Key & Compass presents:
A Beauty Cold and Austere
by Mike Spivey

A Beauty Cold and Austere is a Glulx interactive fiction game written with Inform 7 and is © 2017 by Mike Spivey. It was an entry in IF Comp 2017 where it took 7th place.

In this puzzle-filled game, you play as a college or university student who skipped most of their classes in conceptual mathematics. Your final exam is tomorrow! But it's late and you're tired and cramming never worked for you, so... you're going to eat one of your roommate's weird blorple pills and explore your math book's mystic energy field in your dreams.

This solution is by David Welbourn, and is based on Release 1 of the game.


Map 0: Complex Plane and Below

extract d d d d d d d d u ◌ = wear ring look in mirror Gray Matter,Level One Gray Matter,Level Two Gray Matter,Level Three Gray Matter,Level Four extract d ImaginaryUnit ImaginaryAxis: i Complex:Modulus 1 andAcute Angle Real Axis:−1 Origin Real Axis:1 Real Axis:2 NegativeOne Zero One Irrational:Between1 and 2 Two u u u u u u u extract u u u

Note that the location names on the number line change as new locations are found.

Likewise, the locations below "One" alter:

Map 1: Level One

InnerSanctum Temple ofNumber,Northern End Hilltop Dead End Temple ofNumber,Southern End RoyalRoad Stadium Lyceum Courtyard Cave CastleChapel GreatHall Gray Matter,Level One Scholar'sStudy HiddenRoom Solar Librarian'sOffice Alcove Map Room d u

Map 2: Level Two

PokerGame GrassyArea LaundryRoom Casino Gray Matter,Level Two West ofHouse LivingRoom Physician'sOffice

Note: When the poker game is over, "Poker Game" is renamed to "No Longer a Poker Game".

Map 3: Level Three

(finish ride) jump d Giant'sShoulder Intersection CollegeChapel Barn CollegeHall GreatCourt Gray Matter,Level Three RollerCoasterEntrance Operator'sOffice BoardingPlatform Neon-LitRoom put spherein circle ride bike u

Note: The directions shown in the Intersection locations are just a suggested traversal of the space. Connections between intersections are not one-way.

Map 4: Level Four

SeminarRoom Smoky Pub Professor'sOffice ResearchLab Gray Matter,Level Four MachineRoom GraduateStudentOffice WindowintoOblivion (to Infinity,Zero, One,or 69,105)

Map ∞: To Infinity and Beyond

d d Wake upin yourdorm room MachineRoom Zero One Irrational:Between1 and 2 pushcrystal u extract pushclear GrandCourt GrandHotel Real Axis:69,105 69,105 Infinity

Tutorial Walkthrough

> x book. look.

College Library

> look up newton.

> green her. tell librarian about final.

> get book and cup. i. give cup to librarian.

> s.


Your Dorm Room

> x desk. read note. x bottle. read it.

> i. x book. x bed. look under bed.

> x posters. x movie. x game. x vegas. x park.

> listen. open bottle. eat pill.

Note: You can only sleep carrying one item. Make sure that item is the book.

> lie down. sleep. (+2 Arithmetic)


> x disk. x hole. x space.

> look up point. look up arithmetic.

> d.


> d.


> take wand. x it. u.


> wave wand. (You increment to...)


> u. (+1 Arithmetic)

Positive Axis: 2

The wand at One to the west stretches itslef into a number, running west to east, with you at "2".

> look up number line.

> w.

Positive Axis: 1 (formerly Point)

There's nothing west of here, but we can still go down.

> d. d.

Form (formerly Void)

> w.

Great Hall

> x puppet. look up counting.

> greet Count. x coins. count coins.

> ask Count about puppet. ask Count about Sesame Street.

> ask Count about Big Bird. (or Oscar or Grover, etc.)

> w.

Castle Chapel

> x icons. x triangle. look up pascal's triangle.

So, the Count's number would be C(10,5). Since we only have rows 0 to 8 of the triangle available, use C(n,k) = C(n−1,k) + C(n−1,k−1) to break it down.

C(10,5) = C(9,5) + C(9,4) = C(8,5) + C(8,4) + C(8,4) + C(8,3) = 56 + 70 + 70 + 56 = 252.

> e.

Great Hall

> tell count about 252. (+3 Combinatorics, and you get a coin.)

