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Trope was cut/disambiguated due to cleanup


* CanadaEh: The portrayal of Canada in the fan-made expansion is a collection of every single possible stereotype imaginable. Somehow, UsefulNotes/{{Quebec}} is not mentioned at all.
* ClapYourHandsIfYouBelieve: the special ability of Salt Lake City characters.

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* CanadaEh: The portrayal of Canada in the fan-made expansion is a collection of every single possible stereotype imaginable. Somehow, UsefulNotes/{{Quebec}} is not mentioned at all.
*
%%* ClapYourHandsIfYouBelieve: the The special ability of Salt Lake City characters.
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The references in-game are specifically to the first Fallout


** Mutants are directly taken from the ''Franchise/{{Fallout}}'' series, including a VisionaryVillain as their leader.

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** Mutants are directly taken from the ''Franchise/{{Fallout}}'' series, ''VideoGame/{{Fallout}}'', including a VisionaryVillain as their leader.
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** Mutants are directly taken from [[VideoGame/{{Fallout}} the Fallout series]], including a VisionaryVillain as their leader.

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** Mutants are directly taken from [[VideoGame/{{Fallout}} the Fallout series]], ''Franchise/{{Fallout}}'' series, including a VisionaryVillain as their leader.
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Reading comprehension


%%* EnemyMine: The only way that anyone in the setting seems to create alliances and cooperation.%%Is what?

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%%* * EnemyMine: The only way that anyone in the setting seems to create alliances and cooperation.%%Is what?cooperation is working against common enemy.
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* EnemyMine: The ''only'' way how anyone in the setting seems to create alliances and cooperation.

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* %%* EnemyMine: The ''only'' only way how that anyone in the setting seems to create alliances and cooperation.%%Is what?



* FanWork: After all future work with the system was cancelled, the small, but devoted fandom kept on creating new expansions, since the source book barely described most of the places on the map and the official expansion only focused on a literal handful of cities. This home-made content is not only regarded as much, ''much'' better than the official material, but is roughly ''twenty times'' bigger - the sole book describing The Appalachian Federation is 350 pages long, while in the original source book there is barely a single paragraph about it.

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* FanWork: After all future work with the system was cancelled, the small, but devoted fandom kept on creating new expansions, since the source book barely described most of the places on the map and the official expansion only focused on a literal handful of cities. This home-made content is not only regarded as much, ''much'' better than the official material, but is roughly ''twenty times'' bigger - -- the sole book describing The Appalachian Federation is 350 pages long, while in the original source book there is barely a single paragraph about it.
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The game is set in the UsefulNotes/UnitedStates in the [[TwentyMinutesIntoTheFuture mid-21st century]], after a nuclear war started by a cybernetic revolt turned the continent into a barren wasteland. The military artificial intelligence responsible for the war, commonly referred to as Moloch, now has control over a net of old military facilities, automated factories, power plants and alike, covering the whole northern U.S., from Oregon to the Great Lakes. Advancing north from Latin America into the southern states is the Neojungle, a mass of semi-intelligent carnivorous vegetation that [[AlienKudzu grows faster than kudzu]]. Caught in the middle are the surviving humans, trapped between the deadly creatures and robots created by Moloch on one side, and wild animals mutated by nuclear radiation thriving in a hostile jungle on the other. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, and greed.

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The game is set in the UsefulNotes/UnitedStates in the [[TwentyMinutesIntoTheFuture mid-21st century]], after a nuclear war started by a cybernetic revolt turned the continent into a barren wasteland. The military artificial intelligence responsible for the war, commonly referred to as Moloch, now has control over a net of old military facilities, automated factories, power plants and alike, the like, covering the whole northern U.S., from Oregon to the Great Lakes. Advancing north from Latin America into the southern states is the Neojungle, a mass of semi-intelligent carnivorous vegetation that [[AlienKudzu grows faster than kudzu]]. Caught in the middle are the surviving humans, trapped between the deadly creatures and robots created by Moloch on one side, and wild animals mutated by nuclear radiation thriving in a hostile jungle on the other. But what is stressed in the book is that the worst enemy of humans is within them: hatred, indifference, and greed.
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Up To Eleven is a defunct trope


* NationalStereotypes: Polish stereotypes about Americans and life in America, dialled UpToEleven, are the basis of the setting. Certain elements are hard to take even for Poles. In case if you didn't figure it out: these aren't even the kind of stereotypes you'd expect, but an unknowledgeable second-hand take on them as imbibed through VHS-era movies.

