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* In ''Ultra Deluxe'', when the Bucket Destroyer seemingly breaks, the image cuts to a white void with the shadow of the Bucket Destroyer floating through it. Seems like a representation of an overdramatic reaction to its "death"... or is this really all that's left of the game? After all, the Quiz Ending proves that ''everything in the game'' (other than Stanley and the Narrator) is a bucket!
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** Having his instructions being defied by the player is the Narrator's BerserkButton.
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** [[Eldritch Abomination Gambhorrata]], of course

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** [[Eldritch Abomination [[EldritchAbomination Gambhorrata]], of course
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** [[Eldritch Abomination Gambhorra'ta]], of course

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** [[Eldritch Abomination Gambhorra'ta]], Gambhorrata]], of course
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** [[Eldritch Abomination Gambhorra'ta, of course]]

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** [[Eldritch Abomination Gambhorra'ta, Gambhorra'ta]], of course]]course
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** [[MindScrewdriver Presumably this "unseen force" is in fact the developer of the game]], who controls both Stanley and the Narrator and what they can do within the boundaries of the game. But [[MindScrew even the developer doesn't have absolute power over the game]], because they have to make concessions and program it within certain convenient limitations. As much as the game mocks Stanley from being a slave to fate, the constraints of reality impact everyone in and out of the game to much the same effect.

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** [[MindScrewdriver Presumably this "unseen force" is in fact the developer of the game]], who controls both Stanley and the Narrator and what they can do within the boundaries of the game. But [[MindScrew even the developer doesn't have absolute power over the game]], because they have to make concessions and program it within certain convenient limitations. As much as the game mocks Stanley from being a slave to fate, the constraints of reality impact everyone in and out of the game to much the same effect.effect.
** [[Eldritch Abomination Gambhorra'ta, of course]]
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*** 6.) Enter the mind control facility instead of the "escape" corridor.

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*** 6.) Enter the mind control facility instead of enter the "escape" corridor.corridor or go back up the elevator.
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*** 3.) Enter the left door instead of the right door.

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*** 3.) Enter the left door meeting room instead of the right door.maintenance elevator or cargo room.
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Remaining the broom closet cannot end the run.


*** 4.) Walk past the broom closet instead of enter it.
*** 5.) Go up the stairs instead of down.
*** 6.) Enter the boss's office instead of shut yourself out.
*** 7.) Enter the mind control facility instead of the escape corridor.

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*** 4.) Walk past the broom closet instead of enter it.
*** 5.
) Go up the stairs instead of down.
*** 6.5.) Enter the boss's office instead of shut yourself out.
*** 6.) Enter the mind control facility instead of the "escape" corridor.
*** 7.) Enter the mind control facility elevator instead of fall to the escape corridor.bottom of the facility.
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* On console, the female narrator's claim that the only way to beat the game is to turn off your device entirely is a lot harsher than simply telling PC players to quit the game. Gaming consoles have very little use besides entertainment and escapism, while [=PCs=] have other uses you might need[[note]]a PC without games is fully functional, while a gaming console without games is more or less useless[[/note]] and therefore turning yours off completely might be detrimental for your work, productive hobbies, etc.
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* All three versions of the ''Games'' ending have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD Remix, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim. While ''Ultra Deluxe'' does not have a Source Engine gag, its version of the ending takes Stanley to ''VideoGame/{{Firewatch}}'' and ''VideoGame/RocketLeague'', connecting to the former game through its shared use of Unity.

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* All three versions of the ''Games'' ending have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD Remix, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim. While ''Ultra Deluxe'' does not have a Source Engine gag, this as well, as its version of the ending takes Stanley to ''VideoGame/{{Firewatch}}'' and ''VideoGame/RocketLeague'', connecting to the former game through its shared both of which use of Unity.

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Moving this to the Headscratchers page.


** [[MindScrewdriver Presumably this "unseen force" is in fact the developer of the game]], who controls both Stanley and the Narrator and what they can do within the boundaries of the game. But [[MindScrew even the developer doesn't have absolute power over the game]], because they have to make concessions and program it within certain convenient limitations. As much as the game mocks Stanley from being a slave to fate, the constraints of reality impact everyone in and out of the game to much the same effect.

