(C) Maxim Lebedev
B L O O D W Y C H
(C) 1988,89,90 Philip M. Tagilone
Published by MIRRORSOFT
I. A bit of advertising
Not many games, for writing
which would be needed for three years.
"BLOODWYCH" is just one of them.
The game is written in such an unusual for the Speccy
genre as a RPG (Role Playing Game). On the background of
already existing games in this genre "BLOODWYCH" compares
favorably with the beautiful graphics, modern interface. Himself
gameplay happens in real time, rather than in steps. Provides a
unique opportunity for games of this type - the simultaneous
play of two people.
All this and many other nice
(And not) stuff and put it in a single row
with such masterpieces as "HERO QUEST" and
"THE BARD'S TALE".
II. Sneaky enemy
Space game consists of a
ten underground labyrinths to be held consecutively. Each of the
these levels consists of several floors
and contains a set of monsters, puzzles and items. Your main
task are search and destroy the evil magician Zendika
(Zendick), which is in end of the tenth of the maze. Minor
problem: the collection of six fairy precious
rocks (GEM), as well as training squad
adventurers, who, under your
sensitive management will make a research expedition to the
cave.
III. Brave adventurers
Before starting a hike deep into the earth to you
will recruit a team of fearless
heroes who are ready to follow you to
whatever. It may enter no more than four people. The services
you offer sixteen characters, which differ from
other racial and occupational characteristics, holding various
magic and subjects. Each adventurer
the following parameters:
A role. In the game there are four roles, denoted by card
suit:
1.1 peaks - the warriors. They are most
development of physical strength (STRENGTH). Each warrior in
service has long sword and buckler.
This class should include:
BLODWYN STONEMAD - Man-snake, the whole
covered with a shiny green scales, which replaces his armor.
Was expelled from his tribe for some crimes.
Snake is devoted to magic. Owns spell ARMOUR. Despite the
average physical parameters, has a good defense.
ASTROTH SLAMWORT - Mountain Troll. Very
aggressive, a good fight. Not married.
Devoted to the magic of chaos and has a protective
spell DEFLECT. Good physical
parameters.
SIR EDWARD LION - Man. Knights of the Old Testament. Vowed
to cleanse the land of vermin. Has average physical
indicators. Dedicated to Dragon Magic.
Owns combat spells MISSILE.
ULRICH STERNAXE - Barbarian. The mighty giant wield enormous
power. Rumor has it that he single-handedly dealt with the
twenty orcs, attacked him. Dedicated to the Lunar magic. He
speaks a spell BEGUILE.
1.2 Clubs - wizards. Differ
high level of intelligence (INTELLIGENCE).
In the equipment of each of them is a staff.
The class of wizards include:
MURLOCK DARKHART - A mysterious person
about which nothing concrete is unknown.
Constantly wears a black cloak, and never
open face. Dedicated to Chaos Magic. He speaks and spells
DEFLECT TERROR. Good physical parameters.
ZOTHEN RUNEMAKER - A graduate of the prestigious
magic school. Powered by kontraktam.
Dedicated to Dragon Magic. He speaks and spells MISSILE
MAGELOCK. It has good physical properties.
MEGRIM MOONWYCH - Elf. Is
Guild magicians. City Works
magician. Dedicated to the Lunar magic. Owns
BEGUILE spells and CONFUSE. Average
physical indicators.
ZASTAPH MANTRIC - a long time lived in
East, where he learned magic. Acquired
reputation as a professional in your field.
Snake is devoted to magic and spells ARMOUR owns and PARALYZE.
1.3 WORMS - priests. Out of all abilities are best developed
in the charm (CHARISMA). Every priest armed with a short sword
and leather shield.
This class includes:
ELEANOR D'AVALON - A foundling, grown
in the village of forest gnomes, where trained
possession of weapons and magic. Follower of the cult of
Mithra. Devoted to Dragon Magic. Owns spell MAGELOCK. Has
average physical parameters.
BALDRICK DUNG - The wandering monk
Order Talisman sworn to destroy
any evil. Dedicated to the Lunar magic. Owns
spell BEGUILE.
SETHRA BHOAGHAIL - mutant, the result
the failed experiment of Black magicians.
Was raised by wild druids. Devoted
Snake magic. Owns spell ARMOUR.
Possesses great physical strength.
