I've written a bit about this before, but today I'd like to discuss one of the most fun things that I've found to do on Storium - ending a challenge with a Strong ending by playing a Weakness card.
Sometimes, you find yourself with a really fascinating opportunity on Storium. You're writing the final move on a challenge, and it is definitely going Strong - there's only one card slot left, for instance, and at least 2 more Strong cards have been played than Weakness cards, so even if you play a Weakness card, it's still going to be 1 up on Strong.
These are amazingly fun writing opportunities, and I encourage you to make the most of them.
Play a Weakness card...and make it just as Weak as you normally would! Your character screws up, or stumbles, or otherwise expresses his Weakness. It's just that in the end, the challenge succeeds despite him.
Don't have his Weakness lead him to victory - instead, have victory happen despite his weakness.
The other characters' efforts succeed. They win the day. He almost screws things up for everybody...but they'd done well enough before that point that it didn't end up mattering.
This is one of your best possible opportunities to make someone else...or everybody else...awesome.
You can take the time to build up how well someone else did. You can show how the situation is set up perfectly to go to the Strong outcome. Then, you take it one step farther - you show how you make a mistake, how you screw things up...but because things were set up so well to begin with, or because someone else is doing what they're doing and doing it so well, things go right anyway.
It isn't luck. It isn't happenstance. It's the efforts of the other characters involved, acting along the lines they've acted in prior to your move, using the Strengths they've put down before. You nearly mess everything up...but they either save the day, or have already put things in such a good state that your screw-up is a drop in the bucket.
Some of my favorite moves on Storium have been the points where I've had the opportunity to write this way: Where I could show just how good the other characters have been in a challenge by having my character seriously screw up...but letting the group win the day anyway. The other players feel great because you gave them recognition and made them look like a million bucks...and you? You get a really, really powerful character moment out of it.
You can hit your character hard from a moment like this - a moment where everyone else looks good, and he looks bad. You can use it to push him to change. You can inspire a difference in attitude. Maybe it's negative - feelings of inferiority or questioning of his skills. But maybe it's positive - a new respect for other characters, or the discovery of a mentor who can help him exceed his current limits.
So when a moment like this comes up in a story, don't just toss out a Weakness card just to get rid of one. Don't look at it that way. Look at it as a great opportunity to really make other people look good, and to really draw comparisons between your character's failings and someone else's strengths. This is an excellent, amazing chance to develop your character and make other people look their best at the same time. Take advantage of it!
Monday, March 23, 2020
Friday, March 20, 2020
Shadow Of The Comet – A Friendly Little Town
Written by limbeck
So, here I am, in my not so austere room, getting to grips with the controls of the game. I can move with the arrow buttons, but only on four directions, which seems fair. Sometimes, though, you jump to the next screen by stepping at the wrong point.
Walking around the room, I notice that, as I pass close to an item, a line from my face to that object appears. Handy. I welcomed it with satisfaction at first, but I may reconsider, as it misled me into thinking that it works with all items. More on that later.
Fortunately, the all-keyboard interface is intuitive and not hard to grasp. You press O for objects in your inventory, U for using an item, G for getting. Even if you haven't read the manual, you get the hang of it quickly. And that's really it.
So, once I have perfected my baby steps, I explore the room and pick up whatever I can, which is BOLESKINE's diary and a telegram from my provisioners. Reading the diary gives me my first clue: a 12-year-old boy had served BOLESKINE as a guide, so there is a chance he is still alive and can point me to the precise spot in the forest. Other than that, BOLESKINE clearly had a poor grasp of astronomy, not recognising the familiar constellations and just randomly inventing new ones.
The telegram was more annoying, because it said that I have to find my own photographic plates. This is critical to my mission, as Mr GRIFFITH really expects "spectacular photographs". I hope this backwater town has a hardware store or something.
Now that I have my first tasks, I am ready to head out to the outside world. First step is to head out of my room. I then explore the areas of the Doctor's house that are available to me and notice some really impressive paintings around. The Doctor is not at home, so it is time to explore the town proper.
The immediate neighbours are an old barn-looking house with a bench and a locked door to the east, a forest without a guide to the west and a fancy house, also locked, to the south. The house to the south turns out to be the Mayor's.
