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Season 6 data: monster stats of field monsters and Blood Castle 1–8 differ from the S6 server files #1518

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@nolt

Summary

I compared the Season 6 monster definitions of the OpenMU seed (src/Persistence/Initialization, current master)
with the monster tables of three Season 6-era server packages. Leaving resistances aside, 40 field monsters
(100 values) and the whole Blood Castle 1–8 table
differ from a value on which all three packages agree.
I'd like to know whether you want these aligned before I prepare a PR.

Sources

  • IGC Server Suite x6.0.0.1 — Data/Monster/Settings/MonsterList.xml
  • Louis S6 emulator — Monster/Monster.txt (github OneAboveAlly/editmonstersetbase)
  • emu-server (kyleruss) — Template/zGameServer/Data/Monster/Monster.xml; a repack of zTeam's Season 8 Episode 2,
    but for the classic monsters its table is identical to IGC (529 of 585 shared monsters match field by field)

I know CODING_RULES §9 says these are inspiration, not facts, and that emu-server is named there explicitly.
That is why the list below contains only values where all three agree with each other and OpenMU is the odd one out.
They may share an ancestor, so I don't claim three independent confirmations; but several entries look like plain typos
on our side (a digit too many), and some data is clearly a placeholder.

Out of scope

  • Resistances — the seed maps the four resistance columns differently from the S6 GameServer
    (Ice, Poison, Lightning, Fire); that's a separate topic.
  • Invasion monsters, Devil Square 7, Chaos Castle, Imperial Guardian — the emulators handle these partly through
    event configuration (e.g. Imperial Guardian monsters are level 1 / 500 HP in all three tables), so a table comparison
    says little.

Field monsters

Notable groups:

