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* ''VideoGame/BioShock'' has replicators and vending machines that, among ammo and useful items, also dispense small junk objects at very low prices. The junk is limited to snacks, alcohol and cigarettes with marginal use – respectively, they increase health[[note]]Pep Bars increase both health and EVE[[/note]], health at the cost of EVE and EVE at the cost of health, all in very small amounts.
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** While everything you find in ''VideoGame/Borderlands1'' is either money, equipment or ammo, the fact that most of the equipment is randomly generated [[CantCatchUp and usually a few levels below you]] (if it's even a type of weapon you like to use or a class mod compatible with your class), most of it is shop fodder. In fact, there is a unique gun in the game, [[http://borderlands.wikia.com/wiki/Knoxx%27s_Gold Knoxx's Gold]], which has the special power of being particularly good for selling (its sale value is very high), though it can appear with such a good set of parts complementing its base that it becomes a PunchPackingPistol that's not worth selling for a while.

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** While everything you find in ''VideoGame/Borderlands1'' is either money, equipment or ammo, the fact that most of the equipment is randomly generated [[CantCatchUp and usually a few levels below you]] (if it's even a type of weapon you like to use or a class mod compatible with your class), most of it is shop fodder.worth only for selling. In fact, there is a unique gun in the game, [[http://borderlands.wikia.com/wiki/Knoxx%27s_Gold Knoxx's Gold]], which has the special power of being particularly good for selling (its sale value is very high), though it can appear with such a good set of parts complementing its base that it becomes a PunchPackingPistol that's not worth selling for a while.
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** Items are the main source of income. Although some of those items can be used in certain quests, their main utility is being sold or exchanged for other items. The game mechanic is actually based on an early scene in [[Manhwa/{{Ragnarok}} the original manhwa]], when Chaos chops a horn off of a Face Worm so that he'd have proof that he'd killed it when he returned to Alberta to collect the 5,000 zeny bounty on its head. In ''RO'', a soldier in Izlude provides the justification as to why characters sell items to merchants and not to a bounty hunter's office by explaining that the kingdom passed a law in which merchants can act as bounty hunting offices, and are compensated by the kingdom for paying out rewards.

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** Items are the main source of income. Although some of those items can be used in certain quests, their main utility is being sold or exchanged for other items. The game mechanic is actually based on an early scene in [[Manhwa/{{Ragnarok}} [[Manhwa/Ragnarok1997 the original manhwa]], when Chaos chops a horn off of a Face Worm so that he'd have proof that he'd killed it when he returned to Alberta to collect the 5,000 zeny bounty on its head. In ''RO'', a soldier in Izlude provides the justification as to why characters sell items to merchants and not to a bounty hunter's office by explaining that the kingdom passed a law in which merchants can act as bounty hunting offices, and are compensated by the kingdom for paying out rewards.
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* ''VideoGame/{{XCOM}}'' has plasma weapons for an interesting example. Such armaments are endgame-tier weapons for your soldiers, and require plenty of research before you're able to build your own or refurbish captured alien guns. But since plasma weapons are standard for the alien forces, by the time you've reached the late game, you'll probably have accumulated a decent stockpile of plasma weapons from captured aliens, meaning you can afford to sell some extras and still have enough to outfit your squad.

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* ''VideoGame/{{XCOM}}'' ''VideoGame/XCOMUFODefense'' has several items that exist only to be sold, but plasma weapons and ''especially'' plasma grenades are worth a lot of money and plentiful. Even the smallest UFO guarantees at least one plasma weapon and one plasma grenade, and larger UFO raids will give you more weapons than you can ever conceivably use. Becoming an illegal alien weapons dealer isn't just profitable, it's also smart, as you'll ''need'' that space in your stores for other stuff.
** Oddly enough, in the sequel, ''VideoGame/XCOMTerrorFromTheDeep'', Zrbite falls into this category. Alien Submarine ion engines are much more durable than the Power Sources of the previous game, which means you'll get 50 Zrbite from even the smallest USO. Medium and up will give you 50 Zrbite per engine, and Supply Ships have three engines and are weakly defended at best. You'll be swimming in Zrbite by the time you can actually ''use'' it for anything, and you'll always have far more than you actually need. It doesn't sell for very much ($5,000 per unit), but when you're selling 50 units at a time, it will add up very quickly. Even once you have the Leviathan submarine and have to use that Zrbite for fuel, you'll be conducting USO raids on Medium and Large submarines and raking in the Zrbite.
* ''VideoGame/{{XCOMEnemyUnknown}}''
has plasma weapons for an interesting example. Such armaments are endgame-tier weapons for your soldiers, and require plenty of research before you're able to build your own or refurbish captured alien guns. But since plasma weapons are standard for the alien forces, by the time you've reached the late game, you'll probably have accumulated a decent stockpile of plasma weapons from captured aliens, meaning you can afford to sell some extras and still have enough to outfit your squad.
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* In ''VideoGame/GranTurismo 3'', a relatively early race series for low power cars will give the winner an actually decent car, with respectable power that can be used in more difficult races. Or, it can be sold for 250,000 credits, far more than can be gained from any of the similar level race series available at the time. You can win the race series multiple times as well, and get the car again.
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* In ''VideoGame/MountAndBlade'', enemy drops are useful early on for equipping your character and [=NPC=]s; however once you have everybody decked out in the nicest armor drops, enemy drops essentially become a source of money, as do the enemies themselves if you manage to take any prisoners. Prisoners can be recruited to your army, but the chances of that happening are low; the point is moot if your army is at capacity anyway. To sell them, you have to go from town to town until you can find a ransom broker, meanwhile with the prisoners dipping into your food supply. Captured lords and kings can be the most annoying to have to drag around, since the usual ransom brokers won't purchase them from you; you just have to wait until someone makes you an offer for them. There are also items that you can purchase from vendors for the sole purpose of reselling them elsewhere for a profit, some of which have absolutely no function apart from their inherent money-making value.

