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A Ultimate Guide to Mastering Survival in ‘Dying Light: The Beast’

I. The Survivor’s Creed: A Master’s Philosophy

The journey through the zombie-infested landscape of Castor Woods in Dying Light: The Beast is not merely about surviving one encounter after another, but about adopting a new way of thinking. A truly masterful approach transcends a series of simple tips and embraces a fundamental philosophy built on constant vigilance, strategic discretion, and an understanding of the interconnected nature of every gameplay system. The game’s design is based on a core loop: traversing the world, scavenging for resources, crafting essential tools, and engaging in brutal combat. This is not a linear progression, but a dynamic, self-sustaining cycle where success in one area directly facilitates success in all others.

This symbiotic relationship between systems is what elevates the gameplay from a simple action-horror experience to a true survival sandbox. Traversal, for instance, is not just about getting from point A to point B; it is a critical component of survival, used for evading enemies and creating tactical advantages in combat. Movement is also a prerequisite for accessing resources and new areas. Similarly, combat is not solely for dispatching threats; it is a means of managing stamina and, crucially, building the meter for the powerful new Beast Mode. Scavenging, which might seem like a mundane side activity, is the primary enabler for the entire economy. Without a constant influx of materials, a player cannot craft the consumables needed for healing, the gadgets for distraction, or the advanced weapons required for more difficult encounters. A player must therefore view these systems as a single, interconnected organism. A choice made in one domain, such as using a loud weapon in combat, has direct implications for another, such as attracting new enemies and initiating a costly fight. Mastery is found in understanding and manipulating these causal relationships.

At the heart of this survival philosophy lies a commitment to relentless vigilance. The landscape of Castor Woods, while picturesque, is littered with essential resources that are often difficult to spot with the naked eye. The game does not highlight loot with glowing outlines or bright colors, making it easy to miss crucial crafting parts and consumables. The most basic and necessary habit for any player is to constantly use their Survivor Sense. By doing so, they can illuminate nearby items, footprints, and enemy silhouettes, revealing a wealth of riches that a less observant player would overlook. This continuous act of searching is the foundation of the game’s economy; scavenging every house, vehicle, and corpse for resources is not a chore but the primary means of acquiring the materials required for all other activities.

Beyond vigilance, a survivor must embrace strategic discretion. Early in the game, stamina is a precious resource that dictates the pace of both combat and traversal. Reckless combat, characterized by wild swinging and dodging, will quickly deplete Kyle’s energy bar, leaving him completely defenseless when he needs it most. Combat must be methodical and economical. This tactical approach extends to resource management as well. Melee weapons have a finite durability that degrades with use, and the decision to repair a favored weapon or dismantle a broken one is a critical economic choice. This scarcity necessitates a tactical mindset that prioritizes discretion over aggression. The game is designed to be easier when players remain in the shadows and avoid unnecessary confrontation. Stealth conserves weapon durability, ammunition, and health, all of which are finite and difficult to replenish. Therefore, the most effective strategy is often to simply run past enemies, saving resources and durability for when they are truly needed.

II. The Fundamentals of Survival

Establishing a strong foundation in the early hours is critical for long-term success. A player’s initial focus should be on building a stockpile of essential consumables and gathering skill points, rather than on acquiring expensive gear. A primary recommendation is to avoid purchasing equipment from vendors, as better weapons can be found through diligent exploration and looting. Money is best reserved for purchasing consumables, ammo, or unique weaponry that is not easily crafted. During these initial stages, the player is relatively weak and vulnerable, and engaging in every fight is a costly mistake. It is perfectly acceptable, and often strategically prudent, to evade enemies and conserve resources.

Navigating the world effectively is key to survival. Throughout Castor Woods, players will discover and unlock Safe Zones and Safe Spots. These areas provide a haven from the infected, where Kyle can rest, regroup at a workbench, and fast-forward the day-night cycle. A crucial early-game objective is to actively seek out and secure these locations to create a network of checkpoints and havens across the map. Engaging with side missions is another fundamental priority. These missions are not simply a distraction but are vital for progression, providing significant experience points that ensure Kyle remains at a level appropriate for the main story. The world also features key points of interest, including Dark Zones, Military Convoys, and Substations, which present distinct risk-reward scenarios. Dark Zones are challenging, enclosed areas that are filled with infected but also contain high-value loot. Military Convoys offer access to weapons, ammo, and grenades once a player acquires the necessary access card.