  • Probable typos: Zombie Fighter (481) HP 5,000,000 vs 500,000; Blood Soldier 3 (184) defense rate 600 vs 60;
    Illusion of Kundun 4 (197) attack rate 7800 vs 780; Crypos (574) attack rate 11400 vs 1140.
  • Elvenland: every monster has attack rate 10, and Hideous Rabbit (419) / Polluted Butterfly (421) look swapped.
  • Kundun 7 (275): 140,000 HP vs 5,000,000, respawn 3 h vs 12 h — the boss is much weaker than in S6.
  • Respawn times: Gorgon 10 s vs 150 s, Phoenix of Darkness 15 s vs 150 s, Yeti/Elite Yeti and Icarus monsters 3 s vs 10–30 s.
  • Karutan: move/attack delays (monsters move about twice as fast as in S6).
  • A few ±1–5 differences (Condra, Dreadfear, Ghost Napin, Necron …), listed for completeness.
No Monster OpenMU file Field OpenMU S6
19 Yeti Version075/Maps/Devias.cs Respawn s 3 10
20 Elite Yeti Version075/Maps/Devias.cs Respawn s 3 10
18 Gorgon Version075/Maps/Dungeon.cs Respawn s 10 150
71 Mega Crust Version095d/Maps/Icarus.cs Respawn s 3 10
72 Phantom Knight Version095d/Maps/Icarus.cs Respawn s 3 30
74 Alpha Crust Version095d/Maps/Icarus.cs Respawn s 3 10
75 Great Drakan Version095d/Maps/Icarus.cs Respawn s 3 30
77 Phoenix of Darkness Version095d/Maps/Icarus.cs Respawn s 15 150
409 Balram (Trainee Soldier) VersionSeasonSix/Maps/BarracksOfBalgass.cs Attack delay ms 1700 1500
410 Death Spirit (Trainee Soldier) VersionSeasonSix/Maps/BarracksOfBalgass.cs Level 119 118
410 Death Spirit (Trainee Soldier) VersionSeasonSix/Maps/BarracksOfBalgass.cs Attack delay ms 1700 1500
411 Soram (Trainee Soldier) VersionSeasonSix/Maps/BarracksOfBalgass.cs Attack delay ms 1700 1500
418 Strange Rabbit VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 18
418 Strange Rabbit VersionSeasonSix/Maps/Elvenland.cs View range 5 4
418 Strange Rabbit VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 2000
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Level 13 19
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs HP 230 520
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Dmg min 37 68
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Dmg max 42 72
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Defense 13 22
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 93
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Defense rate 13 22
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs View range 5 4
419 Hideous Rabbit VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 1400
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Level 19 24
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs HP 520 720
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Dmg min 68 85
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Dmg max 72 90
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Defense 22 30
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 120
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Defense rate 22 30
420 Werewolf VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 1800
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Level 24 13
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs HP 720 230
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Dmg min 85 37
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Dmg max 90 42
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Defense 30 13
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 58
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Defense rate 30 13
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Move range 2 3
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs View range 5 4
421 Polluted Butterfly VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 1600
422 Cursed Lich VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 150
422 Cursed Lich VersionSeasonSix/Maps/Elvenland.cs Defense rate 33 36
422 Cursed Lich VersionSeasonSix/Maps/Elvenland.cs Attack range 1 4
422 Cursed Lich VersionSeasonSix/Maps/Elvenland.cs View range 5 7
422 Cursed Lich VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 2000
423 Totem Golem VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 180
423 Totem Golem VersionSeasonSix/Maps/Elvenland.cs Defense rate 50 43
423 Totem Golem VersionSeasonSix/Maps/Elvenland.cs View range 5 6
423 Totem Golem VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 1400
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs Dmg max 145 140
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 215
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs Defense rate 65 52
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs Attack range 1 2
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs View range 5 6
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 1600
424 Grizzly VersionSeasonSix/Maps/Elvenland.cs Respawn s 10 8
425 Captain Grizzly VersionSeasonSix/Maps/Elvenland.cs Attack rate 10 240
425 Captain Grizzly VersionSeasonSix/Maps/Elvenland.cs Move range 2 3
425 Captain Grizzly VersionSeasonSix/Maps/Elvenland.cs Attack delay ms 1500 1400
144 Death Angel1 VersionSeasonSix/Maps/Kalima1.cs Move range 2 3
146 Blood Soldier1 VersionSeasonSix/Maps/Kalima1.cs Attack range 2 6
184 Blood Soldier3 VersionSeasonSix/Maps/Kalima3.cs Defense rate 600 60
196 Schriker4 VersionSeasonSix/Maps/Kalima4.cs Defense rate 245 215
197 Illusion of Kundun4 VersionSeasonSix/Maps/Kalima4.cs Attack rate 7800 780
261 Death Centurion5 VersionSeasonSix/Maps/Kalima5.cs Defense 460 430
265 Necron5 VersionSeasonSix/Maps/Kalima5.cs Attack rate 642 645
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Level 140 147
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs HP 140000 5000000
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Dmg min 1070 2000
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Dmg max 1105 2500
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Defense 892 1500
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Attack rate 1200 2000
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Defense rate 450 1000
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Attack range 10 15
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs View range 7 10
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Attack delay ms 1700 2000
275 Kundun7 VersionSeasonSix/Maps/Kalima7.cs Respawn s 10800 43200
360 Dreadfear VersionSeasonSix/Maps/KanturuRelics.cs Defense rate 906 905
355 Kentauros VersionSeasonSix/Maps/KanturuRuins.cs Attack range 1 4
355 Kentauros VersionSeasonSix/Maps/KanturuRuins.cs View range 7 5
569 Venomous Chain Scorpion VersionSeasonSix/Maps/Karutan1.cs Move delay ms 400 900
570 Bone Scorpion VersionSeasonSix/Maps/Karutan1.cs Defense 283 485
570 Bone Scorpion VersionSeasonSix/Maps/Karutan1.cs Defense rate 363 283
570 Bone Scorpion VersionSeasonSix/Maps/Karutan1.cs Move delay ms 400 900
571 Orcus VersionSeasonSix/Maps/Karutan1.cs Move delay ms 400 700
571 Orcus VersionSeasonSix/Maps/Karutan1.cs Attack delay ms 1500 1800
573 Crypta VersionSeasonSix/Maps/Karutan1.cs Move delay ms 400 800
573 Crypta VersionSeasonSix/Maps/Karutan1.cs Attack delay ms 1500 1700
574 Crypos VersionSeasonSix/Maps/Karutan1.cs Attack rate 11400 1140
574 Crypos VersionSeasonSix/Maps/Karutan1.cs Move delay ms 400 800
574 Crypos VersionSeasonSix/Maps/Karutan1.cs Attack delay ms 1500 1700
575 Condra VersionSeasonSix/Maps/Karutan2.cs Defense rate 406 405
294 Ax Warrior VersionSeasonSix/Maps/LandOfTrials.cs Move delay ms 500 400
294 Ax Warrior VersionSeasonSix/Maps/LandOfTrials.cs Attack delay ms 2000 1400
448 Ghost Napin VersionSeasonSix/Maps/SwampOfCalmness.cs Attack rate 983 980
558 Ice Napin VersionSeasonSix/Maps/SwampOfCalmness.cs Attack delay ms 2550 2500
559 Shadow Master VersionSeasonSix/Maps/SwampOfCalmness.cs Attack delay ms 2550 2500
481 Zombie Fighter VersionSeasonSix/Maps/Vulcanus.cs HP 5000000 500000

40 monsters, 100 fields.

