Bloodborne: The Old Hunters
This review contains spoilers
The Nightmare Remembers: Genealogy, Discipline, and the Clinic in Bloodborne: The Old Hunters
I. A Descent Into the Archive
There is a moment in The Old Hunters—the 2015 expansion to FromSoftware's Bloodborne—that feels less like playing a video game and more like performing an autopsy on an institution. You arrive at the Research Hall, a towering vertical asylum operated by the Healing Church, and you encounter what remains of its patients: bodies swollen grotesquely, heads bloated with fluid and failed communion, strapped to chairs or left to wander the catwalks, murmuring pleas to a saint who has long since abandoned them. They call out for Lady Maria. They beg for eyes. Some of them have been fused with the architecture itself—flesh indistinguishable from the institutional apparatus that was supposed to cure them.
This is not allegory. Or rather, it is allegory in the way Michel Foucault understood all institutional spaces to be allegories—not of some abstract moral failing, but of specific, traceable, historically contingent operations of power upon the body. The Old Hunters is, in its totality, one of the most rigorous genealogical investigations that the medium of video games has yet produced. It asks the player to do what Foucault spent his career doing: to move backward through the accumulating sediment of discourse, violence, and institutional memory until you arrive at the founding crime that the present has been constructed to forget.
II. The Nightmare as Heterotopia
Foucault coined the term heterotopia to describe real spaces that function as counter-sites—places that simultaneously represent, contest, and invert the spaces of ordinary life. A cemetery, a colony, a mirror. The Hunter's Nightmare is precisely such a space: a distorted, overlapping reflection of Yharnam that exists in parallel to the waking world, accessible only through a specific rupture in consciousness. It is not a dream, exactly, because it persists. It has its own geography, its own inhabitants, its own temporal logic. Hunters who succumbed to blood-drunkenness in the waking world are condemned to persist here, trapped in an eternal recurrence of their violence.
What makes the Hunter's Nightmare so distinctly Foucauldian—rather than merely Dantean—is that this is not a space of divine punishment. No god has designed it as retribution. It is, instead, a systemic consequence. The nightmare is produced by the same institutions that produced the hunters themselves. The Healing Church created blood ministration. Blood ministration created the scourge. The scourge required hunters. The hunters became drunk on blood. The blood-drunk were swept into the nightmare. There is no external moral authority condemning these figures. The apparatus that trained, armed, and sanctified them is the same apparatus that discards them. The nightmare is not hell; it is the carceral institution's final room—the one that doesn't appear on any official diagram.
Consider Ludwig, the first Church hunter, whom you encounter as the DLC's opening boss. He is a mass of writhing, screaming flesh, barely recognizable as human, a horse-like abomination still clutching the ideals he once served. In his second phase, he finds his Holy Moonlight Sword and, for a brief, devastating moment, remembers what he was supposed to be. He stands upright. He fights with grace. The music swells. And then you kill him, and if you speak to his severed head afterward, he asks whether his Church hunters remained honorable. You can lie to him, or you can tell him the truth. Either way, he is already dead.
Ludwig is what Foucault might call a subject constituted by discourse—a being who cannot exist outside the institutional framework that created him, even as that framework has utterly destroyed him. His tragedy is not that he fell from grace. His tragedy is that "grace" was always a function of institutional power, and when the institution no longer needed him, the category collapsed. What remains in the nightmare is the residue: the body, transformed by the very blood the Church distributed, still performing the gestures of service.
III. The Research Hall, or, The Birth of the Clinic (Revisited)
Foucault's The Birth of the Clinic (1963) traces a transformation in Western medicine: the emergence of the clinical gaze, in which the patient's body becomes a legible text to be read, opened, and interpreted by institutional authority. The physician does not merely treat the patient; the physician sees through the patient toward a knowledge that the patient cannot access about themselves. The patient becomes an object—a site of investigation—and the clinical relationship becomes, fundamentally, a relationship of power.
The Research Hall in The Old Hunters is this thesis rendered in architecture and viscera. Operated by the Healing Church under the direction of scholars seeking to make contact with the Great Ones, the Hall is a multi-story facility in which patients have been subjected to experimental treatments designed to "grant them eyes"—to elevate human consciousness to a plane of cosmic communion. The results are catastrophic. Patients' skulls have expanded to monstrous proportions, filled with a fluid that may or may not contain some residue of insight. They have been bandaged, restrained, catalogued. Some have been transformed into something resembling celestial larvae—the Living Failures, a mass of semi-humanoid beings who attack in unison, a collective body produced by collective institutional experimentation.