To the south and west of the Doctor's house is the Pharmacy / GP's office / hospital of the town. I see a guy with a white robe going in, so I decide to follow. Inside, I just catch a glimpse of him getting into his office, so I try to go in myself only to be stopped by a very unhelpful nurse, who is also the daughter of the busy doctor.
South of the pharmacy is the main square, which we briefly saw in our carriage trip. When I first visit, an old lady, Ms PICOTT is sitting alone, but says nothing of importance, so I leave.
Heading west, I arrive at the impressive (according to the description) Town Hall. The clerk in it is, as expected, unhelpful and does not let me see the Mayor, who is only accepting visitors for a few hours each week and only by appointment. I am starting to get really annoyed now. Why does nobody want to get out of their way just to indulge me? I am a visitor in their town after all. They should show some hospitality!
I decide to continue being nosy and I try the other door on the Town Hall building. Inside, it looks like a museum, with several exhibits from exotic lands. This is where I realised that my lasersight does not identify all the items that I can examine or interact with in a location. Instead, when I am close to something that looks interesting, I need to press L to examine it. So, before I continued, I went to all the other locations I had visited and furiously examined everything, but I mainly got background information.
A few minutes later, I am back at the museum, where I discover a lost page from BOLESKINE's diary. It describes how the stars are really a pistol rifle shot away and closes with a quote from J.Keats: "Truth sleeps beneath appearance". The remaining art is just flavour text, or so it seems for the moment.
So, I continue into the door I can see to the north and into the Archives, where I meet the Master of Archives himself. He introduces himself as Tobias JUGG and he is the first person that seems genuinely excited to talk to me. Of course, true to the character of this little town, he already knows who I am. I ignore that and try to get in his good books, which I succeed by striking a conversation and proving my own love for books, by correctly recognising Shakespeare's quote. I leave him for now and head to a nearby table, where a I search through a ledger and note down three names of men who were 12 years old when Boleskine visited. The names are Curtis HAMBLETON, William COLDSTONE and Thomas GREENWOOD.
Looking over my shoulder, JUGG confirms that all three of them are alive and gives me directions to their houses. I speak to him a bit more, engineering my responses so that they appeal to his love of literature and history. He appreciates that and invites me to his house for a chat later. He also says that he has a large library on local legends, which the locals believed in until recently. After that, he heads out and I leave the Archives.
I continue wandering the town and revisit some of the areas I was before. I notice that there is a couple sitting outside of the house to the east of Dr COBBLES house, which I now know belongs to one of the three people I am looking for. However, Mr GREENWOOD is deaf, mute and blind from an accident during his birth. This makes it very hard for him to be the one I am looking for. The other half of the couple is Miss PICOTT, whom we met earlier. She maintains her unhelpfulness and we move on.
Some more wandering later, I arrive outside of the Dead Horse Inn, a name that seems oddly suitable to this town. Outside is Jed DONAHUE, who also knows who I am. News travel quickly in this part of the world. Not that they have to travel too far. Jed was complaining about..., but he didn't offer anything else other than some more background. Inside the tavern, there is even more unhelpfulness. A group of card players in one table does not want to be disturbed, but is gossiping about RENATO, apparently a misled youth who doesn't know better. The bartender is ruder than average and does not open up even after I pay an extortionist's fee of $1 for his watered-down beer.
My little trek around the village then brings me to the post office. As I walk in, I see a map of the area and I hear some heavy object being rolled above. The lady behind the counter mentions that the DONAHUE boy (I presume Jed's son) is sick and that she really has a lot of work to do. Clearly, she is only bothered by me and not by all the clatter right above her head. I leave.
Eager for some intelligent conversation, I head to JUGG's house. At the entrance hall wall hangs a rifle, which, upon closer examination, turns out to be Lord BOLESKINE's own rifle. I wonder how it ended up at the doctor's house. However, despite his invitation earlier, Mr JUGG does not have any more insights to offer so I leave him alone.