Gorgon (18), Yeti/Elite Yeti (19, 20) and the Icarus monsters (71–77) are defined in Version075/Version095d and inherited
by Season 6. I'd change them only for Season 6 (override in VersionSeasonSix) and leave 0.75/0.95d alone,
since these sources say nothing about those versions — the same approach as in PR 1481.

Blood Castle 1–8

OpenMU's Blood Castle monsters are shifted against S6: BC1–BC5 carry the stats of S6 BC3–BC7, BC7 carries S6 BC8,
and BC6 / BC8 match no S6 castle at all (BC8 has 3–6× the HP). As a result BC6 is also harder than BC7.
BC7/BC8 were already touched by FixBloodCastleMonsterAttributesUpdatePlugIn (my earlier change, which swapped BC7 and BC8);
this would supersede it with the full S6 table. All three sources agree on every value below.

BC No Monster Level HP Dmg min-max Defense Attack rate Defense rate
1 84 Chief Skeleton Warrior1 56 → 33 5000 → 1100 160-180 → 100-120 110 → 55 300 → 190 85 → 45
1 85 Chief Skeleton Archer1 61 → 37 6500 → 1400 180-200 → 110-130 120 → 65 330 → 210 93 → 49
1 86 Dark Skull Soldier1 66 → 41 8000 → 1700 190-220 → 120-140 160 → 75 360 → 230 98 → 61
1 87 Giant Ogre1 70 → 44 9500 → 2100 210-240 → 130-150 180 → 85 400 → 250 115 → 73
1 88 Red Skeleton Knight1 74 → 47 12000 → 2800 220-260 → 140-160 190 → 95 440 → 270 130 → 77
1 89 Magic Skeleton1 79 → 51 15000 → 3700 230-280 → 150-180 240 → 115 500 → 300 180 → 88
2 90 Chief Skeleton Warrior2 64 → 49 7500 → 3500 180-220 → 140-170 150 → 90 340 → 250 98 → 76
2 91 Chief Skeleton Archer2 69 → 53 9500 → 4100 200-240 → 150-180 170 → 100 380 → 275 110 → 80
2 92 Dark Skull Soldier2 75 → 56 12000 → 5000 220-260 → 160-190 190 → 115 440 → 300 130 → 88
2 93 Giant Ogre2 79 → 60 15000 → 6000 250-290 → 175-210 210 → 130 500 → 320 150 → 95
2 94 Red Skeleton Knight2 82 → 64 18000 → 7000 270-320 → 185-220 290 → 170 560 → 360 170 → 110
2 95 Magic Skeleton2 88 → 69 24000 → 8000 300-350 → 200-240 360 → 190 640 → 400 200 → 130
3 96 Chief Skeleton Warrior3 70 → 56 12000 → 5000 210-270 → 160-180 185 → 110 380 → 300 125 → 85
3 97 Chief Skeleton Archer3 75 → 61 15000 → 6500 240-300 → 180-200 190 → 120 420 → 330 130 → 93
3 98 Dark Skull Soldier3 80 → 66 19000 → 8000 280-340 → 190-220 220 → 150 470 → 360 175 → 98
3 99 Giant Ogre3 85 → 70 23000 → 9500 340-390 → 210-240 300 → 180 520 → 400 190 → 115
3 111 Red Skeleton Knight3 87 → 74 26000 → 12000 370-410 → 220-260 400 → 190 650 → 440 200 → 130
3 112 Magic Skeleton3 90 → 79 32000 → 15000 400-460 → 230-280 450 → 240 720 → 500 260 → 180
4 113 Chief Skeleton Warrior4 76 → 64 17000 → 7500 260-290 → 180-220 210 → 150 460 → 340 150 → 98
4 114 Chief Skeleton Archer4 81 → 69 20000 → 9500 320-350 → 200-240 270 → 170 520 → 380 160 → 110