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* NationalStereotypes: Polish stereotypes about Americans and life in America, dialled UpToEleven, up to eleven, are the basis of the setting. Certain elements are hard to take even for Poles. In case if you didn't figure it out: these aren't even the kind of stereotypes you'd expect, but an unknowledgeable second-hand take on them as imbibed through VHS-era movies.

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** For what it's worth, the chief developer had once confessed to an idea for a setting he never got around to develop, a post-apo Poland menaced by mutated Russians and cyborgized Germans. Which... would seem to explain a lot.



* HealthcareMotivation: [[PunctuatedforEmphasis Every. Single. Character. By. Rules.]] Yes. Every, repeat, EVERY character, by game rules, passes through the random illness assignment stage at character creation. You must spend a precious entry bonus (either initial cash or an initial perk) explicitly on skipping this stage before the game begins if you want to avoid the mess. If you don't, your character's life (and potentially that of others) is dependent on a secure supply of medicines to stave off the symptoms. Oh, and the illnesses? They range from mundane-but-crazy like Ebola, to just-plain-crazy like having acid for blood like [[Franchise/{{Alien}} a Xenomorph]].



* {{Irony}}: The game is almost unknown abroad, while it created the basis for the widely successful ''VideoGame/NeuroshimaHex''. In turn, Neuroshima Hex is barely known in Poland.

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* {{Irony}}: The game is almost unknown abroad, while it created the basis for the widely successful ''VideoGame/NeuroshimaHex''. In turn, Neuroshima Hex is barely much less known in Poland.



** The awkward rules are sometimes alleged to have stemmed from an odd case of CreatorsApathy: since the authors believed in ''role-playing'' over ''games'', they assumed that having good or bad rules doesn't matter as nobody would ever play by rules anyway - Ignacy Trzewiczek, the head designer, is an infamous [[{{Railroading}} railroader]] who openly advocated storytell approach with absolute GM power and zero "pesky dice that could ruin your (GM's) story". As such, he didn't need ''rules'', but had to have a ''game'' to sell.

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** The awkward rules are sometimes alleged to have stemmed from an odd case of CreatorsApathy: since the authors believed in ''role-playing'' over ''games'', they assumed that having good or bad rules doesn't matter as nobody would ever play by rules anyway - Ignacy Trzewiczek, the head designer, is an infamous [[{{Railroading}} railroader]] who openly advocated storytell storytelling approach with absolute GM power and zero "pesky dice that could ruin your (GM's) story". As such, he didn't need ''rules'', but had to have a ''game'' to sell.



* MobileCity: The Outpost, considered to be the last organized army of Mankind, is constantly on the move, harassing the Moloch with hit-and-run attacks in a neverending war of resistance.



* NobleSavage: About any Native American in the setting. The backstory is that no reservation was anywhere near a good target for Moloch's [=WMDs=], so their population suddenly spiked in relation to other survivors, and they all returned to the Old Ways. Why these Old Ways always happen to be a romantic vision of Plains Indians (with extra layer of Creator/KarlMay references) whether or not a given tribe has that heritage is less explainable.

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* NobleSavage: About any Native American in the setting. The backstory is that no reservation was anywhere near a good target for Moloch's [=WMDs=], so their population suddenly spiked in relation to other survivors, and they all returned to the Old Ways. Why these Old Ways always happen to be a romantic vision of Plains Indians (with with extra layer of Creator/KarlMay references) references, whether or not a given tribe has that heritage heritage, is less explainable.explainable.
** That said, it's obliquely mentioned that many tribal communities only formed after bombs fell and weren't actually founded by Native Americans, so not all Noble Savages in the setting are necessarily Native Americans by descent. Whether it makes it more or less sense we leave up for you to decide.