Anyway, I keep exploring dutifully and I finally find the town's general store. I enter from the south and I see the proprietor, Mr MYERS, dealing with a client. A hooded figure who apparently is in the business of direct parcels. He has left one with Mr MYERS, who informs him that another one he sent to some Mrs GUILDCHRIST was delivered successfully. I don't know who that lady is, but I know the name the wooded figure goes by. HAMBLETON. To be fair, I was a bit careless at the time and I did not remember that HAMBLETON was one of the three people I was looking for. Anyway, the figure walks out, either on a limp or quirky animation, and I can speak to the shop owner.
I go directly to the point and ask for photosensitive plates, which he delivers with delight. Not only that, but he suggests trying them out first and, if they are not good any more, he will reimburse me. Now, that's what I call good customer service.
Loaded with my new plates, I head out from the north door and arrive at the square again. Heading west a few screens, I end up at the abandoned fishery that HAMBLETON lives in. Before getting in, I pick up a rope ladder, because who knows when I will need to go down a cave or something.
Inside, the place is a proper mess. My delicate British nostrils cannot stand the stench, but I persist nonetheless. The fishery has absolutely nothing of value, but I discover a loose floorboard used to hide moonshine and an old man sleeping on a pallet in a corner. As I creepily watch him sleep, I notice that his fingers are webbed, like a frog's. I feel fascinated, and a bit lightheaded, but I compose myself and decide to speak to the old man.
Curtis HAMBLETON tells me that he indeed took Lord BOLESKINE in the forest, at a place with a cross. On the third day, BOLESKINE was painting / sketching when he saw a "thing". I also learn of another name: WILBUR. He is HAMBLETON's brother and probably very important. He apparently cursed CURTIS who ended up living in these squalid conditions. WILBUR is still alive as well and he says that in 3 days the comet will come back, and the THING as well. That's just superstition, right?
So, here I am, in my not so austere room, getting to grips with the controls of the game. I can move with the arrow buttons, but only on four directions, which seems fair. Sometimes, though, you jump to the next screen by stepping at the wrong point.
Walking around the room, I notice that, as I pass close to an item, a line from my face to that object appears. Handy. I welcomed it with satisfaction at first, but I may reconsider, as it misled me into thinking that it works with all items. More on that later.
![]() |
| Look at my lasersight! |
So, once I have perfected my baby steps, I explore the room and pick up whatever I can, which is BOLESKINE's diary and a telegram from my provisioners. Reading the diary gives me my first clue: a 12-year-old boy had served BOLESKINE as a guide, so there is a chance he is still alive and can point me to the precise spot in the forest. Other than that, BOLESKINE clearly had a poor grasp of astronomy, not recognising the familiar constellations and just randomly inventing new ones.
The telegram was more annoying, because it said that I have to find my own photographic plates. This is critical to my mission, as Mr GRIFFITH really expects "spectacular photographs". I hope this backwater town has a hardware store or something.
![]() |
| Request refund / STOP / Want speak to manager / STOP |
The immediate neighbours are an old barn-looking house with a bench and a locked door to the east, a forest without a guide to the west and a fancy house, also locked, to the south. The house to the south turns out to be the Mayor's.
![]() |
| It's good to be the Kin.. erm, Mayor |
South of the pharmacy is the main square, which we briefly saw in our carriage trip. When I first visit, an old lady, Ms PICOTT is sitting alone, but says nothing of importance, so I leave.
![]() |
| One should never presume |
![]() |
| But I brought the forms for the animal census, and these fine leather jackets. |
A few minutes later, I am back at the museum, where I discover a lost page from BOLESKINE's diary. It describes how the stars are really a pistol rifle shot away and closes with a quote from J.Keats: "Truth sleeps beneath appearance". The remaining art is just flavour text, or so it seems for the moment.
![]() |
| Some of Parker's lines have these "good lord" and "Oh my", I suspect for added Englishness. |
I continue wandering the town and revisit some of the areas I was before. I notice that there is a couple sitting outside of the house to the east of Dr COBBLES house, which I now know belongs to one of the three people I am looking for. However, Mr GREENWOOD is deaf, mute and blind from an accident during his birth. This makes it very hard for him to be the one I am looking for. The other half of the couple is Miss PICOTT, whom we met earlier. She maintains her unhelpfulness and we move on.
