Nuka-World
NSFWLorebookby Bear_The_Hellhound· on Chub· added
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Made to go along with Fallout Characters from this particular DLC
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Take a trip to Nuka-World, a vast amusement park now a lawless city of Raiders. Explore an all-new region with an open wasteland and park zones like Safari Adventure, Dry Rock Gulch, Kiddie Kingdom, and the Galactic Zone. Lead lethal gangs of Raiders and use them to conquer settlements, bending the Commonwealth to your will. Nuka-World features new quests, Raiders, weapons, creatures, and more. Enjoy the ride!
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Book description
After listening to a broadcast from the Nuka-World Amusement Park, the Sole Survivor travels to the theme park. Put through a "game" known as the Gauntlet, the Sole Survivor manages to kill Overboss Colter, and becomes the overboss of the three Nuka-World raider gangs - The Operators, The Disciples, and The Pack - and must take over sections of the park and assign them to the raider gangs before setting their sights on a bigger prize, the Commonwealth.
Nuka-World
24 entries · scan depth 2 · budget 512 tokens
- #1Nuka-World Amusement Park
Keys: History
Nuka-Town USA became the site of a small trading settlement inhabited by peaceful settlers and traders. They considered expanding into the Galactic Zone to scavenge the deactivated robots, and Oswald the Outrageous even considered approaching them after almost two centuries of isolation. However, the park's resources and defensive layout made it a desirable target for raider gangs in the area. Inspired by Porter Gage, a raider named Colter united three gangs (the Operators, Disciples, and the Pack) and seized control of the park, enslaving the traders who had called it home. One band of the Nuka-World traders escaped and tried to reactivate the STAR mainframe that controlled the robots in the Galactic Zone in defense, but the robots went haywire and killed everyone in that section of the park, trader and raider alike. Another group fled to Dry Rock Gulch but were killed by the bloodworms there.
Overboss Colter and his subordinates turned Nuka-Town USA into their fortress, enslaving the original inhabitants and using it as a staging point for small-scale raiding operations. However, while the plan had been to cement their control of Nuka-World and expand to other parks, Colter instead became obsessed with creating what he called the Gauntlet, using the Nuka-Cola Family radio signal to lure in wastelanders from the Commonwealth via the Nuka-World transit center that he would then fight in cage matches. His use of blood sport kept the raider gangs temporarily satisfied, but under the surface tensions were brewing as the gangs started making contingency plans to eliminate Colter should conditions not change.
Colter's radio signal has attracted countless victims to Nuka-World, but not all of them have been fooled. Around 2287, a recon squad from the Gunners led by Sergeant Lanier was attracted by the signal but did not fall for the trap. Instead, they reached Nuka-World from the mountains in the western Commonwealth and began to evaluate the park for use as a Gunner stronghold. They set up a base camp at the Bradberton overpass, and Lanier eventually took half the squad to explore the Nuka-Cola bottling plant, where they were all killed by the Nukalurks.[26][27]
Over the years, the outskirts of Nuka-World have also been resettled by wastelanders. As of 2287, the outer reaches are home to a man named Evan, who lives alone in his trailer home; the Dunmore family, former Gunners who have built a small farmstead; and a group of Hubologists under Dara Hubbell who seek what they believe to be a holy site at the Nuka-World junkyard.
Finally, John-Caleb Bradberton himself is still alive, preserved in his personal shelter underneath his office in Nuka-Town USA thanks to the LEAP-X Program technology. However, this has become a fate worse than death, as he is little more than a head in a jar and has been trapped and isolated for over two centuries now.
- #2The Gauntlet
Keys: The Gauntlet
After Nuka-World was conquered by raiders, the access tunnels were used to construct the majority of "The Gauntlet," an enclosed system of deadly challenges for all newcomers entering Nuka-World via the Nuka-Express, built for the raiders' entertainment.
The Gauntlet consists of a lengthy series of defenses throughout several sections full of traps, turrets, and creatures that victims must fight and survive, and is littered with the corpses of those who died trying.
Those who survive the access tunnels and reach the Cola-cars arena must then fight the raider leader, Overboss Colter, in a rigged fight which is designed to be impossible to win, resulting in certain death for all victims.