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* CreatorProvincialism: Aside from using very specific set of NationalStereotypes, the setting of Neuroshima is basically Poland, that only accidentally uses the US map and names. There are numerous descriptions of elements that do apply to late 90s Poland, but are completely out of whack when applied to the USA, like unified school curriculum, heavily centralized government (and no signs of federal one or anything even resembling it), serf mindset, ''restricted access to firearms'', utter lack of any other religions than Catholicism (and Protestants are virtually non-existing), incredible mistrust to people and so on and forth. Even the general set-up, with Moloch in the north and Neojungle in the south is the direct transplant of Polish paranoia about being between Germany and Russia and the self-created image of a pick-up kid for those two countries. A recurring riff over the setting is that it would actually improve if it was just set in Poland, since the very things that are immersion-breaking would help to get into it instead.



* NationalStereotypes: Polish stereotypes about Americans and life in America, dialled UpToEleven, are the basis of the setting. Certain elements are hard to take even for Poles. (In case if you didn't figure it out: these aren't even the kind of stereotypes you'd expect, but an unknowledgeable second-hand take on them as imbibed through VHS-era movies.)

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* NationalStereotypes: Polish stereotypes about Americans and life in America, dialled UpToEleven, are the basis of the setting. Certain elements are hard to take even for Poles. (In In case if you didn't figure it out: these aren't even the kind of stereotypes you'd expect, but an unknowledgeable second-hand take on them as imbibed through VHS-era movies.)

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* EvilBrit: Out of all possible people, ''European nobility'', predominantly British, came to the States soon after the war with aircraft carriers and conquered what is now The Appalachian Federation. They imposed feudal rule and slavery, and cultivate SouthernGentleman archetypes. [[MST3KMantra Try not to think too hard about it]].

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* EvilBrit: Out of all possible people, ''European nobility'', predominantly British, came to the States soon after the war with aircraft carriers and conquered what is now The Appalachian Federation. They imposed feudal rule and slavery, and cultivate SouthernGentleman archetypes. [[MST3KMantra Try not to think too hard about it]].
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Not sure which trope this is, but it isn't Flanderisation, which is about pre-established elements being exaggerated, not the treatment of real things.


In its heyday, ''Neuroshima'' was one of the most popular, if not ''the'' most popular tabletop game in UsefulNotes/{{Poland}}, but the popularity quickly disappeared after support for the game ended, leaving it in a half-finished state. In spite of taking place in the United States, the game treats them [[{{Flanderization}} as a simple, almost fantasy backdrop]], with content that is ''very'' Polish in its nature.

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In its heyday, ''Neuroshima'' was one of the most popular, if not ''the'' most popular tabletop game in UsefulNotes/{{Poland}}, but the popularity quickly disappeared after support for the game ended, leaving it in a half-finished state. In spite of taking place in the United States, the game treats them [[{{Flanderization}} as a simple, almost fantasy backdrop]], backdrop, with content that is ''very'' Polish in its nature.
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* NobleSavage: About any Native American in the setting. The backstory is that no reservation was anywhere near a good target for Moloch's [=WMDs=], so their population suddenly spiked in relation to other survivors, and they all returned to the Old Ways. Why these Old Ways always happen to be a romantic vision of Plains Indians whether or not a given tribe has that heritage is less explainable.

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* NobleSavage: About any Native American in the setting. The backstory is that no reservation was anywhere near a good target for Moloch's [=WMDs=], so their population suddenly spiked in relation to other survivors, and they all returned to the Old Ways. Why these Old Ways always happen to be a romantic vision of Plains Indians (with extra layer of Creator/KarlMay references) whether or not a given tribe has that heritage is less explainable.
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None


* LoadsAndLoadsOfRules: Dear God, the game has just '''horrible''' mechanics design and is often cited as even worse than ''Crystals of Time''[[note]]An infamously bad game from the early 90s[[/note]]. It uses a convoluted [[https://en.wikipedia.org/wiki/3d20_system system of 3d20]], which can make most checks simply impossible to pass, no matter what. The outcome of the dice is extremely counter-intuitive, it requires a lot of extra calculations to be made in the background (and the GM better get an abacus to keep track of a single turn of combat), and the numbers are inflated for no apparent reason. If characters start to shoot each other in hard terrain at range longer than 20 meters (and guns have realistic range), it's easier to just make arbitrary decisions how the combat went rather than try to decipher it from the rules.