HENGIST HIRUDIN - Graduated from the Theological
Seminary. Worships the goddess Ishtar. Long
traveled, learned to wield weapons. Dedicated to Chaos Magic.
Owns spell DEFLECT. Good physical performance.
1.4 Bubi - crackers. The strongest of all abilities
developed dexterity (AGILITY). The classic weapons: dagger, bow
and arrows.
The class of hackers include:
ROSANNE FLYHAND - Born and raised in
major city. Since childhood, learned to steal and had great
success. Is Thieves' Guild. Dedicated to the Lunar magic.
Owns spell CONFUSE.
ELFRIC THE ROSE - Elf. Throughout his life,
spent in the woods. Excellent shot. Snake is devoted to magic.
He speaks a spell PARALYZE. Good physical performance.
MR.FLAY SEPULCRE - Once upon a time he was a man, but
imposed a wizard spell turned it into a zombie. Mediocre
physical parameters are balanced by a fairly high level of
protection. Devoted Chaos Magic. Owns spell TERROR.
THAI CHANG YINN - received special
training in school theft. Master of his craft. It has good
physical indicators. Dedicated to Dragon Magic.
Owns spell MISSILE.
2 LEVEL - level. Shows the degree of
experienced and highly trained hero. In the beginning
game, each character has the first level. By
the game level will rise, and
with him and other parameters.
3 STRENGTH (ST) - Physical force hero
This indicator determines how strong will the hero blows in
combat.
4 AGILITY (AG) - Agility. Defines
how quickly the character will dodge
enemy attacks.
5 INTELLIGENCE (IN) - IQ hero. Determines how well
hero has magic.
6 CHARISMA (CH) - The charm of the hero. Indicates how well
the character can talk enemies.
7 HIT POINTS (HP) - Points of damage.
Show how many strokes can withstand
hero, before he would be killed. Raspberry
color shows the current status of the HP
this hero, and blue - the maximum.
8 VITALITY (VI) - Endurance. In people more commonly known
as STAMINA. Indicates how tough hero. Raspberry color shows the
current status of endurance, and the maximum state - blue.
9 ARMOUR CLASS (AC) - degree of protection.
This indicator determines the security
Hero of physical attacks. AC
can be both positive and negative, but less than he is, the
better protected by the hero.
10 SPELL POINTS (SP.PTS) - items of magical energy. Show how
many spells can cause a hero. Raspberry color shows the current
state of SP.PTS, and red - max.
IV. Magic, as it is
In the game there are four kinds of magic.
Each species has its own name and color:
Magic Snake (SNAKE) - green dragon (DRAGON) - red moon (MOON) -
Blue and Chaos Magick (CHAOS) - yellow
color. Each hero to some extent has magical powers and is
dedicated to one kind of magic. At the beginning of the game,
each of heroes owns at least one spell, and wizards - to two.
As the game progresses, with increasing experience of heroes,
spells can be bought for money.
To call something or other
spell, you must spend a certain amount of magical energy
(SP.PTS). For each spell it differently, depending on the
experience level of the hero, as well as from his dedication to
the type of magic spell which it causes.
The following list shows all
spells, creatures in the game. For each kind of magic there are
eight different spells. All of them are listed as their
increasing complexity:
1. Moonlight Magic
BEGUILE - Deception. This spell brings
confusing the enemy and allows you to sell
(Buy) items in it for the higher (lower) price.
CONFUSE - Embarrassment. Opponent affected by this spell
begins full swing embarrassed and does not pay any attention to
your party, though, unfortunately, temporary.
CONCEAL - Hiding. On subjects lying on the ground, drops the
magic veil making them invisible. Used to hide unnecessary
items from the second player.
TRUEVIEW - The true vision. Allows
to see the hidden passages in the walls. Duration of spells -
the average.
VANISH - extinction. Detachment becomes
completely invisible to the enemy until
long as there will not be made an attack or
will not end the spell.
MINDROCK - Illusory stone. This spell creates a detachment
to the illusory wall through which you can pass.
Distinguish this from an ordinary wall can spell TRUEVIEW.
ILLUSION - Illusion. Calling the illusory
warrior. He's fighting mediocre and bad
protected. Used to distract the enemy. When you call
illusory warrior should be careful
because, without finding any enemy, he
will attack your party.
