[HN Gopher] EverQuest
___________________________________________________________________
EverQuest
Author : dmazin
Score : 143 points
Date : 2025-07-04 16:10 UTC (6 hours ago)
(HTM) web link (www.filfre.net)
(TXT) w3m dump (www.filfre.net)
| mike1o1 wrote:
| I absolutely loved EverQuest and it's still probably holds some
| of my fondest gaming memories. My favorite feeling about it is
| that it felt like a real world first, gameplay second. It had a
| real sense of danger and wonder that I think will be almost
| impossible to recreate.
|
| Going from Qeynos to Freeport, or crossing the ocean on a boat
| felt absolutely epic and dangerous. It was wonderful, but not
| something I would want to play today now that I have real life
| obligations.
| ModernMech wrote:
| Totally, me and my friend used to share an EQ account in
| school. His parents paid for it so he got to play during the
| day, and I would play at night from midnight until 6am, then
| I'd go to school. It was profoundly unhealthy, which is why
| that game earned the name "Evercrack".
|
| Last weekend I played a beta game called "Monsters and
| Memories" that's trying to be an EQ clone, and it's very
| faithful in that it's carried forward all the terrible parts of
| EQ.
|
| Just the amount of sitting around waiting that you have to do
| in EQ that I had forgotten about is incredible. Managing your
| water and food levels, having to go find your corpse when you
| die and it taking 5 hours just to get there, pitch black nights
| so you're forced to walk around with a lantern, camping a spawn
| with 100 other people trying to get the same items as you to
| complete the same inane quests, broken quests that you can't
| even complete to progress the game forward...
|
| And yeah, one weekend was enough. I got real shit to do, I have
| time for nonsense, but not THAT kind of time.
| daeken wrote:
| There's a musician named Richie Truxillo who made so many
| comedy songs about EQ back in the day, but your comment just
| reminded me of "Has Anybody Seen My Corpse." I haven't
| thought about corpse runs and dragging folks' corpses back to
| them in ages!
| Tokumei-no-hito wrote:
| ohh if i had a million platinummmm
|
| wow that's a memory i had lost for many years. thanks
| michaelmrose wrote:
| Your perception of time is profoundly different when you are
| a kid with no job.
|
| Painful death makes you try hard to avoid it ensuring real
| stakes.
| nkrisc wrote:
| It makes it more realistic. At this age, it would mean I
| just quit the game - like my character died for real!
| thegrim33 wrote:
| It was also at the perfect moment in time where you couldn't
| just pull up the game's wiki on a second monitor and have fully
| detailed maps and quest details on hand. You actually had to
| learn things for yourself by exploration and trial and error.
| You had to learn things from other people by talking to them in
| game.
|
| In my mind back then, I was in awe of people that even had the
| knowledge of how to get across certain zones safely. You know
| it took effort/skill for them to gain that knowledge. You
| couldn't just look it up.
|
| I've been thinking how you could possibly replicate a similar
| thing nowadays, but unless the world constantly randomly
| changes over time, rendering any created guides/maps/etc moot,
| I think that window has closed.
| dmbche wrote:
| You should look at Noita!
| hombre_fatal wrote:
| Streaming also changed the landscape.
|
| The game meta/knowledge spreads through realtime video and
| incidental entertainment instead of through slow message
| boards only frequented by power users who would do something
| as lame as spend time on a 2005 message board.
|
| It's amazing how deeply knowledgable everyone is about every
| game because of it.
|
| I guess it's not good or bad. It's nice that gaming is
| mainstream instead of being a stereotypical loser activity it
| was when I was in high school.
| normie3000 wrote:
| > I've been thinking how you could possibly replicate a
| similar thing nowadays, but unless the world constantly
| randomly changes over time, rendering any created
| guides/maps/etc moot, I think that window has closed.
|
| How about a simple NDA to prevent players sharing this kind
| of info?
| hnlmorg wrote:
| How would you enforce that?
| bombcar wrote:
| The various tank games can't keep people from violating
| military secrets laws to post tank diagrams. A game NDA
| ain't gonna do shit.
| MBlinow wrote:
| I've made an effort in recent years to actively avoid
| researching wikis and guides on games as I play them. I've
| come to think that a lot of the joy in gaming is the
| discovery and unraveling the systems that make the game tick.