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* LoadsAndLoadsOfRules: Dear God, the game has just '''horrible''' mechanics design and is often cited as even worse than ''Crystals of Time''[[note]]An infamously bad game from the early 90s[[/note]].90s that did such marvelous things like stats for a single ant, written in fractions[[/note]]. It uses a convoluted [[https://en.wikipedia.org/wiki/3d20_system system of 3d20]], which can make most checks simply impossible to pass, no matter what. The outcome of the dice is extremely counter-intuitive, it requires a lot of extra calculations to be made in the background (and the GM better get an abacus to keep track of a single turn of combat), and the numbers are inflated for no apparent reason. If characters start to shoot each other in hard terrain at range longer than 20 meters (and guns have realistic range), it's easier to just make arbitrary decisions how the combat went rather than try to decipher it from the rules.
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** The awkward rules are sometimes alleged to have stemmed from an odd case of CreatorsApathy: since the authors believed in ''role-playing'' over ''games'', they assumed that having good or bad rules doesn't matter as nobody would ever play by rules anyway.

to:

** The awkward rules are sometimes alleged to have stemmed from an odd case of CreatorsApathy: since the authors believed in ''role-playing'' over ''games'', they assumed that having good or bad rules doesn't matter as nobody would ever play by rules anyway. anyway - Ignacy Trzewiczek, the head designer, is an infamous [[{{Railroading}} railroader]] who openly advocated storytell approach with absolute GM power and zero "pesky dice that could ruin your (GM's) story". As such, he didn't need ''rules'', but had to have a ''game'' to sell.
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None

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** The awkward rules are sometimes alleged to have stemmed from an odd case of CreatorsApathy: since the authors believed in ''role-playing'' over ''games'', they assumed that having good or bad rules doesn't matter as nobody would ever play by rules anyway.

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* TheApunkalypse: Obviously, as the entire setting is based on late 80s post-apocalyptic B-movies.

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* TheApunkalypse: Obviously, as the entire setting is based on late 80s post-apocalyptic B-movies. For what it's worth, the punkiest locations tend to be Hegemony and Detroit.



* BigCreepyCrawlies: Two flavours of it - "regular" mutated animals and all the nightmarish, half-plant hybrids coming out of the Neojungle.

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* BigCreepyCrawlies: Two flavours of it - -- "regular" mutated animals and all the nightmarish, half-plant hybrids coming out of the Neojungle.



* ClapYourHandsIfYouBelieve: the special ability of Salt Lake City characters

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* ClapYourHandsIfYouBelieve: the special ability of Salt Lake City characterscharacters.



* {{Cyborg}}: Cybernetic modifications are relatively widespread, but also treated with great mistrust - only Moloch has both the technology and infrastructure to mass-produce them.

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* {{Cyborg}}: Cybernetic modifications are relatively widespread, but also treated with great mistrust - -- only Moloch has both the technology and infrastructure to mass-produce them.



** Texas itself resembles sets from Series/DrQuinnMedicineWoman.

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** Texas itself resembles sets from Series/DrQuinnMedicineWoman.''Series/DrQuinnMedicineWoman'', which is even referenced by title.



* ForeignCultureFetish: PlayedWith. The setting can be best described as how Poles imagined life in America in the early 90s, based on watching things like Series/WalkerTexasRanger, Series/DrQuinnMedicineWoman, a bunch of classic westerns, revenge flicks from the late 70s and {{Buddy Cop Show}}s. It can be really hard to take the setting as anything else than just plain insane without knowing this context.

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* ForeignCultureFetish: PlayedWith. The setting can be best described as how Poles imagined life in America in the early 90s, based on watching things like Series/WalkerTexasRanger, Series/DrQuinnMedicineWoman, ''Series/WalkerTexasRanger'', ''Series/DrQuinnMedicineWoman'', a bunch of classic westerns, revenge flicks from the late 70s and {{Buddy Cop Show}}s. It can be really hard to take the setting as anything else than just plain insane without knowing this context.