The game’s economy of risk and reward is a central design principle. Every choice a player makes can be viewed through this lens. The open world offers a baseline level of common resources and manageable threats. However, for a higher payout, a player must accept greater risk. For instance, entering a Dark Zone or a Military Convoy exposes the player to a more concentrated threat in exchange for a higher volume of resources. Likewise, venturing out at night offers a significant experience point bonus, but introduces the game’s deadliest enemy types. A player’s ability to calculate this risk and strategically engage with these high-stakes opportunities separates a competent player from a true master.

The dynamic day-night cycle is the most pronounced expression of this risk-reward system, transforming the gameplay experience. During the daytime, the threats are present but largely manageable. This is the ideal time for scavenging, completing side missions, and exploring the open world. However, when the sun sets, the dangers multiply tenfold. Ferocious Volatiles begin to stalk the night, and if one spots the player, a relentless chase sequence will begin. Survival in a chase is predicated on constant motion—sprinting, jumping, and climbing to a location with UV light, which provides a temporary sanctuary from the night’s horrors. This environmental shift is not without its rewards. Remaining outside of a safe zone at night provides double experience points for all actions and offers access to special airdrops that are not available during the day. This dynamic progression creates a psychological shift over the course of the game. Initially, the night is a terrifying, high-stakes threat to be avoided at all costs. As the player levels up and acquires better gear and skills, the night transitions from an obstacle to an opportunity, providing an avenue for accelerated progression. This arc mirrors Kyle Crane’s own journey from a vulnerable survivor to an evolving, powerful hybrid.

Time of DayPrimary ActivitiesKey ThreatsStrategic ApproachXP Multiplier
DayScavenging, Side Quests, Main QuestsBiters, Virals, Human EnemiesCautious Exploration, Melee CombatStandard
NightXP Farming, Airdrop Hunting, High-Risk ExplorationVolatiles, Howlers, ChimerasEvasion, Stealth, UV Light as a safe zoneDouble

III. The Art of Motion: Parkour & Traversal

Dying Light: The Beast places immense importance on its movement system, which has been intentionally designed to feel grounded and physical. In a deliberate move to counteract the “floatiness” of previous titles, the developers have implemented a new physics engine with a focus on natural, weighty body movement and balanced jump physics. This means every jump, climb, and vault feels impactful and rewards precise execution. The game’s new animation system, featuring over 100 new animations and 17 unique edge-climbing moves, further enhances this sense of physicality. The environment itself is part of the traversal puzzle; a player must constantly observe their surroundings for vaultable walls, structures to jump from, or telltale white paint that marks climbable sections of buildings.

As the player progresses, they will gain access to a range of Agility skills that augment their parkour abilities and make traversal more fluid and effective. Active Landing allows Kyle to negate fall damage if the player times a button press just before hitting the ground, an invaluable skill for escaping chases at night or preventing experience point loss from misjudged jumps. The

Dash skill is a simple but powerful speed boost that is critical for initiating an escape from a pursuing Volatile. Finally, the

Enemy Jump ability allows a player to use enemies as springboards, providing a critical way to maintain momentum and escape crowds in open areas where natural obstacles are scarce.

The return of the grappling hook is a welcome addition and a game-changer for traversal. This highly anticipated tool is unlocked as part of the main story during the “Some Like It Dark” mission. The grappling hook has a dual purpose: a player can press a button to pull Kyle toward a surface for rapid, straight-line traversal, or hold the button to swing from a rope, allowing for incredible speed and momentum. The tool can be upgraded from Common to Rare to Epic, with the lattermost upgrade unlocking an Advanced Pull ability. The grappling hook is not merely a movement tool; it is a tactical device that can be used to reposition in combat, interrupt enemy animations, and even attack enemies with a “hook thrust” while in Beast Mode. The developers have designed a balanced hook that combines the functionality of previous versions, a feature that is likely to satisfy fans of both games.