![]() |
| Fortunately for you, he cannot see that smirk when you say that. |
![]() |
| Dealing with customers: How not to |
![]() |
| Yes, like rearrange those mail sacks by the wall |
Anyway, I keep exploring dutifully and I finally find the town's general store. I enter from the south and I see the proprietor, Mr MYERS, dealing with a client. A hooded figure who apparently is in the business of direct parcels. He has left one with Mr MYERS, who informs him that another one he sent to some Mrs GUILDCHRIST was delivered successfully. I don't know who that lady is, but I know the name the wooded figure goes by. HAMBLETON. To be fair, I was a bit careless at the time and I did not remember that HAMBLETON was one of the three people I was looking for. Anyway, the figure walks out, either on a limp or quirky animation, and I can speak to the shop owner.
![]() |
| Maybe townsfolk go to the general store for their mail because the post office is always "too busy" |
![]() |
| Dealing with customers: How to |
Inside, the place is a proper mess. My delicate British nostrils cannot stand the stench, but I persist nonetheless. The fishery has absolutely nothing of value, but I discover a loose floorboard used to hide moonshine and an old man sleeping on a pallet in a corner. As I creepily watch him sleep, I notice that his fingers are webbed, like a frog's. I feel fascinated, and a bit lightheaded, but I compose myself and decide to speak to the old man.
![]() |
| Subtle |
After this conversation, poor Curtis goes back to sleep and I am left to think of my next steps, now that I have my plates and a potential guide that does not want to be a guide. I must also note that the Mr HAMBLETON I saw at the general store is most likely Wilbur, Curtis' brother and he seems to hold some position of power in Illsmouth. I smell a cult, built on superstition and the old legends.
But we'll have to find these out next time. I did not make much progress in the game, but I enjoyed walking around the town and familiarising myself with the locations. The outline of the city is logical and I never really felt lost, except for the time in the forest, which I assume was intentional. So far, the game does well in letting me play the stranger moving into a small, closed society, which doesn't really like having anybody poking into its secrets. It may seem stereotypical, but it works. In the next post, I will try to get into that spot in the forest and get some photos taken.
Some other interesting locations that will probably become important later:
END notes – CD ROM version
Somehow, addition of mouse control makes the game more frustrating. You do not click where you want to go and let the character find his way there. Instead, you hold down the left button and the character moves in the direction the mouse is with respect to him, but again only in the four main directions. You cannot mouse over items either, which makes me wonder why they bothered at all with adding mouse, other than to not seem backward. Outdoors, there is an option to go to a location using the map.
Time played: 1:30
Sanity lost: 1 (from seeing HAMBLETON's webbed fingers)
But we'll have to find these out next time. I did not make much progress in the game, but I enjoyed walking around the town and familiarising myself with the locations. The outline of the city is logical and I never really felt lost, except for the time in the forest, which I assume was intentional. So far, the game does well in letting me play the stranger moving into a small, closed society, which doesn't really like having anybody poking into its secrets. It may seem stereotypical, but it works. In the next post, I will try to get into that spot in the forest and get some photos taken.
Some other interesting locations that will probably become important later:
- N. TYLER's house is to the north of the pharmacy. It smells nicely of hot soup, but of course it is locked. Suspicious little town.
- There is a well that is standing on its own, but I cannot interact with it at the moment.
- The way to the port in which I arrived, is blocked by two burly guys.
- The cemetary is a blast of fun, according to JUGG.
- In the house south of Mr JUGG's, I see somebody going in and moving on the top floor, snooping at me from the window. Yet, when I knocked, nobody replied.
- There is also an abandoned mansion, with nothing to do.
END notes – CD ROM version
Somehow, addition of mouse control makes the game more frustrating. You do not click where you want to go and let the character find his way there. Instead, you hold down the left button and the character moves in the direction the mouse is with respect to him, but again only in the four main directions. You cannot mouse over items either, which makes me wonder why they bothered at all with adding mouse, other than to not seem backward. Outdoors, there is an option to go to a location using the map.
