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| {{HeroTabs}}
| | [[image:StreetBrawl ConceptItems.png|right|400px]] |
| [[image:StreetBrawl ConceptItems.png|right|400px]]{{Quotation|[[Seven]]|Only those who keep their wits about them will survive. | | '''Street Brawl''' is a fast-paced, 4v4, combat-focused game mode in ''[[Deadlock]]''. Added in the [[Update:January 22, 2026|Old Gods, New Blood]] update, it offers a short game format designed for quick sessions. |
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| '''Street Brawl''' is a fast-paced, 4v4, combat-focused game mode in ''[[Deadlock]]'', offering a short game format designed for quick sessions. Street Brawl removes the standard [[Souls|soul]] economy entirely, placing players in a best-of-five series of skirmishes with the ability to obtain a fixed amount of items each round. | |
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| Before each round, players will be presented with three sets of three items to choose from. Players can choose to reroll one set of items each round. Players who queued for Street Brawl with the random hero option will be given an additional reroll for the first three rounds. Street Brawl has exclusive legendary [[items]] not available in standard matches. Additionally, both normal and legendary items can appear as "enhanced" versions, with improved numerical stats. If a player is presented with an item that normally upgrades from an item they have already chosen, they will be given another item of a lower tier as a bonus.
| | Unlike the standard mode, Street Brawl removes the laning phase and farming entirely, placing players in a best-of-five series of skirmishes with randomized, escalating item builds in a single lane. |
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| Having access to the same number of items reduces the likelihood of one particular player snowballing ahead of others, and players do not need to make decisions about what objectives to focus on. Each round, all abilities start ready to use, except for ultimate abilities, which start on a heavily reduced cooldown.
| | Before each round, players will be presented with three sets of three items to choose from. Players can choose to reroll one set of items each round, except for players who queued for Street Brawl with the random hero option - they will be given two rerolls each round. Street Brawl has exclusive legendary [[items]] not available in standard matches. Additionally, both normal and legendary items can appear as their enhanced versions, with improved numerical stats. If a player is presented with an item that is an upgrade to an item they have already taken, they will be given another item of a lower tier as a bonus. |
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| Street Brawl matches do not affect the player's matchmaking rating in standard mode.<ref>2026-01-22 - ''@messonizz'' and [[Yoshi]]; Deadlock Discord - @messonizz: ''"Does Street Brawl effect your rank?"'' Yoshi: ''"No it doesn't"''</ref> | | Street Brawl matches do not affect the player's matchmaking rating in standard mode.<ref>2026-01-22 - ''@messonizz'' and [[Yoshi]]; Deadlock Discord - @messonizz: ''"Does Street Brawl effect your rank?"'' Yoshi: ''"No it doesn't"''</ref> |
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| Street Brawl was added in the [[Update:January 22, 2026|Old Gods, New Blood]] update.
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| == Overview == | | == Overview == |
| * '''Team Size:''' 4v4 | | * '''Team Size:''' 4v4 |
| * '''Format:''' Best-of-Five (First team to win {{GenericData|get_streetbrawl_param|m_iScoreToWin}} rounds wins the match). The team who takes down the [[Guardian]] wins the round. Once a team wins 2 rounds, the enemy Guardian is removed and their final objective is to take down a [[Walker]]. | | * '''Format:''' Best-of-Five (First team to win 3 rounds wins the match). The team who takes down the [[Guardian]] wins the round. Once a team wins 2 rounds, the enemy Guardian is removed and their final objective is to take down a [[Walker]]. |
| * '''Round Duration:''' {{GenericData|get_streetbrawl_param|m_vecRoundLengthMinutes|1}} minutes. After this, the round goes into Overtime. If the round reaches {{GenericData|get_streetbrawl_param|m_vecRoundLengthMinutesUrgent|1}} minutes, "Urgent" Overtime begins. | | * '''Round Duration:''' After 3 minutes a round goes in Overtime, during which [[Trooper|troopers]] have increased health and respawn times are increased. |