[[AC:FridgeLogic]]
* If nobody besides Stanley showed up in the building, then who let him inside in the first place? It's highly doubtful that they would give keys to the entire building to a lowly office worker, or that they would just leave the building open for the night.
** Some places have automatic doors that open with a lanyard - it could have been that he was able to get in with his emplyee ID. Either that, or everyone else was spirited away ''after'' Stanley got in.
** [[spoiler:Or it's all in his head like the Narrator says in one ending.]]
** The very simple answer (and the creepiest) is that Stanley didn't have to be let into the office because he came into existence in the office and ''doesn't exist outside the office''. With the exception of the ending where the Narrator said he was found dead in a street, which is something [[UnreliableNarrator the Narrator invented]]. Stanley's wife, kids etc are fake backstory and only ever described by the Narrator. He presses buttons "as if it was a job he was made for" because it ''is'' the job he was made for. He only exists for as long as you boot the videogame and play it - and his co-workers never even existed.
*** Assuming the Narrator was telling the truth in the Countdown ending, Stanley DID once have co-workers. He says that he erased them. So they may have existed, but not been real people. [[UnreliableNarrator He could very well be lying about this, despite saying that he was telling the truth.]]
** Ignoring the metafiction for a moment, the idea is that they all disappeared ''while'' Stanley was working in his office, and would have been there to let him in normally before that.

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** [[MindScrewdriver Presumably this "unseen force" is in fact the developer of the game]], who controls both Stanley and the Narrator and what they can do within the boundaries of the game. But [[MindScrew even the developer doesn't have absolute power over the game]], because they have to make concessions and program it within certain convenient limitations. As much as the game mocks Stanley from being a slave to fate, the constraints of reality impact everyone in and out of the game to much the same effect.

[[AC:FridgeLogic]]
* If nobody besides Stanley showed up in the building, then who let him inside in the first place? It's highly doubtful that they would give keys to the entire building to a lowly office worker, or that they would just leave the building open for the night.
** Some places have automatic doors that open with a lanyard - it could have been that he was able to get in with his emplyee ID. Either that, or everyone else was spirited away ''after'' Stanley got in.
** [[spoiler:Or it's all in his head like the Narrator says in one ending.]]
** The very simple answer (and the creepiest) is that Stanley didn't have to be let into the office because he came into existence in the office and ''doesn't exist outside the office''. With the exception of the ending where the Narrator said he was found dead in a street, which is something [[UnreliableNarrator the Narrator invented]]. Stanley's wife, kids etc are fake backstory and only ever described by the Narrator. He presses buttons "as if it was a job he was made for" because it ''is'' the job he was made for. He only exists for as long as you boot the videogame and play it - and his co-workers never even existed.
*** Assuming the Narrator was telling the truth in the Countdown ending, Stanley DID once have co-workers. He says that he erased them. So they may have existed, but not been real people. [[UnreliableNarrator He could very well be lying about this, despite saying that he was telling the truth.]]
** Ignoring the metafiction for a moment, the idea is that they all disappeared ''while'' Stanley was working in his office, and would have been there to let him in normally before that.
effect.
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* One of the "new features" the Narrator showcases in the ''Stanley Parable 2'' expo is a button that is supposed to say the name of the player who presses it, which ideally would provoke an emotional reaction. However, the effect fails, because the Narrator reveals that the button is incomplete and only says "Jim". And the Narrator's idea of making players pretend to be "Jim" also doesn't work, since they can't identify with a character that was made up by the Narrator literally a few seconds earlier. However, during the Epilogue one of the button managed to achieve an emotional response in many players - because it says "Stanley", the character they've been identifying with during the entire game.
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* In the Bucket version of the ''Insane'' ending, Stanley comes to think his Reassurance Bucket is literally inside him. He then is overcome by excruciating pain, blacks out, and is later found dead by Mariella. That pain is likely a massive heart attack. He probably dies of a heart attack in both versions of the ''Insane'' ending, but the Bucket version in particular is a painful one leading Stanley in his insanity to think his Bucket is actually physically inside him.

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* In the Bucket version of the ''Insane'' ending, Stanley comes to think his Reassurance Bucket is literally inside him. He then is overcome by excruciating pain, blacks out, and is later found dead by Mariella. That pain is likely a massive heart attack. He probably How he dies of a heart attack in both versions of the ''Insane'' ending, but the Bucket original version in particular is a painful one leading Stanley in his insanity to think his Bucket is actually physically inside him.
ambiguous, it's just known that Mariella found him dead.
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\n* In the Bucket version of the ''Insane'' ending, Stanley comes to think his Reassurance Bucket is literally inside him. He then is overcome by excruciating pain, blacks out, and is later found dead by Mariella. That pain is likely a massive heart attack. He probably dies of a heart attack in both versions of the ''Insane'' ending, but the Bucket version in particular is a painful one leading Stanley in his insanity to think his Bucket is actually physically inside him.
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* The Updated ''Games'' ending in ''Ultra Deluxe'' shows that the Narrator is scared, and physically sickened by the thought of Open World Games. Considering that, narratively, an Open World Game (relative freedom, creating your own goals/fun, etc) is the very antithesis of what the Narrator is/represents (order, linear storytelling, strict endings and beginnings) this is both inspired and [[ActuallyPrettyFunny very, very funny.]]