WYCHWIND - Witching wind. A gust of wind sweeps away the
witch out of the way all alive. Only very strong warriors can
to resist this spell.
2. Chaos Magick
DEFLECT - Deviation. Before you have caused
This spell, there is a magic shield,
which protects it from physical attacks.
There has not a very large duration.
TERROR - Horror. The enemy is subjected to this
spell panics, and often just runs away from the place of battle.
ANTIMAGE - Antimagiya. Around caused
This spell forms a force field
which does not pass the magic attacks
opponents.
ALCHEMY - Alchemy. This spell turns the subject, which is in
the right hand the caller in gold coins. Moreover, the coins
will turn as much about is the subject.
SPELLTAP - Magic attack. Central
power of magic projectile darts
finger causes and explodes on contact with a living creature.
SUMMON - call. This spell allows you to call a living
soldier, having great strength and defense, which will be
to fight with those whom he sees first.
Be very careful, not that it
first counter may be your
detachment.
VIVIFY - Quickening. A bright flash of light enlivens the
eldest of all the dead in Your party. But the health of their
very small, so it is better to rearrange in the end
detachment.
DISRUPT - Tearing. Immense power
magic ball flies off his hand with the caller and destroys all
life in its path. Virtually no one living creature can not
survive after that.
3. Green - the magic of the land
ARMOUR - Armour. This spell allows you to install more
magical protection. It is not too much protection from
physical attacks, but it works very
long.
LEVITATE - Levitation. Under the action
this spell detachment occurs
powerful magic field, which prevented it from falling into the
hole, often occurring in the maze. Unfortunately,
small duration of action ...
COMPAS - Compass. Glowing image
compass appears before the eyes of the caller, allowing him to
navigate in space. Valid for long.
PARALYZE - paralysis. From the hands of the caller breaks
the ice ball. If you hit a living creature causes temporary
paralysis of the whole organism.
RENEW - Update. Magician, called to the natural forces of
earth, restores some HIT POINTS.
WARPOWER - military force. Flows of primordial energy,
rising from the surface land deposited on the body of the
caller, thus increasing its strength by half.
ARCBOLT - Ball Lightning. Fireball
slips from the hands of the caller. Coasting around all
obstacles it will not explode until the
meet a living creature. Do not call it
spell in the absence of the enemy.
FORMWALL - The construction of the wall. Under the spell out
of thin air elementals of earth arise, which immediately begin
to build this wall in front of you. Be careful. Unwary may
simply a wall up. Well, if it yet occurred, the cry "Let me out,
Demons! "is not worth it - a spell DISPELL
wall can be removed.
4. Dragon Magic
MISSILE - Magic missile. Fiery
projectile comes out of the hands of the caller and
explode on contact with an obstacle. Causes minor damage.
MAGELOCK - Magic Castle. Acting
a similar vein, COMMON KEY This spell opens and closes the door.
VITALISE - Recovery. Vivifying
strength of original fire recovers
of endurance (VITALITY).
DISPELL - Disappointment. Dispel
spell of long-acting through direct destruction of his magical
structure.
FIREBALL - Fireball. With the magician's finger
glowing crystal ball breaks and causes damage to medium
strength.
FIREPATH - Fiery path. With the palm of your hand
causing flies hot clot
plasma, which flew above the floor, lights it. Step on the
burning pavement extremely dangerous - get a very strong
burns. Using spell LEVITATE,
You can fly over burning stoves and
entice them enemies.
RECHARGE - Recharge. This spell
recharges the energy of magic rings and
rods.
BLAZE - Fire. With the thumb of the calling
Kris flaming fire ball, which flew over the pavement, lights
them. When contact with an obstacle ball flies in
the opposite direction and continues flying back and forth on
burning pavement until do not hit a living creature.
V. Inventory, which we choose
To survive in the underground labyrinths of your squad will
need different things. At the beginning of the game, each
character has there is some sort of inventory. In the
compulsory kit includes food, water, 5 keys a few coins and
weapons. All in all, the game there are more than 70 different
subjects. Below are their main types:
1. COINS - Coins. Local currency
unit. For coins purchased spells and items from monsters.
Maximum number one hero - 99 coins.