4 115 Dark Skull Soldier4 86 → 75 25000 → 12000 390-420 → 220-260 360 → 190 580 → 440 195 → 130
4 116 Giant Ogre4 90 → 79 32000 → 15000 440-500 → 250-290 400 → 210 660 → 500 230 → 150
4 117 Red Skeleton Knight4 94 → 82 38000 → 18000 480-540 → 270-320 450 → 290 720 → 560 260 → 170
4 118 Magic Skeleton4 99 → 84 47000 → 24000 530-580 → 300-350 500 → 360 840 → 640 280 → 200
5 119 Chief Skeleton Warrior5 85 → 70 23000 → 12000 340-390 → 210-270 340 → 185 520 → 380 190 → 125
5 120 Chief Skeleton Archer5 87 → 75 26000 → 15000 390-430 → 240-300 380 → 190 590 → 420 200 → 130
5 121 Dark Skull Soldier5 90 → 80 32000 → 19000 430-480 → 280-340 400 → 220 660 → 470 230 → 175
5 122 Giant Ogre5 93 → 85 37000 → 23000 470-520 → 340-390 440 → 300 730 → 520 250 → 190
5 123 Red Skeleton Knight5 98 → 87 45000 → 26000 510-560 → 370-410 490 → 400 800 → 650 270 → 200
5 124 Magic Skeleton5 102 → 90 55000 → 32000 560-600 → 400-460 550 → 450 870 → 720 310 → 260
6 125 Chief Skeleton Warrior6 110 → 76 50000 → 17000 470-510 → 260-290 210 570 → 460 370 → 150
6 126 Chief Skeleton Archer6 112 → 81 53000 → 20000 530-556 → 320-350 590 → 270 640 → 520 380 → 160
6 127 Dark Skull Soldier6 118 → 86 57000 → 25000 560-581 → 390-420 610 → 360 710 → 580 300 → 195
6 128 Giant Ogre6 120 → 90 62000 → 32000 580-599 → 440-500 615 → 400 780 → 660 310 → 230
6 129 Red Skeleton Knight6 127 → 94 70000 → 38000 600-618 → 480-540 635 → 450 850 → 720 360 → 260
6 130 Magic Skeleton6 135 → 99 80000 → 47000 634-651 → 530-580 680 → 500 920 → 840 370 → 280
7 138 Chief Skeleton Warrior7 105 → 85 29000 → 23000 475-510 → 340-390 440 → 340 570 → 520 250 → 190
7 139 Chief Skeleton Archer7 106 → 87 32000 → 26000 510-555 → 390-430 480 → 380 640 → 590 260 → 200
7 140 Dark Skull Soldier7 110 → 90 37000 → 32000 600-650 → 430-480 500 → 400 710 → 660 300 → 230
7 141 Giant Ogre7 112 → 93 45000 → 37000 645-690 → 470-520 540 → 440 780 → 730 310 → 250
7 142 Red Skeleton Knight7 119 → 98 55000 → 45000 780-820 → 510-560 600 → 490 850 → 800 360 → 270
7 143 Magic Skeleton7 125 → 102 60000 → 55000 830-865 → 560-600 680 → 550 920 → 870 370 → 310
8 428 Chief Skeleton Warrior8 114 → 105 173500 → 29000 745-800 → 475-510 600 → 440 640 → 570 426 → 250
8 429 Chief Skeleton Archer8 117 → 106 175000 → 32000 825-872 → 510-555 615 → 480 690 → 640 440 → 260
8 430 Dark Skull Soldier8 125 → 110 184000 → 37000 890-915 → 600-650 622 → 500 760 → 710 465 → 300
8 431 Giant Ogre8 129 → 112 208000 → 45000 920-946 → 645-690 635 → 540 830 → 780 510 → 310
8 432 Red Skeleton Knight8 132 → 119 208700 → 55000 995-1120 → 780-820 648 → 600 900 → 850 585 → 360
8 433 Magic Skeleton8 140 → 125 215000 → 65000 1500-1780 → 830-865 690 → 680 950 → 920 750 → 370

Cells: OpenMU → **S6**; a single value means OpenMU already matches.

