 22 AT FANNY'S PLANET, PULMOSOONIA, URK, AHBOSHATVA: ITEM SELL PRICE BUY PRICE Food 8 8 Cloth NA 14 Electronics NA NA Drugs 37 NA Armaments NA NA Entertainment NA 42 Gold 77 NA Platinum NA 79 Rarities 127 NA AT WENCESLAUS, BURDIKEW, KREMLEY: ITEM SELL PRICE BUY PRICE Food 15 NA Cloth 17 NA Electronics 24 25 Drugs NA 27 Armaments 35 37 Entertainment 69 NA Gold NA 62 Platinum NA NA Rarities NA 95 AT KROOPHOOVERTOOD, ARUGULA, ROOSBAHL: ITEM SELL PRICE BUY PRICE Food NA 6 Cloth 11 13 Electronics NA 13 Drugs 48 NA Armaments 31 NA Entertainment 73 NA Gold NA 48 Platinum NA 63 Rarities 175 NA