> x coin. s.


> x tapestry. x table. x calculator. x puppet.

> greet puppet. (She's the Countess.)

> ask her about box. ask her about tapestry.

> ask her about multiplication.

> ask her about count. ask her about castle.

> ask her about icons. ask her about herself.

> x box. x knobs. x wheels.

> n. e. e.

Scholar's Study

> x designs. x note. x root. ("EXTRACT")

> take root. look up root.

> x coffer. open it. (It's locked.)

> s.


The scales represent three equations. Solve for x, y, and z by removing blocks and pebbles from both pans of a scale simultaneously — remember, how in the tutorial you could take book and cup? — while keeping the scales balanced.

> x scales.

First, solve the bronze scale: 2x + 2 = 12.

> take two tan and two sepia. (2x = 10.)

> take one brown x and five sepia. (x = 5.)

Second, solve the silver scale: 3y + 6 = x + 10.

> take gray x and five ash. (3y + 1 = 10.)

> take ash and one slate. (3y = 9.)

> take two gray y and six slate. (y = 3.)

Third, solve the gold scale: x + z + 4 = y + 8.

> take yellow x and five maize. (z + 4 = y + 3.)

> take yellow y and three sand. (z + 1 = 3.)

> take one sand and one maize. (z = 2. +4 Algebra)

A tiny key is your reward.

> take key. n.

Scholar's Study

> unlock coffer with key. drop key. open coffer.

> x ring. take it. ("identity")

> w. u.


> wear ring. (You shift to...)


This set object is a hold-all; we won't have to worry about inventory limits while we have this.

> take set. x set. x nothing.

> u. (+1 Arithmetic)

Beginning of Positive Axis: 0

> e. d. d.


> s.

Librarian's Office

> x scrolls. x numbers. look up primes.

> push 1.

> push switch. (to "Remove Larger Multiples of the Number")

> push 2. push 3. push 5. push 7. (+3 Number Theory; new exit south)

> look up number theory.

> s.

Map Room

> x maps. x globe. x pedestal. x gap.

> turn globe. x lines. x longitude. x latitude.

> look up geometry.

> n. n. n.


> x stadium. x temple. x home. x road.

> ne. ne.

Dead End

It's unclear to me what precisely triggers the changes in the Gray Matter locations in this game, beyond gaining points. Possibly visiting new locations, even useless ones like this one, might help your progress. I'm not sure, so I'm including it.

> sw. n.


> x Euclid. greet Euclid. x scroll. read it.

> look up Euclid. look up postulates.

> tell him about globe. tell him about lines.

> tell him about longitude. (+3 Geometry)

> x elements. s. sw.


> e. (You need some geometry to enter.)


> x pedestals. look up Plato. d.


This appears to be Plato's Cave.

> x shadows. x chains. u. w. w.


> x Achilles. greet him. look up Zeno. look up limit.

> ask him about Zeno. ask him about tortoise.

> tell him about limit.

> e. n.

Temple of Number, Southern End

> x columns. x inscription. n.

Temple of Number, Northern End

The acolyte won't let you go north.

> x acolyte. greet her. x urn.

> take scrap. read scrap.

The scrap claims that only odds, evens, and ratios can exist.

> x statue. look up Pythagoras.

> s. s. s.

Matter (formerly "Form")

> x inscription. u. u. e. d.


Using the square root:

> extract. (+2 Number Theory; you shift to...)

Irrational: Between 1 and 2

> take proof. x it.

> u. (back to Positive Axis: 1)

Positive Axis: 1

> d. d. n. n. n.

Temple of Number, Northern End

> drop scrap.

> drop proof. (The acolyte reads it, cries, and leaves.)

> n.

Inner Sanctum

You can abbreviate the names of solids by dropping the -hedron part.

> x octa. x staff. x sandals.

> take all. (+1 Geometry for the octahedron.)

> look up Archimedes. look up Eudoxus. look up exhaustion.

> s. s. s. e.


> put octa on medium triangle.

> w. w.


Although the sandals help, they're not quite good enough.

> give sandals to Achilles.

> wear sandals. race him.

> e. s. s. s.

Map Room

> put staff in gap. move globe. (+2 Physics)

> x pedestal. x tetra. take tetra. (+1 Geometry)

> n. n. n. e.


> put tetra on large triangle.