* HungryJungle: Neojungle is a literal example. It consumes everything on its wake, while being highly toxic (not poisonous - ''toxic'') to regular life forms. It is also perfectly capable of ignoring how dry northern Mexico is.
* {{Irony}}: The game is almost unknown abroad, while it created the basis for the widely successful VideoGame/NeuroshimaHex. In turn, Neuroshima Hex is barely known in Poland.

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* HungryJungle: Neojungle is a literal example. It consumes everything on its wake, while being highly toxic (not poisonous - -- ''toxic'') to regular life forms. It is also perfectly capable of ignoring how dry northern Mexico is.
* {{Irony}}: The game is almost unknown abroad, while it created the basis for the widely successful VideoGame/NeuroshimaHex.''VideoGame/NeuroshimaHex''. In turn, Neuroshima Hex is barely known in Poland.



* NationalStereotypes: Polish stereotypes about Americans and life in America, dialled UpToEleven, are the basis of the setting. Certain elements are hard to take even for Poles.

to:

* NationalStereotypes: Polish stereotypes about Americans and life in America, dialled UpToEleven, are the basis of the setting. Certain elements are hard to take even for Poles. (In case if you didn't figure it out: these aren't even the kind of stereotypes you'd expect, but an unknowledgeable second-hand take on them as imbibed through VHS-era movies.)
* NobleSavage: About any Native American in the setting. The backstory is that no reservation was anywhere near a good target for Moloch's [=WMDs=], so their population suddenly spiked in relation to other survivors, and they all returned to the Old Ways. Why these Old Ways always happen to be a romantic vision of Plains Indians whether or not a given tribe has that heritage is less explainable.


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* OrphanedSeries: The franchise carried on strong for a good while, but in time the author(s)... kind of lost interest, leaving it for fans to maintain. (He keeps the gamebooks in circulation, but devotes himself full-time to board games.) The same happened with their other RPG franchise, ''Monastyr''.


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** Mutants, sort of. A mutant "nation" is a thorn in its side, despite mutants being created by Moloch itself.


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** All that gangs of Detroit care about is car races, Moloch and its machines are just a fun obstacle along the way.
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Expanded on 1.5e rules.

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** 1.5e also includes rules for so called "practice" combat which lets you ignore all this mess and just treat encounters as a series of skill checks.
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Added another trope.

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* KillSat:
** The ARGUS system is a constellation of missile defence satellites equipped with powerful lasers.[[note]]similar to some proposals from the real-life Strategic Defense Initiative program[[/note]] Some say it can be reprogrammed to hit ground-based targets. Although, if that were the case, the Moloch would probably have used it for that purpose long ago.
** There are rumors that the aforementioned Orbital station has some kind of weapon system installed. Naturally some people are worried that the crew will start to shoot random targets once they finally GoMadFromTheIsolation.
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Added another trope.

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* ButWhatAboutTheAstronauts: The Orbital is a still functional pre-war international space station. At least five astronauts are still alive up there, but, as the communication was cut off relatively early, they know little beyond the fact that the world was devastated in a war and can only speculate on the details. The station seems to be equipped with some sort of [[HumanPopsicle hibernation device]], so most of the crew is asleep with only one person actively manning the station at any given time. They spend most of their time using the comm-station to transmit stuff like survival tips, cooking recipes, music, poetry, unassorted stories and mental breakdowns. Those transmissions can be received using even crude radio equipment, although only for short period when the station is passing overhead, and they are a popular source of entertainment, as regular radio stations are long gone. Practically no one possesses a transmitter powerful enough to send anything back to the Orbital, so the astronauts have no way of knowing, if anyone even listens to them.
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* ClapYourHandsIfYouBelieve: the special ability of Salt Lake City characters
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* ClapYourHandsIfYouBelieve: the special ability of Salt Lake City characters
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Useful Notes/ pages are not tropes


* NewYorkCityCops: One of the most direct indications New York is doing just about fine. It's probably the last professional police force left.

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