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* The Updated ''Games'' ending in ''Ultra Deluxe'' shows that the Narrator is scared, and physically sickened by the thought of Open World Games. WideOpenSandbox games. Considering that, narratively, an Open World Game open world game (relative freedom, creating your own goals/fun, etc) is the very antithesis of what the Narrator is/represents (order, linear storytelling, strict endings and beginnings) this is both inspired and [[ActuallyPrettyFunny very, very funny.]]
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* One of the only consistent descriptions that the Narrator gives Stanley is that his job is pushing buttons, and that is essentially the only thing that you can do as Stanley, you push buttons to go up or down lifts, you push buttons to open doors, you push buttons to give feedback, to turn off machines, and to save babies from fires. There is only one real instance in which you can make a choice which doesn't involve pushing a button, and that's when you ''pull'' the telephone plug out, at which point the Narrator realises that you can't be Stanley and instead must be a real person.

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* One of the only consistent descriptions that the Narrator gives Stanley is that his job is pushing buttons, and that is essentially the only thing that you can do as Stanley, you Stanley--you push buttons to go up or down lifts, you push buttons to open doors, you push buttons to give feedback, to turn off machines, and to save babies from fires. There is only one real instance in which you can make a choice which doesn't involve pushing a button, and that's when you ''pull'' the telephone plug out, at which point the Narrator realises that you can't be Stanley and instead must be a real person.
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* All three versions of the "Games Ending" have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD remake, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim. While ''Ultra Deluxe'' does not have a Source Engine gag, its version of the ending takes Stanley to ''VideoGame/{{Firewatch}}'' and ''VideoGame/RocketLeague'', connecting to the former game through its shared use of Unity.

to:

* All three versions of the "Games Ending" ''Games'' ending have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD remake, Remix, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim. While ''Ultra Deluxe'' does not have a Source Engine gag, its version of the ending takes Stanley to ''VideoGame/{{Firewatch}}'' and ''VideoGame/RocketLeague'', connecting to the former game through its shared use of Unity.



* The Updated 'Game' Ending in Ultra Deluxe shows that the Narrator is scared, and physically sickened by the thought of Open World Games. Considering that, narratively, an Open World Game (relative freedom, creating your own goals/fun, etc) is the very antithesis of what the Narrator is/represents (order, linear storytelling, strict endings and beginnings) this is both inspired and [[ActuallyPrettyFunny very, very funny.]]

to:

* The Updated 'Game' Ending ''Games'' ending in Ultra Deluxe ''Ultra Deluxe'' shows that the Narrator is scared, and physically sickened by the thought of Open World Games. Considering that, narratively, an Open World Game (relative freedom, creating your own goals/fun, etc) is the very antithesis of what the Narrator is/represents (order, linear storytelling, strict endings and beginnings) this is both inspired and [[ActuallyPrettyFunny very, very funny.]]
Is there an issue? Send a MessageReason:
None


* Both versions of the "Games Ending" have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD remake, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim.

to:

* Both All three versions of the "Games Ending" have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD remake, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim. While ''Ultra Deluxe'' does not have a Source Engine gag, its version of the ending takes Stanley to ''VideoGame/{{Firewatch}}'' and ''VideoGame/RocketLeague'', connecting to the former game through its shared use of Unity.
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\n*The loading screens having the phrase "The End is Never the End" repeating make a lot more sense when you consider the game's structure. Every "ending" of the game is followed by a reset that takes the player back to the start, putting them in an infinite loop. Thus none of the "endings" are actually the end of the game. The only ''actual'' ending is when you, the player, decide to stop playing.

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* The Updated 'Game' Ending in Ultra Deluxe shows that the Narrator is scared, and physically sickened by the thought of Open World Games. Considering that, narratively, an Open World Game (relative freedom, creating your own goals/fun, etc) is the very antithesis of what the Narrator is/represents (order, linear storytelling, strict endings and beginnings) this is both inspired and [[ActuallyPrettyFunny very, very funny.]]