2. KEYS - keys. Used for opening doors locked. There are
several types of locks and, accordingly, the keys to him. The
most common are the simple keys (COMMON KEYS). Lock of this
type is painted in blue color. Simple keys can open
most of the locked doors in dungeons
as well as the lock open. Maximum
number one hero - 99 simple
keys. There are also several
kinds of locks, keys that you want to look for in dungeons.
Each of these keys has its own name and color: SNAKE KEY -
Snakes on a key (Green). MOON KEY - Lunar
key (blue). DRAGON KEY - Dragonball key
(Red). CHAOS KEY - Key of Chaos (White).
CHROMATIC KEY - Chroma key (Raspberry). We should add that such
keys usually guarded by monsters.
3. FOOD - food. Over time, your
the hero always hungry and if he
time does not eat, you will begin to weaken until
did not die. Per serving food enough
on three receptions. The current state of satiety
shown as a red strip. Than it
length, the less the hero wants to eat. Replenish stocks of
food to have slain enemies or purchased from the living.
4. DRINK - water. Besides hunger, your character can
experience and thirst. One water bottle is enough for three
sips.
5. N'EGG - Mysterious fruit, which
you can eat. There are three different colors. K
Unfortunately, it was not possible to ascertain on
what parameters it affects.
6. POTIONS - potions. Sometimes, in dungeons you can find
colorful vessels. All of them have medicinal properties:
SNAKE SLIME - Snake mucus (green).
Restores to its original condition
points of damage (HP). DRAGON BROTH -
Dragonball broth (Red). Restores to its original condition
endurance (VI). MOON ELEXIR - Moon Elixir (Blue). Restores to
its original condition items of magical energy (SP.PTS).
BRIMSTONE ALE - El Sulphur (Yellow). Restores some points of
damage, points of stamina and magic points
energy.
7. SWORD - the sword. Classical kolyuscherezhuschee weapons.
Distinguish how long (LONG SWORD), and short swords (SHORT
SWORD). Suschestvuet as "gift"
kind of sword, made from mithril
(MITHRIL). Mithril - a legendary magical metal that is
unparalleled in hardness. For the truncated versions of the
sword, a dagger can be attributed (DAGGER). As in the game
there are a few swords with magical properties, and proper
names. For example, a sword FLASHBANE.
8. AXE - Axe. Powerful slashing weapon.
There are several types of axes: BATTLE AXE - Battle Axe.
Classical model. MITHRIL AXE - same thing, but made in Mithril.
TROLL'S AXE - Enlarged version, made especially for Trolls.
There is also some magical axes, for example - DEATHBRINGER.
9. STAFF - Staff. The main weapon of magicians. Is of
several types: STAFF - The classical model, there is no
different decorations. BATTLE STAFF - Battle Stave. Performed
with a comfortable groove in the handle, the better to keep.
The length of the stick in half times more than usual.
They better batter on top of enemies
back of the squad. POWER STAFF - Powerful
staff. Retained all of the improvements of military staff, but
added weighted tip from this mithril to be enemies
painful. Also added black runes carved along the length of a
staff to intimidate opponents.
10. BOW - Bow. The only non-magical long-range weapons.
Onion convenient arming the fighters are in the back
some detachment. There are three types of onions:
LONG BOW - Longbow. Better than nothing.
CROSSBOW - Crossbow. Beats stronger bow.
FROST BOW - freezing onions. Paralyzes
at the time of the enemy.
11. ARROWS - boom. Necessary
addition to each bow. Arrows are
simple (red) and elf (green,
of course). One character can not be
more than 99 arrows each.
12. ARMOUR - armor. Reduces class
protection (if you still remember what he was less
- The better hero is protected). Distinguish
leather armor (LEATHERS), coat of mail (CHAIN)
and Shell (PLATE). Armor and chain mail
may be normal (MAIL), mithril
(MITHRIL), Adamantine (ADAMANT) and crystalline (CRYSTAL). Each
type of armor differently reduces AC. For example, leather
Armor reduces it to 3 units, and a heavy crystal shell - 19
units.
13. SHIELD - Shield. Also reduces the class
protection. The following types of billboards:
leather shield (HIDE SHIELD), buckler
(BUCKLER), rune shield (RUNE SHIELD),
large shield (LARGE SHIELD), Lunar Shield
(MOON SHIELD), the dragon shield (DRAGON
SHIELD), a military shield (WAR SHIELD). All
boards are listed by increasing their
protection. For example, lightweight leather shield
reduces AC by 1 unit, and the best,
military shield, reduces it to more than 11
units.