| Finding the optimal ways to level or complete some mission
| through exploration and experimentation is always so much
| more fulfilling than finding the first result the comes up in
| google where the answer is already there for you.
|
| Admittedly, it does take a degree of willpower and sometimes
| I will still do some online research when a game gets
| particularly frustrating. The biggest obstacle to my approach
| of avoiding online information is that some games feel like
| they're designed with that in mind and don't provide enough
| information in the games for an isolated player to really
| figure everything out.
| rhines wrote:
| 100% agreed with games being designed for online aids. Some
| of the quests in Oldschool Runescape make me wonder if I'd
| ever have completed them without guides - it's like they're
| designed to be a challenge for the whole community upon
| release, rather than for individual players.
| beloch wrote:
| I too formed memories by playing EQ in a way that was, in
| retrospect, dumb, and learning from the experience.
|
| e.g. I created an Erudite wizard (who could not see in the
| dark) and insisted on leveling up in Toxxulia forest, the
| default "newbie" zone for Erudites. It was dark there, even
| during the day, and pitch black at night. I kept my monitor
| at the calibrated brightness level because I didn't want to
| "cheat". Monsters of an appropriate level were spread out and
| often hard to find. A troll NPC roamed the forest and
| randomly killed players. I spent many hours getting lost (and
| killed) there before leaving the island, only to discover the
| comparatively easy newbie zone that stood outside Qeynos, a
| short, safe, free, ship voyage away.
|
| The game was full of stuff like this. If you wanted to do
| something, there was usually a very bad way to go about it
| and other ways that were _much_ better. Finding those gave
| you a sense of accomplishment that was far sweeter than mere
| levels.
|
| Modern games tend to be more balanced so you can be assured
| that, however you're doing something, there probably isn't
| another way to do it that is vastly easier unless you're
| doing something really weird. This "wastes" less of your
| time, but somehow feels less realistic. In real life,
| different strategies for doing things are seldom equal.
| h2zizzle wrote:
| You have to make the world big and uncharted enough that it
| can't be picked over quickly. I have some hope that Light No
| Fire might pull it off.
|
| Probably an uncommon experience, but I felt something similar
| playing Final Fantasy XV. The semi-realistic scale and
| emptiness of the world map that people complained about
| actually contributed to the consistent feeling of being out
| in the wilderness, stumbling on dungeons and whanot. Most
| open-world games feel like theme parks, Eos felt like a
| national park. I'm told RDR2 and Death Stranding carry
| similar vibes.
|
| I'd like devs to get a bit more bold about real-world scaling
| environments. Let a long-ass walk between towns be a long-ass
| walk between towns. And no mini-maps.
| jghn wrote:
| I hated EQ for me the reason was it was not UO nor was it even
| trying to recreate the vibrancy & real world that UO's
| designers had gone for. *BUT* I also recognized that EQ
| represented a game that was much more aligned to what a normal
| gamer would want, one could already see that path being forged
| in UO as time went on. And then of course WoW came along and
| perfected the art.
|
| I still lament how UO played out. It quickly became apparent
| that most players binned into one of two categories, and
| neither category really fit in with the original UO vision. And
| of course, one of those two categories drove away the customers
| in the second category. The rest is history.
| CSMastermind wrote:
| UO had such a huge influence on me. It was amazing.
| blueblimp wrote:
| The inter-city travel was my favorite part of EverQuest. (The
| rest of the game, I didn't find too interesting.) The level of
| challenge was about right: if you looked at maps and planned
| your route, you could generally get to where you wanted to go,
| but it was hazardous.
|
| I wonder if there's a game that focuses on that sort of travel
| experience.
| aspenmayer wrote:
| Depending on what you do and how you play, Eve Online has a
| harrowing navigation system.
| smogcutter wrote:
| And part of the joy of Eve Online is that if you want, you
| can _be_ a reason travel is dangerous.
| reactordev wrote:
| My first memory of EverQuest was leaving the tutorial quest,
| running along a road at night, and being eaten by a lion.
|
| I had no idea what I was doing but I was hooked on figuring
| out.
| kwk1 wrote:
| For me, I made a high elf, didn't know page up/page down were
| needed to control swimming, and died in the water by the
| bridge leaving Felwithe, I didn't even get beyond the city
| gate.