| * '''Ability Points:''' Every player receives {{GenericData|get_streetbrawl_param|m_vecAPPerRound|1}} ability points in rounds 1 and 2, {{GenericData|get_streetbrawl_param|m_vecAPPerRound|3}} points in rounds 3 & 4, and {{GenericData|get_streetbrawl_param|m_vecAPPerRound|5}} points in round 5. | | * '''Ability Points:''' Every player receives 6 ability points to spend in the first and second rounds, and 5 points to spend in later rounds. |
| * '''Boons:''' Players start with 10 boons in the first round. The number of boons received increases to 19, 25, 30 and finally 34 in the following rounds. | | * '''Boons:''' Players start with 9 boons in the first round. The number of boons received increases to 16, 21, 27 and finally 34 in the following rounds. |
| * '''Base Respawn Times:''' {{GenericData|get_streetbrawl_param|m_vecRespawnTimes|1}} seconds in rounds 1 & 2, and {{GenericData|get_streetbrawl_param|m_vecRespawnTimes|3}} seconds in rounds 3-5. | | * '''Item Rolls:''' While all heroes have a random chance to get any item, some items are weighted to be more likely to drop for specific heroes. Stronger items are more likely to drop in later rounds. Using a reroll will drop items of similar tier and rarity as the items in the current roll. Choosing the random hero option in character select allows the player to have an extra item reroll in the first 3 rounds. |
| * '''Draft Time:''' Players have {{GenericData|get_streetbrawl_param|m_vecBuyTime|1}} seconds to draft items each round. | | |
| | == Game Mode Specific Differences == |
| | Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon. |
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| | === Heroes === |
| | * {{HeroIcon|Bebop}}: {{AbilityIcon|Hyper Beam|l1=Hyperbeam}} duration reduced from 11s to 7s |
| | * {{HeroIcon|Calico}}: {{AbilityIcon|Return to Shadows}} cooldown reduced from 90s to 60s |
| | * {{HeroIcon|Celeste}}: {{AbilityIcon|Shining Wonder}} max linger duration reduced by 30% |
| | * {{HeroIcon|Drifter}}: {{AbilityIcon|Bloodscent}} Isolation Range reduced from 20m to 10m |
| | * {{HeroIcon|Dynamo}}: {{AbilityIcon|Rejuvenating Aurora}} T3 reduced from 2.5% to 2% |
| | * {{HeroIcon|Dynamo}}: {{AbilityIcon|Singularity}} max HP damage reduced from 1.5% to 1% |
| | * {{HeroIcon|Graves}}: {{AbilityIcon|Jar of Dead}} charge cooldown increased from 13s to 16s |
| | * {{HeroIcon|Graves}}: {{AbilityIcon|Borrowed Decree}} duration reduced by 30% |
| | * {{HeroIcon|Graves}}: {{AbilityIcon|Borrowed Decree}} ghoul damage reduced by 30% |
| | * {{HeroIcon|Holliday}}: {{AbilityIcon|Crackshot}} Spirit Scaling increased from 1.1 to 2.5 |
| | * {{HeroIcon|Holliday}}: {{AbilityIcon|Bounce Pad}} cooldown reduced by 20s |
| | * {{HeroIcon|Lash}}: {{AbilityIcon|Death Slam}} throw distance reduced by 30% |
| | * {{HeroIcon|Lash}}: {{AbilityIcon|Ground Strike}} damage reduced by 10% |
| | * {{HeroIcon|McGinnis}}: {{AbilityIcon|Mini Turret}} cooldown increased from 18s to 26s |
| | * {{HeroIcon|McGinnis}}: {{AbilityIcon|Medicinal Specter}} regen reduced by 20% |
| | * {{HeroIcon|McGinnis}}: {{AbilityIcon|Heavy Barrage}} duration reduced from 13s to 8s |
| | * {{HeroIcon|Mirage}}: {{AbilityIcon|Traveler}} Cooldown reduced from 155s to 60s |
| | * {{HeroIcon|Seven}}: {{AbilityIcon|Storm Cloud}} damage reduced by 25% |
| | * {{HeroIcon|Warden}}: {{AbilityIcon|Last Stand}} healing reduced by 25% |
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| | === Items === |
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| | * {{ItemIcon|Alchemical Fire}}: Damage reduced by 30% |
| | * {{ItemIcon|Cursed Relic}}: Duration reduced from 3.25s to 2.75s |
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| | === NPCs === |
| | [[Denizen|Denizens]] do not spawn in Street Brawl. |
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| | [[Trooper|Troopers]] spawn faster and have starting [[Spirit Resist]] and increased Spirit Resist during overtime. They also deal more damage to structures. |
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| | [[Structures]] have faster and increased resist decay over time. |
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| | === Other differences === |
| | Players cannot pause in Street Brawl. |
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| | [[Healing]] in base is twice as fast as standard play. |
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| == Legendary Items == | | == Legendary Items == |
| There are '''{{Items count|Street Brawl}}''' Legendary items exclusive to this mode.