> w. s. e.

Scholar's Study

With better Geometry, the designs make more sense to you.

> x designs. x buttons. x note.

Type out "3.1415" via the buttons, where the numerical value of the button is the number of sides it has:

> push triangle. push circle. push square.

> push circle. push pentagon. (East exit appears!)

> e.

Hidden Room

> x cube. take it. (+1 Geometry)

> x chest. (Five numbered dials, expression: (x+1)⁴.)

I confess I solved this the hard way, but if you remember the entry for Pascal's Triangle, it offers a shortcut:

> look up pascal's triangle.

> set first to 1. set second to 4. set third to 6.

> set fourth to 4. set fifth to 1. (+4 Algebra)

> look up algebra.

> open chest. x compendious. take it.

> w. w. n. e.


> put cube on square.

> w. s. d.


> take mirror. x mirror. ("inverse")

> u. u.


> look in mirror. (You are inverted to...)

Negative One

> x inverter. put coin in inverter. (It adds π units to its essence, whatever that means.)

> u. (+1 Arithmetic)

Number Line: −1

Although the line continues west, there's nothing notable near here that way.

> e. e. d. d. d.

Twilight (formerly "Darkness")

> n.

Grassy Area

> x homework. look up logarithms. (+2 Logarithms)

> x slide rule. take it.

> x ball. take it. kick it. look.

> x ico. take it. (+1 Geometry)

> x table. x grass. x gate. ("University of St Andrews")

> e.

Laundry Room

I have no idea why this room is in the game.

> x sign. x washing. x dryer.

> turn on washing. turn on dryer.

> w. s.

Gray (formerly "Twilight")

> x inscription. x bin. x ghost. greet ghost.

The ghost will tell you if something you have is still useful.

> show scroll to ghost. (She bins it.)

> w.


> x machine. push white button.

Unfortunately, this minigame is randomized, so you may have to play the machine's game a few times before you win it.

Blue rejects all numbers until it gets a higher number than the one you just had.

> push black.

> push blue. (Continue to push blue until you've rejected 22 to 39 of the numbers.)

> push green. (50% chance of winning: +4 Probability)

If you didn't win, return to push black and try again until you do win.

> look up optimal stopping problem.

> n.

Poker Game / No Longer a Poker Game

> x game. x Pascal. look up Pascal.

> x paper. take paper. x paper. put paper in pocket.

> x Bayes. look up Bayes. look up probability.

> x Kolmogorov. look up Kolmogorov. x Diaconis. look up Diaconis.

> greet Pascal. ("If you want to play, put your bet on the table.")

You won't be able to win until you've won the game in the Casino first.

> put coin on table. (+2 Probability)

> look. x pile.

You don't need the pile of money, the paper, or the coin any more. Leave 'em.

> s. (The table becomes a dodecahedron.)

> x dodeca. take it. (+1 Geometry)

> s. e. e.

West of House

> x house. x door. x mailbox. x hole. open mailbox. (Can't.)

> x boards. take boards. open door. e.

Living Room

> x sofa. x bookcase. (Can hold 12 books.)

> put elements in case. (+1 Mathematics Texts.)

> put algebra in case. (+1 Mathematics Texts.)

> w. w. s.

Physician's Office

> x parchment. x piece of metal.

> put metal on parchment. (+2 Cryptography, "XYZZY")

> xyzzy. x ars magna. take it.

> x instruments. look up cardano.

> x mechanism. x crank. x gears. x bar. x panel.

> open panel. x wave.

> turn crank. take wave. turn crank.

> n. u. u. u. w. w. d.

Negative One

> put sine in inverter. (+2 Trigonometry)

> x negative sine.

> extract. (The root isn't strong enough.)

> u. e. e. d. d. w. s.


Note: You must first have looked up logarithms in your math book or the Countess won't accept the slide rule.

> show slide rule to countess. (+2 Logarithms; Arithmetica)

> x arithmetica. x margins.

> look up Diophantus. look up Fermat. look up Descartes.

> n. e. n. e.


> put ico on small triangle.

> put dodeca on pentagon. (+2 Geometry; sphere now on circle pedestal)

> x sphere. take it.

> w. s. d. e. e.

Living Room

> put ars in case. (+1 Mathematics Texts)

> put arithmetica in case. (+1 Mathematics Texts)

> w. w. s.