| 8f2ab37a-ed6c wrote:
| Oh my, that long journey is one of my fondest memories of the
| game as well. Absolutely terrifying as a low level with barely
| any information on how to pull it off, having to ask strangers
| for help. The fear of losing all of your stuff on the way and
| having to run all the way back. Magical. I was just a humble
| human paladin on the Mithaniel Marr server.
|
| I agree with everybody else commenting here, it was a truly
| unique experience that I would love to be able to re-live, but
| our expectations as players have moved on a long while back,
| you can no longer capture that magic because it's now all rote
| and routine. In 1999 it was the first time many of us had ever
| experienced anything like it, it flooded the senses and it felt
| like a world full of interesting people and epic adventures. It
| was the frontier at the time.
| mixxit wrote:
| i remember doing the staff of the wheel quest as a newbie level
| 16 wizard who had barely seen any of the world
|
| i met so many people who helped me get into some really scary
| places (lguk at 16 is terrifying) as i wondered in all sorts of
| climates and places, what a fantastic place!
|
| looking back the world felt so different and huge and alive
| with life
|
| i will never get that experience again
| eatonphil wrote:
| I guess I'm a little younger. For me it was Runescape and
| Maplestory. Played heavily in the summers from 2007-2009.
| hombre_fatal wrote:
| I played Runescape back when it was just Falador and Varrock,
| and it all started because I saw a kid at the public library
| playing it.
|
| And not long after that I was waking up at 2am to mine or grind
| some skill before I had to go to football practice at 5:30am.
|
| I wonder what kind of permanent damage that did.
| dgfitz wrote:
| My only nit to pick with this article is their definition of PvE.
| They said it stands for "player vs enemy" where I've always heard
| it defined as "player vs environment" where environment
| explicitly means not-other-players.
| tzs wrote:
| Player vs environment is indeed the normal definition of PvE
| [1].
|
| [1] https://en.wikipedia.org/wiki/Player_versus_environment
| daeken wrote:
| I can nearly single-handedly credit EverQuest with my career. I
| got my start in the ShowEQ and eqemu sphere, first building
| little PHP apps to manage servers and such, then reverse-
| engineering -- I learned x86 and then C++ all to get the lifts in
| Kelethin working. Hell, nearly 25 years later, any time I work on
| some new graphics API or game engine, I end up writing an
| EverQuest zone renderer.
|
| Not my favorite game of all time, but certainly the one with the
| biggest impact!
|
| Edit to add: also, huge props to that community for both humbling
| me and teaching me more than I could've imagined. Went from a
| dumbass 13 year old saying "ROT13? Isn't that some unbreakable
| encryption?" In the ShowEQ IRC channel because she couldn't
| imagine saying she didn't know something, to a competent reverse-
| engineer. I cannot imagine how insufferable I was haha.
| akerl_ wrote:
| Likewise. My first introduction to scripting was automating
| EverQuest. I learned the basics of path resolution writing a
| script to grind misty thicket picnics. I wrote my own HUD-style
| UI overlay to replace most of the default windows. And I
| learned about pointers and disassembly and jumps disassembling
| hack plugins from shady sites.
| numinix wrote:
| > Gijsbert van der Wal's famous 2014 photograph of Dutch
| teenagers ignoring a Rembrandt masterpiece in favor of staring at
| their phones has become for many psychologists, social theorists,
| and concerned ordinary folks a portrait of our current Age of
| Digital Addiction in a nutshell.
|
| While a great photo, to me it looks like the kids are just doing
| some kind of school / field trip assignment.
| aprilthird2021 wrote:
| It could be anything, but it resonates with people for a very
| good reason. Many people feel the negatives of technology and
| social media and miss the time before it. I know how sentiment
| will skew here, and I know it's easy to take for granted the
| advantages of having a fully capable pocket computer. But I
| also understand what we have given up for it.
| dcminter wrote:
| A similar example I've seen is a photo of a British railway
| carriage full of commuters staring glumly at their phones.
|
| It makes me laugh because we all just used to stare glumly at
| our newspapers! It's not like we were discussing philosophy
| or something...
| michaelmrose wrote:
| I've got fond memories of Rallos Zek where I spent way too many
| hours and met my wife.
| rudimentary_phy wrote:
| I loved EverQuest. I still have some great memories of it. My
| friends and I still go back to playing it every once in a while.