Time played: 1:30
Sanity lost: 1 (from seeing HAMBLETON's webbed fingers)
Thursday, March 19, 2020
DreamForge Grav-StuG Kickstarter (Postponed To March)
The Kickstarter date is set, pending final approval from Kickstarter...
The Kickstarter will run from January 25th to February 3rd. Its going to be a short one so keep your eye on the calendar!
I will release an introduction video and try to do one to two additional videos, in a Q&A format for the questions asked during the KS, as well as a overview of why I have decided to go the direction I did and where I would like to go next.
There will be retailer/wholesaler packages available.
Please see the previous post for more details regarding this Kickstarter. More details to come...
You can track our progress, sign up for news releases and follow all new content on our web page
I hope to see you there!
Monday, March 16, 2020
Cha'alt Play Report On Roll20
Earlier today, I ran yet another one-hour session of Cha'alt using my own O5R hack / houserules Crimson Dragon Slayer.
More and more I enjoy the quick start, fast paced action and reliance on old school techniques like actually describing what you're character is doing, rather than rolling a die to determine ordinary things, such as exploring a room or talking your way past a guard.
Let me introduce the PCs...
- Ta Daar; half-orc fighter, chaos, goofball.
- Axel; half-orc fighter, chaos, tall and intimidating.
- Flint Deadlock; human, thief, neutral, he didn't really have a backstory or noteworthy detail, but this was a one-shot, so no big deal.
- Nanof Stylen; elf, sorcerer, chaos, obsessed with the dead.
- Q'ira; sky-elf, sorceress, chaos, sold into slavery but then killed her evil master.
Incidentally, Q'ira was the only returning character. She started the session at level 2 (the rest at 1st level) because of her previous exploits - hey, she survived The Black Pyramid once... that's a feat few can call their own.
Due to her past, I had Q'ira working under the warlord Ka'an Dar. The rest of the PCs were slaves. Q'ira was to lead the other adventurers into The Black Pyramid in order to find valuables and split them with Ka'an Dar.
As the party approached the nigrescent shard rising from the sand like a beacon of dread, they realized another party was already waiting. The Very Powerful Wizard, a rival of Ka'an Dar, had 4 mercenaries with him. The VPW had a similar plan - send in the mercs to retrieve artifacts and relics.
There was some inter-party talk of attacking the warlord and VPW, but they soon thought better of it. I squashed their metagaming out-of-character chatter by saying that they can do anything that's physically possible - no railroad!
I've been noticing that new players are hesitant to act or make the first move. This is understandable for a variety of reasons. No one knows each other (for the most part), and also noobs don't want to do something stupid. Similarly, veterans don't want to die right away.
Since this was a one-hour game, I let the mercs make the first move in order to speed things along.
After entering and exploring the first room of The Black Pyramid, the PCs followed one of the mercs into an adjacent room.
Having run this introduction to the pyramid countless times, I decided ahead of time to assign rooms randomly. That way I can actually see what deeper rooms are like when explored by those outside my home group.
The PCs entered a large facility full of technicians working on computers, 3 gigantic vats full of bright-green stuff, and a yellow robed priest looking on, watchfully.
The mercs pulled out automatic weapons, but the PCs wanted to get in a surprise attack, which I allowed. After all, they are the protagonists.
They killed one outright. Q'ira wanted to cast a fireball spell. Which allowed for another opportunity to use this handy little table. Perfect for theater of the mind scenarios such as this.
She rolled a 5 and the sky-elf's opponents burned to a crisp... moments before the yellow robed priest called a tentacled abomination from the depths of Hell!
The players kept asking what the mercs were doing, aside from ignoring the PCs... so, I eventually slipped in something juicy. One of them muttered "B-team rejects" under his breath. Well, that was enough to get the PCs into a murderhobo kind of mood. They immediately turned on the mercs, using clever tactics to get the upper hand.
But then one merc ran up ahead and surprised Axel. Luckily, he took minor damage before rolling a critical hit - skewering the mercenary.
One of the mercs had stayed behind in the first room, so Flint Deadlock went back to sneak attack the poor bastard. After a poor roll (even with advantage), the merc fired and wounded the thief. A second attack by Flint landed and he rolled max damage, killing his heavily armed foe.