Physician's Office

> put negative wave in panel. turn crank.

Your square root is imbued with negative energy.

> n. u. u. u. w. w. d.

Negative Ove

Using the square root imbued with negative energy:

> extract. (You rotate to...)

Imaginary Unit

> u. (+2 Complex Numbers)

Imaginary Axis: i

> s.

Origin (formerly "Number Line: 0")

The number line is now the real axis.

> e. d. d. d. d.


> x fog. u. d.

Less Confusion (formerly Confusion)

> n.


> smell. x farmer. x wood. greet farmer.

> x card. ask farmer about problem.

A cowbell interrupts. Farmer goes to see to Bessie, but leaves Pennings, a dog, who will carry your solution to the farmer.

> x dog. look up pennings.

> pet dog. dog, beg. dog, play dead. dog, roll over.

> s. e.

Neon-Lit Room

> x lights. x bike. x comic.

> ride bike. (Bike shoots east into a grid.)

Intersection (several locations)

You need to illuminate all the grid lines. One ramp jump is allowed.

> ne. e. s. s. w. w. n.

> se. n. e. nw. s. w. (+5 Combinatorics)

Neon-Lit Room

> stand. x analysis. take it.

> look up Euler. look up Gauss.

> w.

Gray Matter, Level Three (formerly Less Confusion)

> x inscription. w.

Great Court

> x fountain. w.

College Hall

> look. x notes. take notes. look up Berkeley.

> x podium. x paneling. e. n.

College Chapel

> x statue. greet Newton. x circle.

> put sphere in circle. (+2 Physics. Newton takes you to...)

Giant's Shoulder

> x Newton. look up Newton.

> x valley. x lake. x forest. x mountain.

> greet Newton.

> answer derivative.

> answer slope.

> answer zero.

> answer mountain. (+3 Calculus; get a mountain range.)

> x range. ("DERIVE")

> show notes to Newton. look up Cauchy.

> jump. s. e.

Grey Matter, Level Three

The fog is all gone, revealing a way down.

> d.

Blinding Light

Nothing to do here yet.

> u. s.

Roller Coaster Entrance

> read brochure. look up Descartes.

> x river. x coaster. x notice. u.

Boarding Platform

> x car. x loop. enter car. (You ride the coaster.)

> d. e.

Operator's Office

> x display. (x³ + y³ = 3xy)

> x slot. x saying. x correspondence. look up folium.

> x finder. x carabiner.

> take finder. take saying. take correspondence.

> put card in slot. ("y = 50x - πx³.")

> w. u.

Boarding Platform

> derive. (The coaster reforms into its derivative curve.)

> x finder. remove film. x wad. drop wad.

> attach finder to loop.

> enter car. x finder. (2.30329)

> take finder.

> d. n. n.


> give finder to dog. (+7 Calculus; farmer thanks you.)

> drop finder.

> s. d.


> n.

Smoky Pub

> x Cauchy. x Weierstrass. look up Weierstrass.

> x wine. x beer.

> greet Cauchy. look up complex analysis.

> look up complex. look up imaginary.

> look up complex plane. look up real number. look up infinity.

> show notes to Weierstrass. x wine. x beer.

> give sandals to Weierstrass. (The footwear are now limit shoes.)

> x shoes.

You need to have points in Complex Numbers for this to work:

> give root to Cauchy. (The root can now extract complex numbers.)

> s. u. u. u. u. u. w. n. d.

Imaginary Unit

Using the augmented square root:

> extract. (You rotate to...)

Complex: Modulus 1 and Acute Angle

Good grief. This is one of the most awesome and frightening location names that I've ever seen in interactive fiction.

> x foundations. take it. look up Riemann.

> u. (+2 Complex Numbers)

Real Axis: 1

> x plane. x stars. count stars.

> d. d. d. e. e.

Living Room

> put foundations in case. (+1 Mathematics Texts)

> put analysis in case. (+1 Mathematics Texts)

> w. w. u. n. w.


> give shoes to Achilles. (+2 Infinity)

> look. take scroll. read it.

> e. s. d. d. d. w.

Research Lab

The sliders can be set to −1, 0, or 1, and only change the top row of the matrix.

> x door. x platform. x panel. x sliders. x first slider.

> x fan. read printout.

> turn on fan. (It blows the printout under the door!)