| EverQuest also gave me some fantastic typing skills (from having
| to type in a significant amount of things for activating quests
| and for chatting) that have turned out to be well worth all the
| time I invested.
| spacecadet wrote:
| Oh EverQuest... funny to see this even posted here. I still
| occasionally log into P99 for a few hours here and there to play
| around at the low levels. 1 to around 24-30 is peak MMOPRG before
| it slows down and turns into that raid grind...
| galangalalgol wrote:
| Yeah, I never understood why that was necessary. I get
| diminishing rewards as an addiction mechanic, but they all
| switch gameplay dramatically from adventure and exploration
| (and combat) quest based character growth to raid fueled gear
| treadmills. Some people live for the latter it seems like? But
| there were never any that focused on character growth all the
| way. It wasn't like they weren't adding content continuously
| anyway. It would have been possible. Or turn it rogue alike
| with top levels earning benefits or unlocking other options for
| additional playthroughs. With the number of mmorpgs made one of
| them would have tried it if it would jave worked I guess?
| kwk1 wrote:
| Yeah, people should know that https://project1999.com/ exists.
| hombre_fatal wrote:
| Doesn't hit the same when you're over 30.
| kwk1 wrote:
| Sadly not. This EQ server in a box is more my speed these
| days, hah:
|
| https://github.com/Akkadius/akk-stack
| spacecadet wrote:
| Thanks for sharing this.
| amelius wrote:
| I like how natural the woman in the opening picture looks.
|
| Kind of refreshing compared to all those literally overblown body
| parts in modern day game graphics.
| lordnacho wrote:
| Everquest was my first warning about game addiction. Every
| teenage kid by the year 2000 had spent too much time in front of
| a game, of course.
|
| But not like this.
|
| I was sitting with a friend of mine at a computer cafe. This was
| more prevalent at the time, since a capable computer with all the
| modern games on it was still somewhat pricey.
|
| So my friend starts taking to our side guy, who is playing EQ.
| Nice fellow.
|
| "Hey guys, I gotta stop playing. Been here 24h straight. If I
| don't go to work they'll fire me."
|
| My friend and I leave for the night.
|
| My friend comes back to the cafe one night later. Our buddy is
| there, in the same seat.
|
| "Shit dude, they fired me. I haven't been able to get up and go
| to work. This game, man."
|
| "Sorry to hear it, what was your work?"
|
| "I'm an attendant at a computer cafe."
|
| "WTF, which one? Why didn't you just sit there and play?"
|
| "The one across the street. Because I couldn't stop."
| no_wizard wrote:
| Game addiction hits the same part of the brain as gambling
| does. In fact, it's my understanding that gambling addicts and
| video game addicts have nearly identical similarities in terms
| of how the addiction progresses and "sets in" as it where.
|
| As an aside, and really I am sorry for this tangent, and I have
| no issue believing any of this, but this comment somehow feels
| LLM (ChatGPT) generated to me and I can't put my finger on it,
| as I like to default to being wrong about such things.
|
| I know it's an aside but it has become such a big issue on many
| forums now.
|
| Sorry for the tangent!
| lordnacho wrote:
| Fully human generated, but thanks.
| jimbob45 wrote:
| Game addiction isn't the same anymore. Games used to be
| primarily about telling stories, establishing atmosphere, and
| fulfilling fantastic roles. The writers and designers of
| yesteryear had centuries of unexploited sci-fi to draw from.
| Designers today don't have that mountain of material to pull
| from, not just because no one reads anymore.
| gnramires wrote:
| Reflecting a bit, I really see not plausible justification why
| say one account should be let to be logged in for more than 3
| hours/day (say specially during workweek). Even if you really
| have no job, at that point I don't think it's adding to your
| wellbeing.
|
| I myself really enjoyed a game (Tibia, very popular here in
| Brazil) during my childhood, and, living in a large metropolis
| (and at the time quite violent too) and with limited
| opportunities for play, it was a saving grace in some ways. It
| really served as a playground analogue to the real world, where
| I could talk to people from other cultures all over the world,
| practice a foreign language (english), practice commerce,
| planning, and lots of really nice things I think it's fair to
| say. I think excesses of gaming were already in common
| consciousness at the time, and the occasional warning from my
| parents (in no way prohibitive) was a great reminder -- me and
| my older brother did check whether we were getting something
| good out of the experience. Specially as the dial-up internet
| cost was very large! (later replaced by broadband to the relief
| of my father). I'm also glad it didn't overwhelm my childhood.