14. GEM - a gem. Has
magical properties. In the world of them remained
only a few pieces. According to rumors, all of them
were created by crazy magician who used to live in these
instances, for teleportation. Although, who knows what they
really were intended. If you have not found a gem in the
this level, you will not miss the next one.
15. WAND - baton. Possesses magic
properties, but no one has yet been able to unleash its power.
Each rod is used for their own kind of magic: SNAKE - for the
snake magic, CHAOS - Magical Chaos, DRAGON - For the dragon and
the MOON - to the moon.
16. RING - Ring. Too magical.
Has a definite charge of magic
energy. If you wear a ring on my finger
and say a spell, then the caller is not
will be spent magical energy.
One charge of the ring is enough for about 3
call spells. It's also worth noting that for every kind of
magic there is my ring: SNAKE, CHAOS, DRAGON and MOON.
17. PLAYER 1 (2) RIP - dead
player. When playing alone, if one party
of the players completely lost, then it
place appears the subject, which
You can pick up and carry in the regeneration
room and revived.
VI. Natural Science
A world that gets your party, not
is particularly diverse. Each
underground labyrinth consists of approximately the same set of
"attractions":
1. WALL - is the foundation of the maze.
Walls can be both real and illusory. The main difference is that
through these walls can not be held, and
through illusory - it is possible. Distinguish between their
friend from each other can spell TRUEVIEW. Sometimes there are
walls with rectangular button in the middle. If you "click" on
a wall, somewhere in the maze will open the secret passage or
door. Just sometimes come across the wall with a diamond
indentation. Usually you can find there a precious stone. Such
walls are used as teleportatory.
2. DOORS - no less important than the walls
part of the maze. There are three states:
open, closed and locked. Open the locked door can only be
defined key. Doors are a major obstacle detachment on his way
out of the dungeon.
3. LP - consists of stone slabs, tight-fitting to each
other. Sometimes in the floor come across the hole, the attack
on which the whole squad falls to the floor below. To avoid
this it is necessary to use a spell LEVITATE, allowing fly over
them. Just sometimes there are floor plate, made in the form of
the checkered field. If step on a plate, then somewhere in the
maze opens a door or disappear
part of the wall. Sometimes be found in such places, the attack
on which the entire squad expands to 90 degrees.
4. LADDERS - used to move from one floor to another.
Typically, each subterranean level contains at least three
floors.
5. Regenerative ROOMS - are intended to raise the dead
heroes of your team. If your squad is not far from this room,
then dynamics can be heard the characteristic
sounds.
6. MONSTERS - an integral part of each
maze. In each group they are 1
4. After the destruction of the monster on his
place is always what or object
which you can then pick up. Also with
monsters can trade: buy,
sell or trade items. Sometimes
there are monsters that do not attack,
and only sell the potion.
VII. Interface
The entire game screen is divided into three parts. In the
center of the screen is the image of cave. Left and right of
the center hosts a variety of icons and menus.
The left side of the screen are images of heroes. If anyone
of the characters dead, his portrait is painted in blue
color. The currently selected hero
is depicted in full growth. Next to his
image has three bands that characterize the main parameters:
the Blue strip - points of damage (HP), green - Stamina (VI)
and red - items of magical energy (SP.PTS). If "Click" on the
left side of the screen, then place settings for the selected
character will appear four icons, and on-site portraits of
other heroes menu appears. These icons are as follows:
Pause. Border becomes Mali
new color.
Menu of disk operations. Consists of
the following points:
Load file - get the position.
Save file - to ship the current position.
Rename file - change the file name.
Catalogue - directory of the drive.
Exit - exit the game.
Sleep. The whole team becomes dormant. In
during sleep, if the heroes have reached defined
lennogo experience, they raise the level of
(LEVEL), as well as offering to buy
spells. This option is recommended
used after each bout.
Exit from the menu.
Menu that appeared on the spot portraits
characters, consists of the following items:
1. OFFER - Offer. Used
to attract the attention of monsters, giving
them know that you want to trade with them.
Is also used to confirm your offer for the purchase and exchange
subject.