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| === {{ItemType|Weapon|Weapon}} === | | === {{ItemType|Weapon|Weapon}} === |
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| * {{ItemIcon|Unstable Concoction}} - On use, grants massively increased [[Move Speed|movement speed]], [[health]], [[Spirit Power|spirit power]], and [[Weapon Damage|weapon damage]] for a short duration before you explode, instantly [[Death|dying]] but also dealing large area damage based on your [[Health|max health]] and [[Stun|stunning]] enemies. | | * {{ItemIcon|Unstable Concoction}} - On use, grants massively increased [[Move Speed|movement speed]], [[health]], [[Spirit Power|spirit power]], and [[Weapon Damage|weapon damage]] for a short duration before you explode, instantly [[Death|dying]] but also dealing large area damage based on your [[Health|max health]] and [[Stun|stunning]] enemies. |
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| == Game Mode-Specific Differences ==
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| Street Brawl-specific balance changes are marked in the ability/item description in Street Brawl with a yellow circle icon.
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| === Heroes ===
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| All hero abilities have their range and radius reduced by 10%.
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| Some heroes have additional changes to their individual abilities. More info can be found on respective hero page:
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| <DPL>
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| category=Heroes with Street Brawl changes
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| mode=userformat
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| ordermethod=title
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| listseparators=<ul>,<li>{{HeroIcon|%TITLE%}}</li>,,</ul>
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| </DPL>
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| === Items ===
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| * Range and radius for all items is reduced by 10%
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| * {{ItemIcon|Alchemical Fire}}: Damage reduced by 30%
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| * {{ItemIcon|Cursed Relic}}: Duration reduced from 3.25s to 2.75s
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| * {{ItemIcon|Golden Goose Egg}}: Disabled in this mode
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| * {{ItemIcon|Mystic Expansion}}: Radius bonus reduced from +20% to +16%
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| * {{ItemIcon|Greater Expansion}}: Radius bonus reduced from +30% to +25%
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| === Structures ===
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| * '''Health Scaling:''' The defending [[Guardian]] or [[Walker]]'s base health scales up each round:
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| ** '''Round 1:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|1}}
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| ** '''Round 2:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|2}}
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| ** '''Round 3:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|3}}
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| ** '''Round 4:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|4}}
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| ** '''Round 5:''' {{GenericData|get_streetbrawl_param|m_vecObjectiveMaxHealth|5}}
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| * '''Comeback Bonus:''' If a team is losing, their defending objective is granted bonus health. A losing team gets '''+{{GenericData|get_streetbrawl_param|ComebackBonusHealth}}''' health added to their objective. If they are at match point, they get '''+{{GenericData|get_streetbrawl_param|ComebackBonusHealthCritical}}''' health.
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| * When the objective is a [[Walker]], it gains an additional '''+{{GenericData|get_streetbrawl_param|Tier2BonusHealth}}''' health.
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| * [[Structures]] have faster and increased resist decay over time.
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| * [[Guardians]] have [[Walker#Backdoor_protection|Backdoor Protection]].
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| === NPCs ===
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| [[Neutral|Neutrals]] do not spawn in Street Brawl.
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| [[Trooper|Troopers]] spawn faster (every '''{{GenericData|get_streetbrawl_param|TrooperSpawnTimer|1}}s''' in early rounds, '''{{GenericData|get_streetbrawl_param|TrooperSpawnTimer|3}}s''' in later rounds) and spawn '''{{GenericData|get_streetbrawl_param|TrooperSpawnBeforeRoundStartTimer}} seconds''' before the round officially begins. They have starting [[Spirit Resist]] and increased Spirit Resist during overtime, and deal more damage to structures.