Vehicles also make a return, providing a new way to explore the expansive, rural environment of Castor Woods. Off-road trucks can be used to travel faster and mow down hordes of infected. This capability comes with a trade-off. Vehicles require fuel, which must be scavenged from abandoned cars and gas stations. Furthermore, a vehicle can be damaged by enemy attacks and collisions, and if it sustains too much damage, it will explode, requiring the player to escape before a quick end to their journey. The

Efficient Driving and Collision Expert skills in the Survival tree can enhance vehicle utility and make them a more viable method of transportation.

IV. Brutal Elegance: A Combat Primer

The combat system in Dying Light: The Beast has been rebuilt from the ground up to emphasize a sense of physicality, brutality, and creativity. A new physics engine delivers realistic hit reactions and applies precise impact to enemies, resulting in active ragdoll animations that make every strike feel impactful. A major improvement from previous titles is the return of “swing and stop animations,” which makes combat feel more visceral and weighty. This is not simply a technical detail but a direct response to player feedback and a core design decision to make every hit feel powerful and satisfying.

The core of combat is a dynamic relationship between blocking and dodging. A well-timed block can temporarily stagger an enemy, creating an opening for a counter-attack. However, a player must learn to differentiate between a standard attack and a charged power attack, which cannot be blocked and must be dodged instead. This rock-paper-scissors system forces players to pay close attention to enemy movements and respond appropriately.

Melee weapons remain the primary choice for most encounters due to the scarcity of ammunition. Players should be mindful of the strategic use of different weapon types. Knuckle dusters, for example, are highly effective against human enemies because they are fast and drain little stamina, allowing for a relentless barrage of attacks. The hunting bow is an invaluable tool for a stealthy approach, allowing for silent, long-range kills to thin out enemy crowds without alerting the horde. The strategic use of elemental effects can also provide a significant advantage. The data suggests that Electricity is arguably the most effective element due to its ability to stun enemies and create chain-lighting effects, which can be devastating in the rain. Bleeding mods are particularly useful against human enemies, while fire is a high-risk, high-reward element that is effective against humans but can attract Virals and cause self-damage.

A player’s arsenal is not limited to melee and ranged weapons. The game’s sandbox design encourages creative use of throwables and environmental hazards. Key items like Molotovs and Hand Grenades are practical and effective for crowd control. However, a player can take this further by using unconventional tactics, such as throwing firecrackers to distract enemies and lure them into electrical wires or pools of fire. This elevates combat from a simple hack-and-slash to a creative, improvisational puzzle where every element of the environment can be turned into a weapon. The game’s sound design is a strategic consideration; the use of loud weapons like firearms or explosives attracts nearby enemies, creating a direct consequence to a player’s choice of weapon. A player must therefore calculate the tactical cost of noise and decide whether the benefit of a powerful explosion is worth the risk of initiating a new wave of enemies.

Human enemies in Castor Woods are far more cunning and tactical than the infected. They utilize cover, parry attacks, and can read a player’s movements. Against these foes, button-mashing is an ineffective strategy. A player must mix up their attack patterns, use kicks to create space, or use firecrackers to draw in the infected, creating a chaotic diversion that allows for a swift attack. In some cases, simply pointing a gun at a human enemy will make them surrender, providing a diplomatic solution to a fight that would otherwise drain valuable resources.

V. Unleashing the Beast: A Guide to Beast Mode

The signature new mechanic in Dying Light: The Beast is Beast Mode, a temporary transformation that grants Kyle Crane superhuman strength, restores his health, and allows for devastating unarmed attacks. The transformation is triggered when a red meter below the health bar fills completely. This meter is charged primarily through engaging in melee combat, performing perfect dodges and parries, and taking damage. The mechanism of how the meter fills suggests that Beast Mode is designed as a dynamic “comeback mechanic” or a “trump card”. A player who finds themselves overwhelmed, low on health, and surrounded by enemies is likely to have a nearly full meter, granting them a last-ditch, powerful way to turn the tide of a losing battle. The mechanic rewards a player’s willingness to stand their ground and fight, rather than always resorting to flight.

The most devastating Beast Mode abilities are unlocked by defeating Chimeras, the game’s new boss-level enemies. Each Chimera drops a specific strain of Genetic Serum B, or GSB, that is used to acquire new powers from a separate Beast skill tree. Early in the game, the transformation is uncontrollable and occurs automatically when the meter fills, but a key progression is the

Beast Controlled skill, which grants the player agency over when to unleash the transformation. A player should prioritize acquiring this skill to maximize the strategic value of Beast Mode.