What is crucial here is that the Research Hall is not a dungeon. It is not a torture chamber in the conventional sense. It is a clinic. Its operators believed—and perhaps genuinely so—that they were pursuing knowledge, healing, transcendence. The patients came willingly, or at least were processed through legitimate institutional channels. The violence of the Research Hall is the violence of the medical gaze pushed to its absolute limit: the moment when the pursuit of knowledge about the body becomes indistinguishable from the destruction of the body.
Foucault observed in Discipline and Punish that modern power does not typically operate through spectacular violence—the public execution, the rack—but through quiet, bureaucratic management of bodies in institutional space. The Research Hall enacts this insight with shocking literalness. The patients are not tortured; they are treated. They are not imprisoned; they are admitted. The distinction is everything, and it is nothing. The bandages around their heads function simultaneously as medical dressing and as blindfold. The IV drips deliver both treatment and transformation. The architecture of care and the architecture of control are, in this space, identical.
IV. Power/Knowledge and the Economy of Blood
The entire political economy of Bloodborne's Yharnam is structured around what Foucault would recognize as a power/knowledge apparatus. The Healing Church controls the ministration of Old Blood—a substance with genuine therapeutic and transformative properties—and through this monopoly, controls both the physical health of the population and the epistemological framework through which that health is understood. To receive blood healing is to enter into a relationship with the Church. To question the Church's authority over blood is to place yourself outside the domain of sanctioned truth.
The Old Hunters deepens this analysis by revealing the genealogy of this apparatus. Where the base game presents Yharnam as a city already in crisis—its systems crumbling, its institutions hollowed out—the DLC pulls back the curtain on the origins of that crisis. We learn, through environmental storytelling, item descriptions, and the spatial logic of the nightmare itself, that the Healing Church's entire project of blood ministration was built upon a specific, deliberate act of colonial violence: the raid on the Fishing Hamlet.
The Hamlet—the DLC's final area—is a coastal village whose inhabitants had established some form of communion or coexistence with a Great One, Kos (or as some say, Kosm). The Church's scholars, led by figures like Master Willem and Laurence, descended upon this village, killed its inhabitants, and harvested the Orphan of Kos—the Great One's child—for research. The entire edifice of Yharnam's blood healing, its institutional power, its civilization, rests upon this originary theft and slaughter.
This is genealogy in the Foucauldian sense: not the tracing of a noble lineage, but the excavation of the ignoble origins that legitimate power must suppress in order to function. Foucault wrote, in "Nietzsche, Genealogy, History," that the genealogist discovers "that truth or being does not lie at the root of what we know and what we are, but the exteriority of accidents." The Healing Church's truth—its theology of blood, its promise of transcendence—does not derive from communion with the divine. It derives from a massacre. The entire knowledge system is built on a crime that has been architecturally, narratively, and institutionally buried.
And the Hunter's Nightmare exists, in part, because of this burial. The curse that generates the nightmare—the curse that traps blood-drunk hunters in eternal recurrence—originates from Kos, from the violated Great One's dying act. The institution's refusal to acknowledge its founding violence does not erase that violence. It displaces it. It generates a counter-space, a heterotopia of punishment, where the consequences live on in perpetuity. The nightmare is the return of the repressed, rendered as geography.
V. Lady Maria and the Ethics of Refusal
At the summit of the Research Hall sits Lady Maria of the Astral Clocktower, one of the most formally compelling boss encounters in the game and, arguably, its most Foucauldian figure. Maria was a student of Gehrman, a hunter of great skill, and a direct participant in the raid on the Fishing Hamlet. Horrified by what she saw there—by what she did—she discarded her weapon into the well of the hamlet, withdrew from the hunt, and eventually took her own life. In the nightmare, she sits in her clocktower, guarding the path to the Hamlet's secret, ensuring that no one else can reach the truth she could not bear.