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** The path to the Freedom ending involves making 8 choices that influence the story's path:
*** 1.) Step out of the office instead of shut yourself inside.
*** 2.) Go to the two-door room instead of jump out the window.
*** 3.) Enter the left door instead of the right door.
*** 4.) Walk past the broom closet instead of enter it.
*** 5.) Go up the stairs instead of down.
*** 6.) Enter the boss's office instead of shut yourself out.
*** 7.) Enter the mind control facility instead of the escape corridor.
*** 8.) Turn the machine off instead of turn it on.

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* Turning the mind control on locking you into the Countdown ending is evidence of the denied symbiotic relationship between Stanley and the narrator. The ending where the narrator is the most straightforwardly villainous (including to people other than Stanley) is ''also'' the only ending where Stanley makes a choice that would have had malicious intent with or without his influence.
* Going down the elevator in the maintenance room leads to the Confusion ending because Stanley can't make up his mind as to whether he wants to obey or disobey the narrator, flip-flopping at every opportunity.
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* Both versions of the "Games Ending" have very clever {{Development Gag}}s. In the original mod, you're sent to the beginning of ''VideoGame/HalfLife2''. Fitting, as it's a mod of that game. In the HD remake, you're sent to a recreation of a ''VideoGame/{{Minecraft}}'' world, and then the first test chamber of ''VideoGame/Portal1''. The latter may seem a bit random at first, as the only connection it has to this game is that they both use the Source Engine. However, this is still fitting. This particular Source Engine build is the ''VideoGame/Portal2'' branch. In fact, most of the assets used in the test chamber map are taken from ''Portal 2'' for the sake of convenience, as opposed to just porting the entire map from the original game verbatim.
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*** Assuming the Narrator was telling the truth in the Countdown ending, Stanley DID once have co-workers. He says that he erased them. So they may have existed, but not been real people. [[UnreliableNarrator He could very well be lying about this, despite saying that he was telling the truth.]]

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*** Assuming the Narrator was telling the truth in the Countdown ending, Stanley DID once have co-workers. He says that he erased them. So they may have existed, but not been real people. [[UnreliableNarrator He could very well be lying about this, despite saying that he was telling the truth.]]]]
** Ignoring the metafiction for a moment, the idea is that they all disappeared ''while'' Stanley was working in his office, and would have been there to let him in normally before that.
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None


** The very simple answer (and the creepiest) is that Stanley didn't have to be let into the office because he came into existence in the office and ''doesn't exist outside the office''. With the exception of the ending where the Narrator said he was found dead in a street, which is something [[UnreliableNarrator the Narrator invented]]. Stanley's wife, kids etc are fake backstory and only ever described by the Narrator. He presses buttons "as if it was a job he was made for" because it ''is'' the job he was made for. He only exists for as long as you boot the videogame and play it - and his co-workers never even existed.

to:

** The very simple answer (and the creepiest) is that Stanley didn't have to be let into the office because he came into existence in the office and ''doesn't exist outside the office''. With the exception of the ending where the Narrator said he was found dead in a street, which is something [[UnreliableNarrator the Narrator invented]]. Stanley's wife, kids etc are fake backstory and only ever described by the Narrator. He presses buttons "as if it was a job he was made for" because it ''is'' the job he was made for. He only exists for as long as you boot the videogame and play it - and his co-workers never even existed.existed.
*** Assuming the Narrator was telling the truth in the Countdown ending, Stanley DID once have co-workers. He says that he erased them. So they may have existed, but not been real people. [[UnreliableNarrator He could very well be lying about this, despite saying that he was telling the truth.]]
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** The same red hand truck is right next to the cargo lift as well... Implying that you are going to get played with, should you ride it all the way to the phone.
** And right next to the blue door, there is a blue paint can, a symbolism for art and creativity, maybe?
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** The very simple answer (and the creepiest) is that Stanley ''doesn't exist outside work''. His wife, kids etc are all fake and only ever described by the Narrator. He presses buttons "as if it was a job he was made for" because it ''is'' the job he was made for. He only exists for as long as you boot the videogame and play it.

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** The very simple answer (and the creepiest) is that Stanley didn't have to be let into the office because he came into existence in the office and ''doesn't exist outside work''. His the office''. With the exception of the ending where the Narrator said he was found dead in a street, which is something [[UnreliableNarrator the Narrator invented]]. Stanley's wife, kids etc are all fake backstory and only ever described by the Narrator. He presses buttons "as if it was a job he was made for" because it ''is'' the job he was made for. He only exists for as long as you boot the videogame and play it.it - and his co-workers never even existed.

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