The following table provides a breakdown of known Beast Mode abilities and their effects, unlocked by defeating the game’s key Chimeras:

Beast SkillDescriptionBeast Points Cost
Charged SmashA powerful smash attack that pushes enemies away.1
Heavy LiftAllows lifting and throwing of very heavy objects at enemies.1
Furious ChargeIncreases running speed when charging.1
Beast ControlledGrants the ability to manually activate Beast Mode.2
Aerial SmashA ground-pounding shockwave attack performed from mid-air.2
Agonizing RoarA roar that stuns enemies in a radius around Kyle.2
Beast UnleashedIncreases the duration of Beast Mode and restores health when attacking.2
Apex PredatorAllows activation of Beast Mode even when the meter is not full.3
Hook ThrustUse the grappling hook while in Beast Mode.2
Battering RamRun into enemies during Furious Charge to ram them out of the way.1
Ferocious SwipeA circular attack that can be used during a Charged Smash.2
LaunchExtends the length of a jump.1

To optimize the use of Beast Mode, a player should view it as a tactical “trump card” for when they are overwhelmed by a group of infected or a squad of human enemies. The more devastating special moves, such as the Aerial Smash or Ferocious Swipe, will drain the meter more quickly, so a player must balance powerful attacks with maintaining the transformation’s duration.

VI. The Hunter and the Hunted: A Bestiary of Castor Woods

The alpine region of Castor Woods is home to a varied ecosystem of enemies, from the common infected to the formidable creations of The Baron. Understanding the behavior and strategic weaknesses of each enemy type is crucial for survival.

The most common infected a player will encounter include:

  • Biters: These are slow, common zombies that are only a threat in large groups. A player can easily dispatch them with a few quick hits or kicks, but a more strategic approach is to aim for their legs to knock them to the floor, which is more valuable than an outright kill in a crowded space.
  • Virals: These are fast, recently-turned infected that can climb buildings and use power attacks to knock Kyle to the ground. The best way to deal with them is to dodge their lunges and counter with a fast-attacking weapon.
  • Howlers: A unique nocturnal enemy that can be spotted by a glowing chest. Howlers do not attack directly but will emit a high-pitched scream that initiates a chase sequence. The most effective strategy is to kill them quietly from a distance with a ranged weapon like a bow before they can alert others.
  • Bolters: These are extremely fast but non-aggressive infected that will flee when a player approaches them. They carry high-level loot, but engaging with them can be a difficult choice as a player must weigh the reward of the loot against the risk of an exhausting chase.
  • Goons: Massive, slow-moving infected that wield a large hammer. They are easily dodged, but a single hit can cause a significant amount of damage and push Kyle back. Goons are best dealt with using ranged weapons or by creative use of environmental traps.

The game’s most formidable foes are the Chimeras, which are the main boss enemies tied to key story quests. Defeating these creatures is the only way to unlock the powers of Beast Mode.

  • The Reaper: This is the first Chimera and a straightforward fight. A player should bait its charge attacks into walls and use the Biters it summons to charge the Beast Mode meter, then unleash the transformation to finish it off.
  • The Defect: A very tanky Chimera that throws flying boulders. This enemy is best dealt with by dodging its attacks and using the Beast Mode powers acquired from previous encounters.
  • The Mist: An agile Chimera that spits acid and disorienting smoke. This fight requires constant movement and a heavy use of ranged weapons and throwables. The player should also kill the Biters the Mist uses as springboards to cut off its supply of jumping boards.
  • The Behemoth: An extremely tanky boss fought in a large arena. This fight is a test of attrition and patience. A player can use a Marksman’s Rifle for long-range attacks or stick close with a fast-attacking melee weapon like knuckle dusters to avoid its violent arm swings.
  • Toxin: This Chimera spits corrosive liquid and moves incredibly fast. A player should bring fast-acting health consumables and a variety of ranged weapons to dispatch this enemy.
  • Matriarch: Fought in a dark, enclosed cement factory, the Matriarch summons waves of Biters. The best strategy is to focus all damage on the Matriarch and hunt her down, rather than getting distracted by the endless waves of infected she summons.
Enemy TypeDescription/Key BehaviorPrimary ThreatStrategic Weakness/Counter-Tactic
BitersSlow, common infectedGroup numbers, toxic variantsLeg-sweeping, stealth takedowns, environmental traps
ViralsFast, agile, recently-turnedPower attacks that knock Kyle downDodging their lunge, using fast-attacking weapons
HowlersLuminous, nocturnal screamersStarting a chase sequenceKilling quietly from a distance with a bow or silenced weapon
BoltersFast, non-aggressive, carry lootFleeing when spottedWeighing the risk of a chase against the high-value loot
GoonsMassive, slow-moving infectedHigh damage, pushback from attacksDodging, using ranged weapons, or environmental hazards