> turn off fan.

> n.

Seminar Room

> x slides. x window. x courtyard.

> x first page. x second. x third.

> x fourth. x fifth. x sixth. x seventh.

> look up matrix. look up transformation.

> s. s.

Graduate Student Office

> x desks. x window. x building.

> n.

Research Lab

Okay, let's make ourselves two-dimensional, briefly. You want the top line of the display to be all zeroes; this isn't the only combo that works:

> set second slider to 0.

> turn on fan. stand on platform. push button. (+4 Linear Algebra)

The fan blows your 2D self under the door to...

Professor's Office

> x finite. take it. look up Halmos.

> x desk. open drawer. take spare key.

> x window. x campus.

> e. (Unlocking the door with the spare key.)

Research Lab

> turn off fan. drop key. e. e.

Machine Room

I don't really understand what's happening here. I think one set of numbers on the path steps are numerators and the other set are denominators, so each step represents a ratio that you're adding as you go forward? And if you're wearing the limit shoes, the sum of your path will take you to some number ... or to Infinity. Unless the warning light is on, in which case you risk waking up prematurely.

> x machine. x path.

Fortunately, it's easy enough to lawnmow through combinations of settings until you get something you like. Try Identity Series first:

> set dial to identity. set switch to series.

> s. wear shoes. s. (+2 Infinity. You run to...)


> x Ramanujan. greet him. look up Ramanujan.

> x booth. x nothingness. take it.

> look. take integer. x integer.

> enter booth. push crystal button.

Grand Hotel

> x clerk. greet clerk.

> d. (back to...)


> talk to Ramanujan.

> enter booth. push clear button. (You invert to...)


> u. e. d. d. d. d. d. e.

Machine Room

Try "Reciprocal Series" next. The switch is already at Series.

> set dial to reciprocal. x path. s.


> enter booth. push crystal.

Grand Hotel

> tell clerk about double. (+2 Infinity)

> w.

Grand Court

> take rod. x it. ("69,105")

> x trees. e. d.


> show rod to Ramanujan. enter booth. push clear.


> u. e. d. d. d. d. d. e.

Machine Room

Finally, put the rod in the hole and set the controls to Alternate Reciprocal Series. Make sure you have the square root!

> put rod in hole. ("Riemann Rearrangement Mode activated")

> push alternate. x path. s. (+2 Infinity)

This is really really weird, but by changing the order that this series is added, you can get any total value you like, and in this case, we (and the rod) like 69,105. So that's where we end up.


> x leaves. count leaves. take leaves.

> u.

Real Axis: 69,105

> w. e. d.


If you don't have the square root with you, you might be stuck here, with no option but deliberately waking yourself up.

> extract. (You shift repeatedly until you reach...)

Irrational: Between 1 and 2

> u. d. d. w.

Great Hall

> give leaves to count.

> i. x liber. look up Fibonacci.

> e. d. d. w. n.

College Chapel

> put sphere in light.

Giant's Shoulder

> give range to Newton. x principia.

> jump. s. e. d.

Gray Matter, Level Four

At 82 points or so, the patch of light becomes a book.

> x inscription. x disquisitiones. take it.

> s.

Window into Oblivion

Descartes can't think where he is.

> x window. x pile. x Rene. x tray. greet Rene.

> show saying to Rene.

> put saying in tray. take saying.

> put largest integer in tray. (Hypatia appears.)

> greet Hypatia. x her. look up Hypatia.

> ask her about Descartes. ask her about imps.

> show correspondence to her.

> show saying to her.

> show logic scroll to her. (+4 Logic. You get something.)

> i. x crank. n. w.

Research Lab

Make sure the top row of the panel is 0 1 0.

> set second slider to 1.

> put crank on platform. push button. (+3 Linear Algebra)

> take crank. e. u. s.

Roller Coaster Entrance

> x notice. e.

Operator's Office

> take la. x la.

> w. n. u. e.

West of House

The crank must be inverted before it will fit.

> put crank in hole. turn crank.

> take package. x it. open it.

> x art. look up Knuth. x brown paper.

> e.

Living Room

> put finite in case. (+1 Mathematics Texts)

> put liber in case. (+1 Mathematics Texts)

> put principia in case. (+1 Mathematics Texts)

> put disquisitiones in case. (+1 Mathematics Texts)

> put la in case. (+1 Mathematics Texts)

> put art in case. (+1 Mathematics Texts)

> x case. (There's a glowing thirteenth book!)