|
| That game has since added soft limits (already in 2006
| according to the wiki), which I think are better than nothing,
| but probably there should be some hard limits as well (even if
| you're really conservative about limits... surely at least
| something like 8 hours a day could be universally agreed upon).
|
| There are valid objections to those kinds of limits because
| there are all sorts of exceptions: bedridden people that need
| an activity, people that just use the game as a chatroom (quite
| common) to keep in touch with friends, etc.. I think those
| people can find other activities and other media to fill their
| time and chat.
|
| It's also probably unlikely that those limits are going to be
| voluntarily enforced by all companies. I think regulation in
| this area is important -- in a way, those limits are actually
| good for the medium: they allow a minimally healthy baseline to
| exist and the market not be dominated by the worst, most
| damaging grindfests. But also probably just regulation has
| limits, and it's important for individual/collective
| conscience, education and cultural awareness to exist, so
| people pay attention that each activity is adding, to their
| lives, being meaningful (this includes social media usage, all
| sorts of games, etc. -- but could apply to doing anything too
| much like watching TV or talking to friends even). Boredom is
| the instinctive response that encourages taking other
| activities, but unfortunately adversarial design and dark
| patterns (and even just too captivating activities) have found
| ways to override this response simply to generate profit.
|
| Moreover, as a game designer, we should be really be thinking
| about bringing worthwhile experiences into this world, things
| that teach (in all sorts of ways), move, challenge, captivate,
| inspire and connect us. Here's a heuristic I like: take your
| favorite memories and feelings and try to replicate, extend and
| generalize them in various ways for others.
| big_toast wrote:
| Is it a coincidence that this shows up as John Smedley launches a
| new MMO (yesterday)?
|
| As much as I loved EverQuest, it has informed my view that the
| world is full of addictive substances. And most people probably
| need a disinterested third party who loves them and helps them
| manage the addiction. Until they build their own defenses.
| j_timberlake wrote:
| In this game, there was a city where I did so many quests for the
| guards that my reputation with the "corrupt guards" fell low
| enough that they would kill me on sight. Playing a good-guy
| character got me killed, and then I couldn't play anymore in the
| city where I'd spent most of my gametime.
|
| I would have been angry at the unfairness, but it was such a
| unique quirk to see in a game, and I've never seen it replicated
| anywhere.
| davedx wrote:
| World of Warcraft had this in Booty Bay. There was a hilarious
| achievement where you first got your reputation to max with the
| Booty Bay guards by killing the nearby pirates, then the other
| half was to kill the guards until the Bloodsail Buccaneers
| faction exalted you; a 2.5x reputation grind that took weeks.
| And when you were done you couldn't enter Booty Bay anymore
| because the guards killed you on sight.
|
| The things we do...
| jmyeet wrote:
| Insane in the membrane [1].
|
| Nowadays it probably takes 20 hours if you really grind.
| Repairing rep on the pirates was soul-destroying but so was
| getting all those lockboxes for Ravenholdt rep.
|
| [1]: https://www.wowhead.com/achievement=2336/insane-in-the-
| membr...
| hombre_fatal wrote:
| This randomly reminded me of when I grinded dwarf reputation
| in World of Warcraft so that at level 40, I was the only
| human riding a goat/ram (dwarf mount) instead of the horse.
|
| I remember killing endless crocodiles in STV so I could turn
| in their heavy leather I think during the event where the
| realm works together to open the AQ gate.
|
| I'll see a 13yo gardener here in Mexico and wish he could be
| doing that instead of working. :(
| azretd wrote:
| Early EverQuest required groups to progress because trash mobs
| were hard, the environment was vast, dungeons had traps, there
| was no auction house and players hung out in tunnels shouting
| their wares.
|
| 26 years later, the nostalgia hits me every so often and I spin
| up Project Quarm or Project 1999 where it still plays the same,
| and it's fun for awhile but I'm not enjoying it as much as I
| enjoyed the memories.
|
| I enjoy the luxuries afforded by modern games, with three kids
| and a busy job, I wonder how anyone found the time to play as
| long as EverQuest required.