VII. The Lifeline: Crafting & Resource Mastery

The ability to survive the horrors of Castor Woods is directly tied to a player’s mastery of the game’s resource economy. While a casual player might loot indiscriminately, a master develops a specialized mindset and learns to recognize the value of every item. The game categorizes its resources into Common, Rare, and Epic materials, each with specific uses and sources. The data provides key locations that a player can exploit to efficiently farm specific materials, allowing them to create specialized looting routes to quickly acquire what they need for a particular crafting recipe or weapon upgrade.

  • Scraps: A ubiquitous material found by looting bodies, in Dark Zones, and at the Hardware Store in Old Town. They are essential for crafting and, most importantly, for repairing weapons.
  • Alcohol: Found on dead enemies and in General Store Dark Zones like the Nate Market. It is a key ingredient for crafting both bandages for healing and Molotovs for crowd control.
  • Feathers: A more annoying material to find, feathers are located by looting enemy bodies and in Vanity Stores. They are required for crafting arrows and crossbow bolts.
  • Rare Materials: These specialized materials include Batteries (found in electrical stores like Mega Store America) and Oxidizers (found in bathrooms and pharmacy Dark Zones). They are primarily used to craft powerful weapon mods.
  • Epic Materials: This includes Fuel, which is required for vehicles and the Flamethrower, and Gun Parts, which are acquired by dismantling guns or purchasing them from vendors.

The crafting system is driven by blueprints found throughout the world. These blueprints enable the creation of new items and weapons, from bandages and throwing knives to grenades and gun mods. A player can upgrade the levels of weapons and blueprints at workbenches, which are typically found in safe zones. Melee weapons can only be repaired a limited number of times using scrap. This creates a fundamental economic decision: should a player repair a favored weapon, or dismantle a broken one for its valuable metal parts? Ultimately, the evidence suggests that a player should not be afraid to use their resources. They are “extremely easy to come in Dying Light,” and hoarding them can prevent a player from utilizing powerful crafting options.

Several blueprints are particularly valuable and should be prioritized. The Bandage blueprint is unlocked early and is the cornerstone of healing. The

Molotov blueprint offers a cheap and effective means of crowd control, while the Extinguisher is a fantastic one-handed melee weapon that provides solid blunt damage. For raw, explosive power, the

Grenade Launcher is a “powerhouse” that makes clearing hordes trivial, and the Sawblade Launcher is an Epic-tier weapon with incredibly high damage and the ability to pierce through multiple targets.

Resource NameRarityPrimary Source(s)Best Farming Location(s)Primary Use(s)
ScrapsCommonLooting bodies, Dark ZonesHardware Store in Old TownRepairing weapons, general crafting
AlcoholCommonLooting enemies, containersNate Market Dark ZoneHealing items (Bandages), Molotovs
FeathersCommonLooting enemy bodiesVanity StoresCrafting arrows and crossbow bolts
BatteryRareElectrical devicesMega Store AmericaElectric weapon mods
OxidizersRareBathrooms, pharmaciesPharmacy Dark ZonesSpecific weapon mods
FuelEpicCanisters, abandoned carsGas stationsPowering vehicles, Flamethrower fuel
Gun PartsEpicDismantling guns, vendorsMilitary Convoys, looting human enemiesCrafting and enhancing firearms

VIII. The Journey to Power: Skill Tree Analysis

A player’s progression in Dying Light: The Beast is driven by four distinct skill trees. The Agility, Power, and Survival trees are primarily leveled by earning experience points through various activities, while the Beast tree is uniquely tied to defeating the game’s boss-level Chimeras. A strategic approach to skill progression ensures a character build that can handle any threat.