- #3Colter
Keys: Colter
Colter is the leader or "overboss" of the three raider groups in Nuka-World in 2287. Porter Gage selected and guided Colter to lead the three factions to the theme park due to him being the toughest raider around. However, after taking control of the park, Colter became lazy and did not live up to his responsibilities as originally planned. The other raiders grew tired of Colter's rule and began to plot against him to have him replaced as overboss.
Overboss Colter spends his time killing victims in the rigged final stage of the Gauntlet, where he uses his custom electrically-powered overboss power armor to easily murder those who reach the arena.
- #4Operators
Keys: Operators
The Operators can be easily classified as an organized crime group or can also be referred to as a gang, or crime syndicate, with their main motivation being profit. They appear less savage and bloodthirsty than The Disciples and the Pack, with more functional outfits compared to the outlandish garb of their counterparts. Additionally, they have a more approachable and reasonable demeanor compared to the other factions. They consider the other gangs to be trivial, and they believe that they are the only gang who understands Nuka-World's true purpose: Making money.
They became trapped in the theme park, along with the other two Nuka-World raider gangs. They are unable to expand their operations due to the lack of action by Overboss Colter, who decided to not follow through with Porter Gage's original plan. They are, however, a dangerous group that should not be underestimated.
- #5Disciples
Keys: Disciples
The Disciples are responsible for the improvement of the Gauntlet after Overboss Colter started the project, as a way of keeping them occupied while waiting for Colter to follow up with the plans of taking over Nuka-World.
In criminology terms, the Disciples most common factor is the act called 'thrill killing', meaning that they are bloodthirsty and sadistic by nature. The Disciples are more akin to regular wasteland raiders than the Operators and The Pack. Their base in Fizztop Mountain is filled with dismembered corpses and gore. Although extremely violent and sadistic, they are not as wild as The Pack, although both factions are bloodthirsty and tactical.
Since Nisha became their leader and named them the Disciples, they follow what they see as the natural way of the world: Kill or be killed, survival of the fittest. The only rule they truly believe in is "Don't get caught," meaning the Disciples are pretty much free to do as they please, including killing members of the other raider gangs, as long as they don't get caught. Leaving behind evidence that trails back to the Disciples may lead to disciplinary measures taken from within, which usually means the offending Disciple is killed and disposed of.
Like all Nuka-World Raider gangs, the Disciples hold themselves higher than the other gangs. During one conversation the Sole Survivor can have with Nisha, she says the Operators are too easily swayed by caps and calls The Pack uncivilized.
Most of their members are women. They are not female exclusive however, since it is possible to find male Disciples in owned raider outposts and a few can be seen in their base, with Savoy being a notable male Disciple. Disciples carry guns, but often remark that they prefer knives, as these can be used to deliver a slow, painful death to their victims. All Disciples wear face-covering masks.
- #6The Pack
Keys: Pack, The Pack
The hierarchy of the Pack is based on pop-cultural depictions of wolf packs, with their leader being referred to as the "alpha," they follow the rule of 'survival of the fittest'. As with certain other animals, (e.g. peacocks), they use their colorful and outlandish looks to boast.[1]
It is common for Pack members to challenge the reigning alpha to win the title, which ends with the winner remaining as the dominant of the pack, which usually means that the alpha is the most violent member, but not the most capable leader. As Pack law forbids killing other members, the losers are generally shamed and then exiled.[2][3]
The members are identifiable by their colorful outfits and bizarre face paints. Most members wear masks depicting other animals. The Pack feeds the carnivorous animals they keep with human remains. Evidence for this can be found in the Nuka-Town backstage.
A major part of The Pack's culture is using the aforementioned carnivorous animals, (Mainly Mongrels and Attack Dogs,) for fighting with each other, and sometimes humans. The Pack also plays a significant role in Nuka-World's slave trade, which is made clear by the cage full of enslaved, collar-wearing Traders by the front entrance. Their connections to the slave trade add to their animalistic hierarchy.
The Pack values themselves above the Disciples and the Operators. They call the Disciples cowards for hiding their face with their armor, an they call the Operators sheep.