> take fractals. x it. read it.

> look up fractals. look up Mandelbrot.

> w. w.

Gray Matter, Level Two

Last chance to futz around.

> show fractals to ghost.

> show brown paper to ghost. (She bins it.)

> put set in set. look up Zermelo.

> look up topology.

> u. u. u.

Real Axis: 1

> read fractals. (After an interesting event, you wake up.)

*** With a score of 100 on the exam you earned an A+ in the course. ***

> amusing

> credits

> math



> amusing

Have you tried...

I'll add a few other things:


Characters you can interact with:

Characters seen briefly:

Characters only heard:



> credits

Cover art: Cody J. Lail Design |

Testing: Sam Burdick, Daniel Hyams, Alex Kaufman, Keetie, Todd Rorem, Brian Rushton, Andrew Schultz, Daniel Spivey, Daniel Stelzer, David White, jkj yuio

Technical assistance: Andrew Schultz

Inform 7: Graham Nelson

Extensions to Inform 7: Eric Eve, Jon Ingold, Jesse McGrew, Graham Nelson, Emily Short

General advice and encouragement: Brian Rushton

Mathematics sources: A History of Mathematics, by Victor J. Katz, was indispensible, as was Wikipedia. (Wikipedia has a bad reputation for reliability, but I have found its mathematics pages to be quite good. Information about historical figures obtained from Wikipedia was generally double-checked against other resources.)

For further reading on the history of mathematics I recommend Men of Mathematics, by Eric Temple Bell. It's a bit old (1930s), but it's still the most lively and readable book on mathematicians and the history of mathematics that I know.

Interactive fiction inspirations: Infocom, of course. A Beauty Cold and Austere contains references to or riffs on puzzles from several Infocom games: Zork 1, Zork 2, Enchanter, Sorcerer, Spellbreaker, Hitchhiker's Guide to the Galaxy, A Mind Forever Voyaging, and Trinity.

Trinity, by Brian Moriarty, deserves special mention. The structure of Trinity is somewhat repeated in ABCA, and the Klein bottle puzzle in Trinity was an inspiration for the idea of introducing advanced mathematical concepts through the medium of interactive fiction. (Playing Trinity at age 13 was my introduction to a Klein bottle.) The crank puzzle in ABCA is of course a riff on the Klein bottle puzzle in Trinity.

Curses!, by Graham Nelson. After the demise of Infocom in the late 1980s, I mostly gave up playing interactive fiction for the better part of 30 years. In February of 2017 I decided to try Curses!. It inspired me both to take a serious look at "modern" interactive fiction and to write a piece of IF on my own.

GiantKiller, by Peter D. Killworth, and The Chinese Room, by Harry Giles and Joey Jones. When I was trying to decide what level to aim for with ABCA, these two games convinced me to go high.

Quotations: "Euclid alone has looked on Beauty bare" is by Edna St. Vincent Millay.
The quote likening mathematics to a blind man in a dark room has been attributed to Darwin, but it's questionable whether he actually said that.
The poem about infinite series is by, believe it or not, a mathematician: Jakob Bernoulli.
"Tell all the truth but tell it slant" is by Emily Dickinson.
The poem in Italian you hear after creating the fractal consists of selections from Dante's Paradiso, Canto XXXIII, as Dante is approaching his final vision of God.


You have an inventory limit of six items, until you get the set, which acts like a rucksack and can hold any or all of your inventory items (except itself).

Tutorial inventory:




Other stuff:


You estimate that you would score your-score out of 100 on tomorrow's final, broken down by the following subject areas:

Algebra: 8/8

Arithmetic: 5/5

Calculus: 10/10

Combinatorics: 8/8

Complex Numbers: 4/4

Cryptography: 2/2

Geometry: 10/10

Infinity: 8/8

Linear Algebra: 7/7

Logarithms: 4/4

Logic: 4/4

Mathematics Texts: 12/12

Number Theory: 5/5

Physics: 4/4

Probability: 6/6

Trigonometry: 2/2

If you remember your professor's grading scale correctly, this would earn you a(n) grade in the course.


Thank You to my Patreon supporters

This walkthrough was funded via Patreon with