The Agility tree is dedicated to parkour and traversal. Early-game priorities should focus on skills that address the player’s initial vulnerability due to low stamina. Active Landing is a vital skill that negates fall damage, which can be the difference between life and death during a nighttime chase. The

Dash skill provides a critical speed boost for outrunning Volatiles, while the Enemy Jump allows a player to use enemies as springboards to escape crowded situations. These skills are not just for traversal but are essential for survival.

The Power tree improves Kyle’s combat capabilities. Key skills to acquire include Charged Kick, which allows for increased damage and a powerful pushback that can clear a path when overwhelmed. Unlike the Dropkick, the Charged Kick allows a player to maintain mobility and knock enemies off rooftops from a safe distance. The

Power Shot skill is a valuable investment for players who favor ranged combat, as it adds piercing and bonus damage to bow shots. The

Whirlwind skill is also a useful ability for area-of-effect melee damage.

The Survival tree is the ultimate support and utility tree. It focuses on stealth, vehicle combat, and crafting abilities. A primary skill to prioritize early on is

Stealth Expert, which makes the game’s stealth systems more forgiving by making enemies take longer to notice the player. This skill is invaluable for avoiding encounters when low on health or weapon durability. The

Flamethrower is another key unlock, providing an incredibly effective crowd-control weapon with a crafting recipe that is easy to acquire. This tree also provides access to advanced armaments like

Advanced Grenades and the Grenade Launcher.3

Finally, the Beast tree is a separate branch of abilities tied to the main story. A player gains Beast Points by defeating the main Chimera bosses, and these points are used to unlock abilities like a long-distance leap, a ground smash, and the ability to throw large boulders. A player seeking to unlock Kyle’s full potential should prioritize main story quests to access this powerful tree.

Progression PhaseSkill TreeRecommended SkillsJustification
Early GameAgilityActive Landing, DashDirectly addresses vulnerability by mitigating fall damage and providing an escape route from chases.
Early GameSurvivalStealth Expert, FlamethrowerMakes stealth more viable for conserving resources and provides an excellent early crowd-control option.
Mid GamePowerCharged Kick, Power ShotImproves offensive capabilities with crowd control and enhances the bow’s damage for ranged engagements.
Mid GameAgilityEnemy JumpA key movement tool that allows for quick escapes in open areas without natural obstacles.
Late GameBeastBeast Controlled, Apex PredatorGrants the player agency over Beast Mode and allows for strategic, on-demand activation of the transformation.

IX. The Path to Mastery: Advanced Tactics

True mastery of Dying Light: The Beast is found in the synthesis of all of its systems. A player must view every encounter as a unique puzzle to be solved creatively, using all the tools at their disposal. This requires thinking beyond basic tips and understanding the advanced synergies between parkour, combat, and the environment. For example, a player can vault over a zombie to perform a drop attack, use the grappling hook to reposition mid-fight, or employ the Enemy Jump skill to leap over a crowd when trapped in an open area. The

Charged Kick is not just for clearing a path; it is a deadly tool for knocking enemies off rooftops and into environmental hazards, making the environment a primary weapon.

A masterful understanding of the game’s economy is also paramount. The evidence suggests that a player should not purchase gear from stores, as it is a waste of money that is better spent on consumables or on repairing higher-quality weapons found in the world. The decision to disassemble a weapon for its metal parts or sell it for cash is a core economic choice. Ultimately, players are advised not to hoard resources. Materials are abundant, and a player can acquire “millions” in cash without actively farming. The game is designed to be played freely, and resources are meant to be used to make the experience easier and more enjoyable.

The environment itself is a sandbox for unconventional and creative combat. Throwing firecrackers is not just a way to distract enemies; it is a means of luring them into traps or pits. This can be used to let Volatiles take care of other infected or to draw a crowd into a pool of burning oil or a puddle of electrified water. Vehicles, while useful for travel, also serve a tactical purpose; running over zombies is a valid combat choice, but a player must be prepared to escape before the vehicle explodes from sustained damage. By understanding these systems and their interconnections, a player can transcend simple survival and truly master the art of the hunt. This is the ultimate goal of the game’s design: to empower the player to turn every challenge into a puzzle and every tool into a weapon.

Disclaimer: This is an unofficial fan work, all trademarks and copyrights for Dying Light: The Beast belong to the developer Techland.

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