- #7Mags Black
Keys: Maggie, Mags Black, Mags
Maggy "Mags" Black, originally hails from Diamond City, together with her brother William, and Lizzie Wyath. All three were part of the prestigious upper-stands families in Diamond City but were disowned and exiled in the wake of a series of events that brought shame upon her family name.[1] Her mother subsequently demanded she comply with the citizens' request for exile and informed her that she would no longer support the group financially. Mags replied to her mother that she would be taking her inheritance, and that her mother could do nothing to stop her.[2] It is implied that she killed her parents and took her inheritance by force after it had been denied to her and William.
Currently, Mags leads the raider gang the Operators in Nuka-World, setting up shop in Nuka-World's former theater, the Parlor, with the sole intent of making as many caps as possible.
With her brother at her side, functioning as her second-in-command, Mags leads the ruthless and cunning raider gang while maintaining a disdain for her rivals. Like the majority of the Operators, she boasts an unusually calm and well-spoken demeanor for a veteran raider, but she is a formidable adversary.
- #8William Black
Keys: William Black
William Black is a high-ranking member of the Operators, brother and second-in-command to his sister Mags Black. Just like her, he is part of a prestigious upper-stands family in Diamond City that was disowned and exiled in the wake of an unspecified incident that led to a young woman's death, as well as a long list of other illegal activities. The siblings eventually established the Operators raider gang and set up shop in Nuka-World's former theater, the Parlor, with the sole intent of making as many caps as humanly possible.
William usually leaves running the gang to his sister Mags and prefers to stay in the background, only stepping up when she is occupied elsewhere. He, therefore, does not hand out quests, although he occasionally chimes in when the Sole Survivor is talking to his sister. Just like the majority of the Operators, he boasts an unusually calm and well-spoken demeanor for a veteran raider, but he should not be underestimated regardless as he is the most heavily armored member of his outfit and will put up quite a fight if need be.
- #9The Parlor
Keys: The Parlor
The Parlor was a pre-War dining establishment in Nuka-Town USA. It was a dinner theater where guests were treated to performances by a troupe called the Nuka-World Players.[1] The group put on productions such as "The Best Little Nuka-House in Boston" and "A Soft Drink Named Desire."[2] The signature menu item was the spicy Nuka-Blast burger.[1] Considered to be one of the more expensive, high-end experiences in the park, the restaurant suffered from a poor visitor turnaround rate.[3]
At some point after the Great War, Mags Black and her Operators occupied the structure, and by 2287, the restaurant had become their base of operations.
- #10Nisha
Keys: Nisha
Nisha leads her group from Nuka World's Fizztop Mountain. She keeps the Disciples under control, which results in other gang leaders supporting her remaining in the position of power to maintain order. Nisha has little respect for rules, stating that people stopped caring about rules when they started bombing one another.
Expressing affinity towards the Gauntlet, she will also reference the other leaders among the Nuka-World raiders, expressing contempt for Porter Gage and hatred of Colter.[4] In the first conversation with the player character, Nisha also expresses her hate for Colter and love for the Gauntlet.
As a child, Nisha was originally taken under the wing of a raider named Sledge, who killed her parents. After training and raising her, Sledge at some point left her for dead. However, Nisha survived her ordeal and vengefully killed Sledge for his cowardice and disloyalty. This experience and the reminder of her parents' deaths led her to believe that the natural way of the world is cruel and all that matters is either kill or be killed.
- #11Dixie
Keys: Dixie
Dixie is a young woman and a high-ranking member of the Disciples. Even in a gang centered on violence and bloodshed, she easily sticks out as the most bloodthirsty and psychopathic among her peers. Her abode inside of Fizztop Mountain is filled with mutilated corpses, cutting implements and trophies in the form of holotapes. Especially the latter trait, the compulsive urge to take souvenirs from her victims, is a common modus operandi among serial killers.
Listening to these tapes reveals how Dixie uses persuasion, misdirection, and her girlish demeanor to talk her targets into letting their guard down before she brutally murders them.[3] One of Mags Black's terminal entries in the Parlor surmises that Nisha elevated Dixie to her current position to keep her under control instead of letting her run amok through the park and likely destroy the fragile peace between the gangs in the process.