2. BUY - Purchase. This option allows
purchase items from monsters. For this you need to put some
coins and to confirm its offer, "click" on
OFFER. If the monster will assume that you
put a little coin, then place them
more and repeat the whole procedure.
3. SELL - For Sale. Is a major
source of income for your heroes. Each
Monster can sell unwanted items.
It is best to deal with it, no matter how
Strangely enough, the priest. In response to your proposal, the
monster says its price. You
may agree to sell (YES), and
can not agree (NO), but its price
he still does not change.
4. EXCHANGE - Exchange. This option allows you to share with
the monster about the same cost items. You posting his subject
and click on the button "on OFFER, then the monster can either
refuse to exchange or offer a subject to the exchange. You, in
turn, can either accept the exchange,
or abandon it.
5. YES - Yes. Confirm your consent to the sale, purchase or
exchange of an object.
6. NO - None. The refusal from the purchase, sale
or exchange.
The right of the center of the screen are
following icons:
Backpack - "Clicking on this op
tion you get into a menu of inventory.
Each character can carry up to 12 items. Four of them it is
like to me: chainmail, shield, and two subjects in the hands of
The remaining eight are in the Backpack
bag. All items can be sent to each
other.
SCROLL - Information about individual
characteristics of the hero: the level of
(LEVEL), strength (ST), Agility (AG), Intelligence (IN),
charm (CH), damage items (HP), Endurance (VI) and food (F).
DOOR - Used to open and
closing, as well as to call
Spell harvested in advance. Shows included a long spell
action.
Spellbook - Every hero
has a book of spells. She coc
toit of 8 pages, each of which
toryh can has 4 spells.
Spells Known painted in the color of that
magic, to which they belong, and the unknown - in black. When
you select one of the known spells, a message appears on the
likelihood of response to Percentage (CAST%), the cost in points
magical power (SP.PTS), as well as the current state of the
magical power of the hero. The cost of spells can be changed.
When This will change the probability of
operation. Any spell can be used immediately but can be stored
and used at any time. To do this, select the spell and exit the
menu. On DOOR icon appears appropriate symbol, "Clicking on
that and activates spell.
VRASCHAYUSCHIYSYA sword and shield - Two different versions
of the attack. In the first case, your detachment will cause
more strikes, but bear and big losses. In the second case
squad will be better defended, but weaker
attack.
ARROWS:
Progress
Turn left Turn right
Move left move right
Backward
SYMBOLS OF CARDS MUST - Impressions
vayut location of the heroes in the unit.
The first two characters in combat may fight
and injury. The second two -
just use magic and bows. The selected character is outlined in
a frame. Living Heroes can be moved from one row to another
VIII. Tales from the Underground
√ Never stick at here!
√ Well, if all still decided, first of all, enjoy a mapping.
√ Carefully inspect all the angles - more
all, and that is where the fun lies.
√ During the fight, do not stand in one place
continually move, try to go
to the enemy side.
√ All the best weapons and the protection available to
Detachment, pass the heroes who are in
front row, and all the coins and the keys will come together
and give the deposit of one hero.
√ When you buy spells do not accept the first offer - perhaps
perepadet something better.
√ quickly as possible to train your
magician.
√ not fear doppelgangerov
(Completely absent).
√ more actively use the CHEAT MODE (As
turn it on - read the newspaper ON-LINE!).
IX. More about something ...
Below will be a speech about the sad history
This game in Russia with a happy ending. In
Moscow has long been the 48th version
"BLOODWYCH", there are only 6 levels instead of by 10. To me
she came across OLDMAN'a. Not for long having rummaged in it, I
realized that this version is incomplete. Long and fruitless
search for a normal version of INTERNET'u not been successful.
Desperate, I decided zadiskovat incomplete version. Soon, all
the same OLDMAN took me a full 128th version (for which he
thank you!), Which differed from the 48th only
the fact that all 10 levels of fully deployed in the memory.
After a month of full-disc version was ready. I was built menu
of disk operations, CHEAT MODE, and 15 scanned images:
at first at each level, as well as some other situations. All
images scanned by Anton Trofimov (ANTONY / FFC), a that he,
too, thank you very much. I would also like to thank Andrew
Shkolnikov, to seek, but he who has found a full-fledged
version of the game, but nevertheless, who had a great help in
writing this guide, and no less important, moral support.
Maxim Lebedev (MAX / FFC)
(095) 242-61-61
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