Maria's position is paradoxical in a way Foucault would recognize immediately. She is both the guardian of the institution's secret and its most profound critic. She protects the buried truth not because she endorses the Church's cover-up, but because she believes the knowledge itself is dangerous—that seeing what she saw will only perpetuate the cycle. Her refusal is not ignorance; it is a counter-conduct, to use Foucault's term from his lectures on governmentality. She has been fully constituted by the apparatus of Church and Hunt—trained by Gehrman, armed by the workshop, sent on the expedition—and yet she turns against the apparatus from within, using its own tools (violence, secrecy, guardianship) to resist its logic.
But the game does not let her resistance succeed. You kill her. You proceed to the Hamlet. You see what she saw. And in seeing it, you do not transcend the cycle; you complete it. The genealogical investigation arrives at the founding crime, and the player is implicated in yet another act of violence upon that same site. The Orphan of Kos, the stolen child, is the final boss. You fight a newborn god on a shoreline littered with the corpses of a forgotten people. When you finally slay its phantom and the message "NIGHTMARE SLAIN" appears on screen, it is unclear whether you have liberated or simply destroyed. The nightmare ends. The knowledge remains.
VI. The Player as Genealogist
What makes The Old Hunters remarkable as a Foucauldian text—and not merely a text that can be read through Foucault—is its formal insistence that the player perform the genealogical method in real time. The DLC does not narrate its counter-history. It does not present exposition. It buries its truths in item descriptions, environmental details, spatial relationships, enemy placements, and architectural logic. The player must excavate. They must collect fragments, cross-reference, descend deeper. The knowledge of what the Church did at the Fishing Hamlet is never delivered as a cutscene revelation. It accretes, slowly, through dozens of small encounters with objects and spaces that resist easy interpretation.
This is not merely "environmental storytelling" in the way games journalism typically uses the phrase. It is an epistemological structure. The game's refusal to narrate directly is itself a statement about how institutional truth functions: it is never simply available. It must be reconstructed from the margins, from the discarded, from the bodies of those who were processed through the system and left behind. The patients in the Research Hall, the beast-hunters in the nightmare streets, the villagers of the Hamlet—they are the archive. They are what remains when official history has done its work of erasure.
Foucault wrote that the purpose of genealogy is not to discover the truth hidden beneath appearances, but to show that "what we take for truth is a product of specific historical conditions and power relations." The Old Hunters dramatizes this with extraordinary formal discipline. It does not reveal a hidden truth so much as it reveals the machinery of concealment—the Research Hall, the Clocktower, the nightmare itself—and asks the player to sit with the knowledge that the systems they have been participating in since the base game's opening cinematic were always built on this. The blood was never free. The healing was never benevolent. The hunt was never righteous.
VII. Conclusion: What the Blood Remembers
The Old Hunters stands as one of the most fully realized engagements with institutional critique in the history of its medium. It does not moralize. It does not preach. It constructs a space—layered, recursive, saturated with dread and beauty—and invites the player to move through it with the tools of the genealogist: suspicion, patience, and a willingness to look at what the institution has hidden behind its saints and its clinics and its holy swords.
That the DLC accomplishes this while also functioning as a supremely crafted piece of action game design—with encounters that rank among FromSoftware's finest, a difficulty curve that rewards mastery without becoming punitive, and an aesthetic coherence that elevates its grotesquerie into something approaching the sublime—is a testament to the possibility that critical depth and formal excellence are not opposed but intertwined. The nightmare is horrible, yes. But it is also, in its way, the most honest space in Yharnam. It is where the institution goes to remember what it has spent its entire existence trying to forget.
Blood echoes, the game's currency, are described as the "ichors of the dead." You accumulate them by killing. You spend them to grow stronger. The economy is inescapable. Foucault might have smiled at this: a system in which power literally circulates as the residue of violence, and in which participation—even critical, self-aware participation—cannot occur outside its logic. You cannot play Bloodborne without shedding blood. You cannot know the truth of the Hamlet without killing its guardian. You cannot end the nightmare without one final act of destruction.
The genealogist does not stand outside history. The genealogist is always already within it, constituted by the same systems they seek to expose. The Old Hunters knows this. It knows it in its bones, in its blood, in the architecture of its nightmares. And it asks, with a quiet persistence that lingers long after the screen fades to black: now that you know, what will you do? And more importantly—does knowing change anything at all?
