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The Kismet protectors successfully fulfilled Merlin’s quest inside Lance-O’s mind and are off to King Arthur’s seat of power, secret code in hand. Their path will be beset by rogues and villains deep in the swamp.
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MERLIN has conscripted the wastelanders into a massive quest. They must plunge into a world rife in tradition, jousting, and knightly valor. Only when the “evil” of MORDRED has been purged from LANCE-O’s will they be allowed to return to the real world.
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Following an encounter with the other knights of the realm, the Kismet Protectorate leaders are faced with a difficult task: track down and remove the virus that is causing LANCE-0’s delusions.
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The Wasteland is home to murderers, war, and villainy; but sometimes it hides diplomacy and peace. The Minutemen and Kismet park have signed a treaty, and hope to move forward together.

Now, a question of Knightly Honor arises, and LANCE-O will be called upon to meet the next step of his destiny.
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