| bpicolo wrote:
| > players hung out in tunnels shouting their wares.
|
| The Luclin bazaar from EQ is still one of the coolest/most
| unique game features I have ever seen. Park your character to
| open up a shop with selected items from your inventory. Browse
| everybody's wares by walking around and clicking them to see
| their shops!
| cubefox wrote:
| The box art by Keith Parkinson is a classic:
|
| https://www.keithparkinson.com/wp-content/uploads/2015/07/EQ...
|
| This seems to be entirely hand drawn (acrylic painting?) with a
| lot of skill.
|
| A Google Image search for "Keith Parkinson" shows more of his
| great paintings. Unfortunately he died in 2005.
| socalgal2 wrote:
| I never played because I saw my friends get addicted. I'm not
| judging that as "bad". People are free to spend their lives
| however they want. But, ... just to pass on...
|
| My friends had a company. Then they got into EverQuest. I don't
| know what percent of "work time" they spent playing. Maybe zero.
| But, they would stay at the office after work to play. I visited
| one day and saw playtime in the corner of the screen of one
| friend at ~36 days. My first thought was "what could they have
| done with over 5 months of "work time". If you work 40 hours a
| week then 36 days of game time = 846hrs = 21.6 weeks = ~5 months
| or work. Note: I use tons of time in my own life in ways that
| others would not (like spending time on HN) so again, not
| judging, just obsverving, though I often wish I did more
| productive things that would / would have lead to more future
| freedom.
|
| In any case, one of those friends encouraged me to give it a try
| saying it reminded them of when we used to play D&D in high-
| school. That friend had also spent time becoming a fletcher
| (maker of arrows). If I understand correctly, the ability to make
| bows and arrows from materials was a skill. You gathered the
| materials, then picked "make" and you had a random and relatively
| low chance of succeeding. If you did succeed though, your "skill"
| at making bows and arrows increased. Once you passed some
| threshold you could always succeed. This made you a "fletcher"
| and people who needed bows and arrows would seek you out to buy
| them from you. I thought it was amazing that my friend
| effectively had a 2nd job. I'm guessing that's common a game
| mechanic in games since then?
|
| Another of those friends also played at home on top of at the
| office even though they had a spouse and 3 kids under 10. After a
| while, their spouse demanded they stop. They visibly deleted
| their character but then made a new one back at work and of
| course all the "overtime" for the last several months had
| actually been "game time". 3 months later the spouse found out
| and said "quit or I'm leaving". My friend quit.
|
| When World of Warcraft came out and blew past EverQuest in its
| reach that friend told me if I wanted to check it out be sure not
| to make any friends or join any guilds. They said it's the social
| obligation that's the addiction. Like joining a sports team, if
| you're not there your group can't achieve their goals so you feel
| obligated to participate and that's the addiction. I've never
| tried WoW either, having seen people spend so much time in it.
|
| Also another random thing, another aquaintaince moved to Thailand
| and setup an EverQuest farm for a year or two which at the time
| was a new thing, making a living selling stuff in game. In which
| games is that common now?
| nzeid wrote:
| Hehe, a little upsetting that I only see one former UO player in
| these comments right now. I loved the anarchy and never stopped
| missing it through FFXI, WoW, and other MMO's.
|
| There was a rivalry between EQ and UO and no one I knew including
| myself had the time to play both.
| dev1ycan wrote:
| As a younger people who didn't live those days, I wish there was
| a modern game that felt at least close if not as good as classic
| world of warcraft but that was as in-depth as everquest...
| cloudking wrote:
| Still holds the most hours spent in a single game for me, and it
| was 100% worth it. Met a ton of cool people, improved my
| communication and learned useful skills leading a guild, that I
| later applied in my career.
| rcurry wrote:
| I worked for a very successful "dot com" back in the day.
| EverQuest was like the crack pipe for the tech crowd, people
| actually got divorced over addictions to it.
| mrugge wrote:
| Project Lazarus (lazaruseq.com) and Project 1999 for the win. One
| of the best gaming communities out there still alive and kicking
| today. And one of the best gaming experiences.
| zingababba wrote:
| I liked the game before Luclin and the bazaar the most. It
| started to lose its organic appeal for me after that. Stuff like
| everyone just choosing to hawk goods in the commonlands was so
| charming.
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