I. A Descent Into the Archive
There is a moment in The Old Hunters—the 2015 expansion to FromSoftware's Bloodborne—that feels less like playing a video game and more like performing an autopsy on an institution. You arrive at the Research Hall, a towering vertical asylum operated by the Healing Church, and you encounter what remains of its patients: bodies swollen grotesquely, heads bloated with fluid and failed communion, strapped to chairs or left to wander the catwalks, murmuring pleas to a saint who has long since abandoned them. They call out for Lady Maria. They beg for eyes. Some of them have been fused with the architecture itself—flesh indistinguishable from the institutional apparatus that was supposed to cure them.
This is not allegory. Or rather, it is allegory in the way Michel Foucault understood all institutional spaces to be allegories—not of some abstract moral failing, but of specific, traceable, historically contingent operations of power upon the body. The Old Hunters is, in its totality, one of the most rigorous genealogical investigations that the medium of video games has yet produced. It asks the player to do what Foucault spent his career doing: to move backward through the accumulating sediment of discourse, violence, and institutional memory until you arrive at the founding crime that the present has been constructed to forget.
II. The Nightmare as Heterotopia
Foucault coined the term heterotopia to describe real spaces that function as counter-sites—places that simultaneously represent, contest, and invert the spaces of ordinary life. A cemetery, a colony, a mirror. The Hunter's Nightmare is precisely such a space: a distorted, overlapping reflection of Yharnam that exists in parallel to the waking world, accessible only through a specific rupture in consciousness. It is not a dream, exactly, because it persists. It has its own geography, its own inhabitants, its own temporal logic. Hunters who succumbed to blood-drunkenness in the waking world are condemned to persist here, trapped in an eternal recurrence of their violence.
What makes the Hunter's Nightmare so distinctly Foucauldian—rather than merely Dantean—is that this is not a space of divine punishment. No god has designed it as retribution. It is, instead, a systemic consequence. The nightmare is produced by the same institutions that produced the hunters themselves. The Healing Church created blood ministration. Blood ministration created the scourge. The scourge required hunters. The hunters became drunk on blood. The blood-drunk were swept into the nightmare. There is no external moral authority condemning these figures. The apparatus that trained, armed, and sanctified them is the same apparatus that discards them. The nightmare is not hell; it is the carceral institution's final room—the one that doesn't appear on any official diagram.
Consider Ludwig, the first Church hunter, whom you encounter as the DLC's opening boss. He is a mass of writhing, screaming flesh, barely recognizable as human, a horse-like abomination still clutching the ideals he once served. In his second phase, he finds his Holy Moonlight Sword and, for a brief, devastating moment, remembers what he was supposed to be. He stands upright. He fights with grace. The music swells. And then you kill him, and if you speak to his severed head afterward, he asks whether his Church hunters remained honorable. You can lie to him, or you can tell him the truth. Either way, he is already dead.
Ludwig is what Foucault might call a subject constituted by discourse—a being who cannot exist outside the institutional framework that created him, even as that framework has utterly destroyed him. His tragedy is not that he fell from grace. His tragedy is that "grace" was always a function of institutional power, and when the institution no longer needed him, the category collapsed. What remains in the nightmare is the residue: the body, transformed by the very blood the Church distributed, still performing the gestures of service.
III. The Research Hall, or, The Birth of the Clinic (Revisited)
Foucault's The Birth of the Clinic (1963) traces a transformation in Western medicine: the emergence of the clinical gaze, in which the patient's body becomes a legible text to be read, opened, and interpreted by institutional authority. The physician does not merely treat the patient; the physician sees through the patient toward a knowledge that the patient cannot access about themselves. The patient becomes an object—a site of investigation—and the clinical relationship becomes, fundamentally, a relationship of power.
The Research Hall in The Old Hunters is this thesis rendered in architecture and viscera. Operated by the Healing Church under the direction of scholars seeking to make contact with the Great Ones, the Hall is a multi-story facility in which patients have been subjected to experimental treatments designed to "grant them eyes"—to elevate human consciousness to a plane of cosmic communion. The results are catastrophic. Patients' skulls have expanded to monstrous proportions, filled with a fluid that may or may not contain some residue of insight. They have been bandaged, restrained, catalogued. Some have been transformed into something resembling celestial larvae—the Living Failures, a mass of semi-humanoid beings who attack in unison, a collective body produced by collective institutional experimentation.