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| === Overtime Mechanics ===
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| If a round exceeds the standard time limit, it enters Overtime.
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| * '''Trooper Buffs:''' During Overtime, Troopers gain a health and damage multiplier that scales up each round:
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| ** '''Rounds 1, 2, and 3:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|1}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|1}}
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| ** '''Round 4:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|4}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|4}}
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| ** '''Round 5:''' Health x{{GenericData|get_streetbrawl_param|OvertimeTrooperHealthScale|5}}, Damage x{{GenericData|get_streetbrawl_param|OvertimeTrooperDamageScale|5}}
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| * '''Respawn Penalties:''' Player respawn times are increased:
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| ** Standard Overtime adds '''{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncrease|1}}-{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncrease|5}} seconds''' to the base respawn time.
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| ** Urgent Overtime adds '''{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncreaseUrgent|1}}-{{GenericData|get_streetbrawl_param|OvertimeRespawnTimeIncreaseUrgent|5}} seconds''' to the base respawn time.
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| === Other differences ===
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| Players cannot pause in Street Brawl.
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| [[Healing]] in base is twice as fast as standard play.
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| [[Ziplines]] have a modified cooldown on round start of '''{{GenericData|get_streetbrawl_param|ZipBoostCooldownOnStart}} seconds'''.
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| There is no item limit. If a player gets more than 12 items, the lower tier items are no longer visible in the UI, but their effects are still active.
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| == Item Draft ==
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| See "Item Draft" in individual [[Hero]] pages to see the chance of getting certain items for each hero.
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| While all heroes have a random chance to get any item, some items are weighted to be more likely to drop for specific heroes, and some counter items are more likely to drop when playing ''against'' specific heroes. Using a reroll will drop items of similar tier and rarity as the items in the current roll. Choosing the random hero option in character select allows the player to have an extra item reroll in the first 3 rounds. Item drops are mirrored between teams: if a player on one team is offered a rare, enhanced, or legendary item drop, a player on the enemy team will be offered an equivalent item drop.
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| === Draft Tier Progression ===
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| Each round, players are presented with 3 sets of items to choose from. The available tiers scale up as the match progresses to ensure players get access to stronger items later in the game:
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| * '''Round 1:''' Tiers 1, 2, and 3
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| * '''Round 2:''' Tiers 2 and 3
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| * '''Round 3:''' Tiers 2, 3, and 4
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| * '''Round 4:''' Tiers 3 and 4
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| * '''Round 5:''' Tier 4 (with a chance for Tier 5 Legendary)
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| === Counter Items ===
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| These items are more likely to drop for a player in Street Brawl when playing against their corresponding hero.
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| {{#invoke:StreetBrawlItems|counters_table}}
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| == Strategy == | | == Strategy == |
| Since [[Trooper|Troopers]] don't drop [[Souls]] in Street Brawl, players are less encouraged to hit them. However, pushing waves is still valuable to gain healing from Banner Troopers and pressure the enemy's objectives. | | Since [[Trooper|Troopers]] don't drop [[Souls]] in Street Brawl, players are less encouraged to hit them. However, pushing waves is still valuable to gain heal from Banner Troopers and pressure the enemy's objectives. |
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| == Update history == | | == Update history == |
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| * If a player doesn't pick any item in the starting phase, the item select screen stays open during the match until an item is selected. | | * If a player doesn't pick any item in the starting phase, the item select screen stays open during the match until an item is selected. |
| * Enhanced items can be acquired for testing with the command <code>citadel_item_purchases_force_enhanced true</code> with cheats enabled.
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| * Voice lines from the [[Patron]]'s announcers imply that, unlike the [[Ritual]], Street Brawl matches are played out multiple times.<ref>{{VoiceLineCite|name=The Hidden King|quotes=The Hidden King/Quotes|context=(Street Brawl loss)|transcription=The Archmother won today, but we still have another chance to stop her!}}</ref> | | == External Links == |
| * Legendary items are labeled "Tier 5" and worth {{Souls|9,999}}.
| | * [https://statlocker.gg/items/brawl List of Street Brawl items drop rate per hero] at Statlocker |
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| == References == | | == References == |