- #12Savoy
Keys: Savoy
Savoy is a high-ranking member of the Disciples and one of Nisha's top enforcers.[1] In a gang centered around violence and backstabbing, Savoy is notable for his unfailing loyalty to Nisha.[1] When interacted with, he speaks almost exclusively about his eagerness for his next kill.[2]
Mags Black once attempted to sway him into becoming an informant for the Operators by sending one of her girls to seduce him. When that failed, she assumed Savoy to be gay and sent a male Operator, which met with failure as well. She then concluded that Savoy only had eyes for someone he was working for or with and refrained from trying again.[
- #13Fizztop Mountain
Keys: Fizztop
Fizztop Mountain is one of the oldest and most recognizable landmarks in the park. Standing at over 100 meters tall, it provides an excellent view of the surrounding area, making it a natural stronghold. At the top of the structure is the Fizztop Grille, the most expensive fine dining restaurant in the park before the Great War.[1][2] The Grille was converted into living quarters for the Overboss, while the interior of the hollow artificial structure, originally intended to be used for maintenance staff, serves as the base of operations for Nisha and her Disciples as of 2287.
- #14Mason
Keys: Mason
Mason is the current "alpha" of the Pack in Nuka-World, meaning he is the strongest and most dominant raider in the gang. Like the rest of the Pack, he is very animalistic and wears very bright clothing and paint. It is revealed by other Pack members that he "tarred and feathered" the previous alphas.
- #15Bradburton Amphitheater
Keys: Amphitheater, Bradburton Amphitheater
- #16Dry Rock Gulch
Keys: Dry Rock Gulch
Dry Rock Gulch was the first Nuka-World park expansion, launched in 2058. The area was constructed with an American Wild West theme in part as a celebration of Nuka-Cola Wild, Nuka-Cola's own root beer variant, and in part because of John-Caleb Bradberton's personal love of the Wild West as a child.
When Nuka-Town USA was conquered by raiders, a group of fleeing traders barricaded themselves inside Mad Mulligan's Mine, and were killed by the bloodworms living within.[4] Since then, the mine has become a bloodworm breeding ground, with the local authorities aware of the infestation of deadly creatures.
- #17Galactic Zone
Keys: Galactic Zone
Nuka-Cola Corporation's Nuka-Galaxy attraction took guests on a space adventure through a roller coaster spanning a galaxy while helping Nuka-Girl fight off aliens. RobCo's RobCo Battlezone attraction demonstrated the latest and greatest in robot technology to guests in an arena pitting various robot models against each other. Vault-Tec's Among the Stars attraction showed guests a glimpse of preparing for the future with Vault-Tec vaults used to colonize distant planets.
After the Great War, this section of the park became an area where traders from Nuka-Town USA would scavenge scrap materials for use and trade. Eventually the traders came across the Star Control Mainframe and its star cores. Kendell Alston, thinking his daughter Tiana Alston's explanation that the cores were 'redundant' meant they were okay to take and sell, started gathering the cores. However, it was around this time that Colter and his raider gangs took over Nuka-Town, leading to Alston's idea that Star Control's defensive mode would be able to save them.
The Alstons soon realized they had not obtained enough cores to safely activate the defense setting. Despite Tiana's warning, Kendell activated Star Control. As the robots and defenses in the park came online, they began attacking the traders within the Galactic Zone. Tiana and the remaining traders perished while trying to escape the zone. Their remains now lie just outside the main entrance to the east.
- #18Kiddie Kingdom
Keys: Kiddie Kingdom
One of the two original park areas in Nuka-World, Kiddie Kingdom opened to the public on May 1, 2050, along with Nuka-Town USA. The area was an instant hit with visiting children and continued to grow and develop as the park expanded, focused on offering more fun than one could enjoy in a single day.
Magician Oswald the Outrageous was the headliner of the area, with tickets to his spectacular shows selling out within a few hours of the park's opening each day.[3] Still, the Ferris Wheel was a timeless classic, where visitors enjoyed relaxing and taking in the view of all the sights Nuka-World had to offer.
Present day, this park is infested with ghouls and flooded with radioactive mist.
- #19Nuka-Cola Bottling Plant
Keys: Bottling plant, Nuka-Cola Bottling Plant
This industrial facility was converted by the Nuka-Cola Corporation to serve as a park attraction in addition to its normal duties. The standard bottling facilities were augmented with a guided river tour, featured in park advertisements.[1][2]. Before Nuka-Cola Quantum was released, the water was tinted a blue color to simulate the look of the beverage, but now contains the drink itself.[3][4]
After the Great War, with no humans to prevent the invasion of local wildlife, the plant became a nest for the local mirelurk population. Over time, the River of Quantum and its strontium additives mutated these mirelurks further, and over the generations, they grew faster, tougher, and deadlier than their regular counterparts.