What is crucial here is that the Research Hall is not a dungeon. It is not a torture chamber in the conventional sense. It is a clinic. Its operators believed—and perhaps genuinely so—that they were pursuing knowledge, healing, transcendence. The patients came willingly, or at least were processed through legitimate institutional channels. The violence of the Research Hall is the violence of the medical gaze pushed to its absolute limit: the moment when the pursuit of knowledge about the body becomes indistinguishable from the destruction of the body.
Foucault observed in Discipline and Punish that modern power does not typically operate through spectacular violence—the public execution, the rack—but through quiet, bureaucratic management of bodies in institutional space. The Research Hall enacts this insight with shocking literalness. The patients are not tortured; they are treated. They are not imprisoned; they are admitted. The distinction is everything, and it is nothing. The bandages around their heads function simultaneously as medical dressing and as blindfold. The IV drips deliver both treatment and transformation. The architecture of care and the architecture of control are, in this space, identical.
IV. Power/Knowledge and the Economy of Blood
The entire political economy of Bloodborne's Yharnam is structured around what Foucault would recognize as a power/knowledge apparatus. The Healing Church controls the ministration of Old Blood—a substance with genuine therapeutic and transformative properties—and through this monopoly, controls both the physical health of the population and the epistemological framework through which that health is understood. To receive blood healing is to enter into a relationship with the Church. To question the Church's authority over blood is to place yourself outside the domain of sanctioned truth.
The Old Hunters deepens this analysis by revealing the genealogy of this apparatus. Where the base game presents Yharnam as a city already in crisis—its systems crumbling, its institutions hollowed out—the DLC pulls back the curtain on the origins of that crisis. We learn, through environmental storytelling, item descriptions, and the spatial logic of the nightmare itself, that the Healing Church's entire project of blood ministration was built upon a specific, deliberate act of colonial violence: the raid on the Fishing Hamlet.
The Hamlet—the DLC's final area—is a coastal village whose inhabitants had established some form of communion or coexistence with a Great One, Kos (or as some say, Kosm). The Church's scholars, led by figures like Master Willem and Laurence, descended upon this village, killed its inhabitants, and harvested the Orphan of Kos—the Great One's child—for research. The entire edifice of Yharnam's blood healing, its institutional power, its civilization, rests upon this originary theft and slaughter.
This is genealogy in the Foucauldian sense: not the tracing of a noble lineage, but the excavation of the ignoble origins that legitimate power must suppress in order to function. Foucault wrote, in "Nietzsche, Genealogy, History," that the genealogist discovers "that truth or being does not lie at the root of what we know and what we are, but the exteriority of accidents." The Healing Church's truth—its theology of blood, its promise of transcendence—does not derive from communion with the divine. It derives from a massacre. The entire knowledge system is built on a crime that has been architecturally, narratively, and institutionally buried.
And the Hunter's Nightmare exists, in part, because of this burial. The curse that generates the nightmare—the curse that traps blood-drunk hunters in eternal recurrence—originates from Kos, from the violated Great One's dying act. The institution's refusal to acknowledge its founding violence does not erase that violence. It displaces it. It generates a counter-space, a heterotopia of punishment, where the consequences live on in perpetuity. The nightmare is the return of the repressed, rendered as geography.
V. Lady Maria and the Ethics of Refusal
At the summit of the Research Hall sits Lady Maria of the Astral Clocktower, one of the most formally compelling boss encounters in the game and, arguably, its most Foucauldian figure. Maria was a student of Gehrman, a hunter of great skill, and a direct participant in the raid on the Fishing Hamlet. Horrified by what she saw there—by what she did—she discarded her weapon into the well of the hamlet, withdrew from the hunt, and eventually took her own life. In the nightmare, she sits in her clocktower, guarding the path to the Hamlet's secret, ensuring that no one else can reach the truth she could not bear.
Maria's position is paradoxical in a way Foucault would recognize immediately. She is both the guardian of the institution's secret and its most profound critic. She protects the buried truth not because she endorses the Church's cover-up, but because she believes the knowledge itself is dangerous—that seeing what she saw will only perpetuate the cycle. Her refusal is not ignorance; it is a counter-conduct, to use Foucault's term from his lectures on governmentality. She has been fully constituted by the apparatus of Church and Hunt—trained by Gehrman, armed by the workshop, sent on the expedition—and yet she turns against the apparatus from within, using its own tools (violence, secrecy, guardianship) to resist its logic.