Proposal

  1. Update the Season 6 seed values of the monsters above (field monsters and all of Blood Castle 1–8).
  2. Add an optional update plugin for existing Season 6 databases (IsMandatory => false), so admins choose in the
    Updates page, like the spawn update of PR 1481.

Questions:

  • Do you want this at all, given §9? If yes, field monsters and Blood Castle in one PR or two?
  • Anything here you know to be intentional (e.g. faster respawns or the stronger BC8)?

Activity

  1. ze-dom commented on Nov 14, 2026

    @ze-dom
    Contributor

    I'd keep the same spawns and stats for seasons 0.75/0.95d (except for Spiders in Noria and Elvenland, which were a ~S5 addition) because we know the current are simply wrong and we probably won't find a better source. Plus, it keeps everything leveled.

  2. alandarev commented on Nov 15, 2026

    @alandarev
    Contributor

    yes, I agree on simply regenerating (not even merging) the data files from the more established sources. And then we could improve further if we find better sources.

    P.S. I think the scope should be everything, not the BC + monsters you suggested only

  3. nolt commented on Nov 15, 2026

    @nolt
    ContributorAuthor

    @alandarev which sources do you have in mind? I doubt we'll find more established ones than these three — IGC, Louis and emu-server are what's commonly used for S6, and I only listed values where all three agree.

    To clarify the scope: I compared everything, not just the field monsters and Blood Castle. Chaos Castle and Devil Square were left out of the list in the issue, but I'd fix them in the same go — they are plain monster definitions like the field monsters. Apart from what's listed in the issue and below, OpenMU already matches the S6 tables. The remaining differences are in the invasion monsters and Imperial Guardian, which the emulators drive partly through event configuration, so a table comparison doesn't tell much there.

    Chaos Castle

    No Monster Level HP Dmg min-max Defense Attack rate Defense rate
    168 Chaos Castle 4 65 65000 → 6500 185-210 145 320 110
    426 Chaos Castle 7 111 20000 300-345 245 480 1900 → 190
    427 Chaos Castle 7 114 23000 330-380 280 480 → 520 190 → 200

    Chaos Castle 1, 2, 3, 5 and 6 match. (For 166 the S6 tables have damage 168-165, i.e. min > max — I'd keep OpenMU's 165-168.)

    Devil Square 7

    No Monster Level HP Dmg min-max Defense Attack rate Defense rate Attack range Move delay ms Attack delay ms
    434 Gigantis 98 → 105 43000 → 30000 546-581 → 475-510 430 → 360 715 250 → 270 2 500 1500
    435 Berserker 100 → 106 70000 → 33000 408-543 → 500-540 430 → 410 1000 → 750 360 → 280 2 800 1700
    436 Balram (Trainee Soldier) 134 → 117 90000 → 37000 600-700 → 560-600 500 → 460 1500 → 800 370 → 320 7 → 4 700 → 500 1700 → 1500
    437 Soram (Trainee Soldier) 134 → 119 100000 → 40000 600-700 → 610-650 500 → 510 1500 → 835 397 → 330 4 → 2 700 → 500 1700 → 1500
    438 Persona 118 → 121 68000 → 50000 1168-1213 → 640-680 615 → 560 1190 → 935 485 → 370 5 500 1600
    439 Dreadfear 119 → 123 94000 → 55000 946-996 → 700-740 783 → 610 1015 905 → 380 2 500 1500
    440 Dark Elf 135 1000000 → 75000 800-800 → 850-900 650 → 690 1500 → 1300 370 → 430 6 700 1700

    Cells: OpenMU → **S6**, all three sources agree on every value. Devil Square 1–6 have no differences beyond the field monsters already listed in the issue.

  4. alandarev commented on Nov 15, 2026

    @alandarev
    Contributor

    i think this one is very good, even though it is S21 and will require "extraction": https://muonline.net/guides/mu-online-elbeland/

  5. nolt commented on Nov 15, 2026

    @nolt
    ContributorAuthor

    Great! Before PR I made simple .sql file that fix it. I already have it on mine server, you can import it with command below and test yourself. It's only fix S6, PR will be ready for 0.75/0.95d too.

    • stop openmu server
    docker exec -i CONTAINER_DB_NAME psql -v ON_ERROR_STOP=1 -U postgres -d openmu < /tmp/openmu-monster-stats-s6.sql 2>&1 | grep -E 'NOTICE|ERROR'
    
    • start openmu server

    openmu-monster-stats-s6.sql

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