- #20Nuka-Town USA
Keys: Nuka-Town
The nucleus of the Nuka-World amusement park, Nuka-Town USA opened on May 1, 2050, alongside Kiddie Kingdom. Nuka-World's opening day saw tremendous success, with over 40,000 tickets sold. Due to this overwhelming success, plans to expand Nuka-World were immediately set in motion. The locale hosted several attractions for families, including eateries like Cappy's Cafe, Fizztop Mountain's Grille, and The Parlor, various shows at the Bradberton Amphitheater, and the Cola-cars arena and Nuka-Cade for more interactive entertainment. Nuka-Town was also the site of the personal office of Mr. John-Caleb Bradberton, the inventor of Nuka-Cola and founder of the Nuka-Cola Corporation.
Nuka-Town became the hub of activity in the valley after the Great War, featuring its market and the living quarters of the traders who chose the park as their home. After 2286 and Colter's forcible takeover of the area, it is still the center of life in the vicinity, but with raiders (the Disciples, Operators, and The Pack) at the top of the social hierarchy and the enslaved former denizens at the bottom.
The gangs enslaved the settlement's residents with the use of shock collars, forcing them to perform all manual labor around the park. However, once their takeover was complete, the raiders' expansion stagnated under the leadership of Overboss Colter, with the three gangs remaining mostly within the confines of Nuka-Town USA and their respective camps. Seeking to expand their reach and gain more power for themselves, the gangs' leaders and Colter's second-in-command Porter Gage conspired to seek an outside party to assume command over the raider gangs and lead them to further conquests.
- #21Safari Adventure
Keys: Safari Adventure
Safari Adventure was a Nuka-World park area with a theme focusing on the safari and its commonly associated wildlife. When scientists employed by the park attempted to clone the animals, an activist group known as the Animal Friends and Defenders kidnapped one of the lead researchers, Dr. Hein, and held him hostage at the Angry Anaconda construction site on the day of the Great War in an attempt to end the experiments.
Only one person at the cloning facility survived the bombs, Dr. Darren McDermot. After seeing scavengers in the park, McDermot worked to create a strong yet tameable species that would defend the facility, but instead created a violent subspecies of deathclaw called the "gatorclaw". McDermot was driven out of the facility as the cloning process spiraled out of control, mass-producing gatorclaws and setting them loose in the area. This infestation has so far remained within the walls of Safari Adventure as of 2287, but has also prevented the establishment of any settlements by traders or raiders.
- #22Porter Gage
Keys: Gage, Porter
Porter Gage is a raider and second-in-command of the Nuka-World raiders. He is a possible companion to the Overboss.
Becoming a raider Growing up in a small farming settlement with his parents, the young Porter witnessed firsthand as his parents were forced time after time to give into the demands of raider gangs and never put up a fight against them. At the age of 12, he ran away from home during one such raid to avoid following in his parents' footsteps living under the crushing heel of someone else.
For the next few years, the teenaged Gage survived by taking odd jobs, doing what he could to earn caps to survive. He later turned to caravan and mercenary work and there he continued to observe the parasitic lifestyle of raiders taking from others. A change finally came for Gage at age 16, after the raid of a settlement he had been residing and working in. Then and there, Gage decided that he would no longer fear or flee from raiders and instead he decided to become one.
Connor's gang The first gang Gage joined had a decent body count and had a lot of strength on hand, but Gage saw they were not using it wisely. Being young and naïve, he thought he could secure a place for himself by attempting to suggest different ways the gang could be improved and streamlined. Eventually, he was approached by the gang's leader, Connor "The Harvester," a name Gage personally thought was laughable. Much to Gage's surprise, Connor actually listened and executed Gage's ideas for improvement. From then on, Connor would regularly return to Gage for advice and opinions on his plans, telling him how much he trusted him and rapidly inflating the young Gage's ego.[3]
After approximately a year of working alongside Connor and his gang, Gage came to the boss with a suggestion to make peace with another nearby gang. Connor seemed agreeable to the idea, so Gage volunteered to be the negotiator in his stead. He arranged a meeting with the opposing gang on neutral ground with three of Connor's biggest crewmates backing him up.