So, a 100% survival rate has maybe happened once in all the times I've run Cha'alt. Kudos to this group for their skill and luck!
Here are some comments discovered after I exited the chat (but still recorded by Roll20). I fought hard against my natural inclination to edit punctuation and the like...
"I want to play more of this"
"That was amazing"
"I have never felt that epic playing D&D"
"Thanks Venger Satanis"
"I might buy Cha'alt and run it / very simple system to DM"
It was gratifying to read such praise. If you're available, join me sometime!
If you're interested in grabbing the PDF of Cha'alt for yourself, it's currently on sale due to DriveThru's Thanksgiving sale. But if you really want to Cha'alt like a fucking boss, you'll pick up the fancy hardcover and get the PDF for free!
Enjoy,
VS
Sunday, March 15, 2020
Train Sim World: Digital Deluxe Edition Free Download
Train Sim World - is Dovetail Games' latest train simulator, released on the 16th March 2017. It is developed by Dovetail Games which announced it on the 1st September 2016 and is available on PC, Xbox and PS4.


Featuring: Be the driver! Train Sim World is a First-Person Train Simulator that brings to life the experience of operating powerful and realistic trains on some of the World's most amazing railways. Using real world data to accurately replicate the performance, sounds and feel of real trains, drive real world inspired missions, run 24-hour timetables, relax as a passenger or watch trains go by, the possibilities are endless. Whether you're a beginner or a seasoned expert, Train Sim World caters for all abilities. Download this video game for free.
• In this game. Work for CSX Transportation as a railroad engineer & delivering important cargo on tight schedules.
• Live out your rail dreams exploring the highly detailed and immersive environment, finding the best vantage point.
• Drive real world Inspired Missions, run 24-hour timetables or relax as a Passenger, or you can watch trains go by.
• Possibilities are endless. Whether you're a Beginner or a seasoned expert, Train Sim World caters for all abilities.
• Climb into the cab, learn to Operate the 3 very different locos step-by-step, Quickly moving from Novice to expert.
Game is updated to latest version
Included Content
▪ Train Sim World: Digital Deluxe Edition - Great Western Express
▪ Train Sim World: Digital Deluxe Edition - Northeast Corridor New York
▪ Train Sim World: Digital Deluxe Edition - Rapid Transit
▪ Train Sim World: Digital Deluxe Edition - CSX GP40-2 Loco Add-On
▪ Train Sim World: Digital Deluxe Edition - West Somerset Railway Route Add-On
▪ Train Sim World: Digital Deluxe Edition - Ruhr-Sieg Nord: Hagen - Finnentrop
▪ Train Sim World: Digital Deluxe Edition - Northeast Corridor New York
▪ Train Sim World: Digital Deluxe Edition - Rapid Transit
▪ Train Sim World: Digital Deluxe Edition - CSX GP40-2 Loco Add-On
▪ Train Sim World: Digital Deluxe Edition - West Somerset Railway Route Add-On
▪ Train Sim World: Digital Deluxe Edition - Ruhr-Sieg Nord: Hagen - Finnentrop
2. GAMEPLAY AND SCREENSHOTS




♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm
4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.




(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Windows 7, Windows 8, Windows 8.1, Windows 10 | requires 64-bit
• Processor: Intel Core i5-4690 @ 3.5 GHz or AMD Ryzen 5 1500X @ 3.7 GHz or better
• Memory: at least 8GB System RAM
• Hard Disk Space: 20GB free HDD Space
• Video Card: NVIDIA GeForce GTX 750 Ti or AMD Radeon R9 270 with 2 GB VRAM
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, and Chinese Simplified.• Processor: Intel Core i5-4690 @ 3.5 GHz or AMD Ryzen 5 1500X @ 3.7 GHz or better
• Memory: at least 8GB System RAM
• Hard Disk Space: 20GB free HDD Space
• Video Card: NVIDIA GeForce GTX 750 Ti or AMD Radeon R9 270 with 2 GB VRAM
If you have any questions or encountered broken links, please do not hesitate to comment below. :D
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