But the game does not let her resistance succeed. You kill her. You proceed to the Hamlet. You see what she saw. And in seeing it, you do not transcend the cycle; you complete it. The genealogical investigation arrives at the founding crime, and the player is implicated in yet another act of violence upon that same site. The Orphan of Kos, the stolen child, is the final boss. You fight a newborn god on a shoreline littered with the corpses of a forgotten people. When you finally slay its phantom and the message "NIGHTMARE SLAIN" appears on screen, it is unclear whether you have liberated or simply destroyed. The nightmare ends. The knowledge remains.
VI. The Player as Genealogist
What makes The Old Hunters remarkable as a Foucauldian text—and not merely a text that can be read through Foucault—is its formal insistence that the player perform the genealogical method in real time. The DLC does not narrate its counter-history. It does not present exposition. It buries its truths in item descriptions, environmental details, spatial relationships, enemy placements, and architectural logic. The player must excavate. They must collect fragments, cross-reference, descend deeper. The knowledge of what the Church did at the Fishing Hamlet is never delivered as a cutscene revelation. It accretes, slowly, through dozens of small encounters with objects and spaces that resist easy interpretation.
This is not merely "environmental storytelling" in the way games journalism typically uses the phrase. It is an epistemological structure. The game's refusal to narrate directly is itself a statement about how institutional truth functions: it is never simply available. It must be reconstructed from the margins, from the discarded, from the bodies of those who were processed through the system and left behind. The patients in the Research Hall, the beast-hunters in the nightmare streets, the villagers of the Hamlet—they are the archive. They are what remains when official history has done its work of erasure.
Foucault wrote that the purpose of genealogy is not to discover the truth hidden beneath appearances, but to show that "what we take for truth is a product of specific historical conditions and power relations." The Old Hunters dramatizes this with extraordinary formal discipline. It does not reveal a hidden truth so much as it reveals the machinery of concealment—the Research Hall, the Clocktower, the nightmare itself—and asks the player to sit with the knowledge that the systems they have been participating in since the base game's opening cinematic were always built on this. The blood was never free. The healing was never benevolent. The hunt was never righteous.
VII. Conclusion: What the Blood Remembers
The Old Hunters stands as one of the most fully realized engagements with institutional critique in the history of its medium. It does not moralize. It does not preach. It constructs a space—layered, recursive, saturated with dread and beauty—and invites the player to move through it with the tools of the genealogist: suspicion, patience, and a willingness to look at what the institution has hidden behind its saints and its clinics and its holy swords.
That the DLC accomplishes this while also functioning as a supremely crafted piece of action game design—with encounters that rank among FromSoftware's finest, a difficulty curve that rewards mastery without becoming punitive, and an aesthetic coherence that elevates its grotesquerie into something approaching the sublime—is a testament to the possibility that critical depth and formal excellence are not opposed but intertwined. The nightmare is horrible, yes. But it is also, in its way, the most honest space in Yharnam. It is where the institution goes to remember what it has spent its entire existence trying to forget.
Blood echoes, the game's currency, are described as the "ichors of the dead." You accumulate them by killing. You spend them to grow stronger. The economy is inescapable. Foucault might have smiled at this: a system in which power literally circulates as the residue of violence, and in which participation—even critical, self-aware participation—cannot occur outside its logic. You cannot play Bloodborne without shedding blood. You cannot know the truth of the Hamlet without killing its guardian. You cannot end the nightmare without one final act of destruction.
The genealogist does not stand outside history. The genealogist is always already within it, constituted by the same systems they seek to expose. The Old Hunters knows this. It knows it in its bones, in its blood, in the architecture of its nightmares. And it asks, with a quiet persistence that lingers long after the screen fades to black: now that you know, what will you do? And more importantly—does knowing change anything at all?
Mini Review: The Old Hunters presents the Hunter’s Nightmare as the buried history of institutional violence. The Healing Church’s pursuit of knowledge—through blood ministration and experimentation—produced suffering it later concealed. The Research Hall embodies medicine as control, while the Fishing Hamlet reveals a founding crime. By uncovering this past, the player performs a genealogical investigation, showing that truth and power are inseparable—and that knowing changes nothing.
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