An hour into the negotiation, Gage saw the rivals beginning to come around, saying the truce was in their best interest. However, seemingly out of nowhere, there was gunfire and explosions. Gage began to panic, thinking that he just needed to wait until Connor came to sort things out and save him. Instead, he soon realized that Connor had set him up for death. In Gage's mind, Connor must have begun to fear him, thinking that Gage would usurp his role as leader after helping the gang rise to power. Connor had used Gage as a distraction so he and his men could ambush the rival gang and kill Gage too, though it failed as Gage survived the encounter and escaped on his own.
Afterward, Gage debated to himself about going back to his former boss and gang with guns blazing to get revenge, but he knew that that would lead to certain death. Instead, he moved on, a little older and a lot wiser as Gage vowed he would never be so stupid, or so trusting, again. Gage says after that, he drifted around and joined up with numerous other gangs; in every one of them, he witnessed them ending up destroyed from their own stupidity, laziness and particularly from chem addiction. In each case, he made sure to pack up and bolt before the end occurred
Nuka-World Sometime prior to 2286, Gage's raider career eventually led him to the outskirts of the Commonwealth, where he became involved with a veteran raider named Colter. Assuming a similar position as he had to Connor, though wary of getting too involved, in that year, Gage advised Colter to form a coalition between three powerful gangs (the Operators, Disciples and the Pack) in order to take over the pre-War amusement park of Nuka-World, after learning that some traders had setup a prosperous hub in one of the parks, an event that became known as the "Fall of Nuka-Town USA".
Once the gangs had swept in, putting down any resistance and enslaving the survivors, Gage continued to serve as an advisor and right-hand man to Colter, now named "Overboss." He repeatedly pushed for Colter to continue with their plans to claim the other parks, however, Colter refused all requests to take any further action, causing Gage and the gang leaders to soon become dissatisfied with their leader's complacency and perceived incompetence; they later met in secret to plot a way to replace him. It was Gage that came up with the idea to utilize the Gauntlet, Colter's own pet project, as a sort of "proving grounds" for his eventual assassin.[8][9] However, it was an open secret that Gage more than likely only worked with the gangs against Colter because he feared that they would be after his head as well when they eventually turned on the Overboss.
- #23Fizztop Grille
Keys: Overboss' place, Fizztop
This pre-War restaurant serves as Overboss Colter's personal apartment. If the Sole Survivor becomes the new overboss, this is where Porter Gage will wait for the Overboss when he is not an active companion. The Grille is divided into an indoor lobby, an indoor workshop area, and an outdoor patio, and serves as a makeshift base. An elevator in the lobby leads up to the workshop area in the main restaurant, an outdoor lift near the ground-level lobby entrance allows access to the patio, and a door on the patio connects to the workshop area. The location does not contain a settlement workshop, so the layout cannot be changed, but all storage inside and on the patio is safe and does not respawn.
The interior is equipped with a weapons workbench, an armor workbench, a power armor station, a chemistry station, a cooking stove, and a bed. The patio is equipped with a power armor station, a chemistry station, and another bed.
- #24Raiders
Keys: raiders
By the late 2280s, the Commonwealth's plague of raider gangs typically consists of small-time, anarchic, violent and murderous outcasts, preying on anything and anyone weaker than themselves. Larger warbands typically maintain control of a specific territory, while smaller raiding parties can be found on the move throughout the region. What they lack in wisdom and intelligence, they make up for in sheer numbers combined with sadistic ruthlessness and aggression. The larger groups can pose a decent threat to organized settlements, and while some gangs contain particularly strong members, these tend to be outliers as most raiders are poorly equipped, heavily and cripplingly strung out on chems, and all too accustomed to preying on the most vulnerable denizens, in turn being easy fodder for organized counteroffensives from better-equipped groups like the Commonwealth Minutemen or the Brotherhood of Steel. Although most gangs are predominantly human, ghoul members have also been observed among their numbers. Raiders are also one of the few factions in the Commonwealth to use attack dogs.
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