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* In ''VideoGame/MountAndBlade'', enemy drops are useful early on for equipping your character and [=NPC=]s; however once you have everybody decked out in the nicest armor drops, enemy drops essentially become a source of money, as do the enemies themselves if you manage to take any prisoners. Prisoners can be recruited to your army, but the chances of that happening are low; the point is moot if your army is at capacity anyway.anyway, and even if it's not your people won't like working with them too. To sell them, you have to go from town to town until you can find a ransom broker, meanwhile with the prisoners dipping into your food supply. Captured lords and kings can be the most annoying to have to drag around, since the usual ransom brokers won't purchase them from you; you just have to wait until someone makes you an offer for them.them, and it's possible for them to escape before you even get an offer (though if you have land you can keep them there, where they don't touch your food and are less likely to escape on their own). There are also items that you can purchase from vendors for the sole purpose of reselling them elsewhere for a profit, some of which have absolutely no function apart from their inherent money-making value. This was all retained in its sequel as well, though prisoners can now be sold anywhere there's a town instead of having to find a ransom broker at random.
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** The Goddess Icon is a stat booster that raises the LuckStat. While all other stat boosters are highly sought-after, Luck is a DumpStat and the Icon's bonus is rarely enough to make a difference, so the decent amount of gold it sells for is often more valuable than its intended use.

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** The Goddess Icon is a stat booster that raises the LuckStat. While all other stat boosters are highly sought-after, Luck is a DumpStat and the Icon's bonus is rarely enough to make a difference, so the decent amount of gold it sells for is often more valuable than its intended use. Later games made Goddess Icons give double the boost to its stat that the other stat boosters gave to theirs to counteract this, but even then they still often end up sold.
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** defeating most enemy ships only gives you money and basic resources, but occasionally defeating an enemy or completing a quest can give you useful equipment like an extra weapon, [[AttackDrone remote drone]] or augment. Most of these are useful for expanding or slotting into your weapons loadout, but particularly resource-intensive or underpowered weapons (like the Burst Laser III and Breach Missile, which require 4 and 3 weapons bars respectively out of a potential maximum of 8, have very slow charge times, and only do moderate damage) will often be sold to stores instead of actually equipped. The same goes for [[AttackDrone drones]] if you don't have a drone system to actually use them with, or the Repair Arm augment which [[CastFromMoney takes a percentage of your money to automatically heal you]]. Stores only pay half-sell-price for equipment, but you can still get quite a bit of money from selling 2 otherwise useless/impractical pieces of equipment.
** One unlockable ship starts equipped with the Crystal Vengeance, which fires a single shot at the enemy ship every time yours is damaged... or can be sold to the first store you reach of a good early-game money boost.

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** defeating Defeating most enemy ships only gives you money and basic resources, but occasionally defeating an enemy or completing a quest can give you useful equipment like an extra weapon, [[AttackDrone remote drone]] or augment. Most of these are useful for expanding or slotting into your weapons loadout, but particularly resource-intensive or underpowered weapons (like the Burst Laser III and Breach Missile, which require 4 and 3 weapons bars respectively out of a potential maximum of 8, have very slow charge times, and only do moderate damage) will often be sold to stores instead of actually equipped. The same goes for [[AttackDrone drones]] if you don't have a drone system to actually use them with, or the Repair Arm augment which [[CastFromMoney takes a percentage of your money to automatically heal you]]. Stores only pay half-sell-price for equipment, but you can still get quite a bit of money from selling 2 otherwise useless/impractical pieces of equipment.
** One unlockable ship starts equipped with the Crystal Vengeance, which fires a single shot at the enemy ship every time yours is damaged... or can be sold to the first store you reach of for a good early-game money boost.
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* In the spaceship flying/combat game ''VideoGame/FTLFasterThanLight'', defeating most enemy ships only gives you money and basic resources, but occasionally defeating an enemy or completing a quest can give you useful equipment like an extra weapon, [[AttackDrone remote drone]] or augment. Most of these are useful for expanding or slotting into your weapons loadout, but particularly resource-intensive or underpowered weapons (like the Burst Laser III and Breach Missile, which require 4 and 3 weapons bars respectively out of a potential maximum of 8, have very slow charge times, and only do moderate damage) will often be sold to stores instead of actually equipped. The same goes for [[AttackDrone drones]] if you don't have a drone system to actually use them with, or the Repair Arm augment which [[CastFromMoney takes a percentage of your money to automatically heal you]]. Stores only pay half-sell-price for equipment, but you can still get quite a bit of money from selling 2 otherwise useless/impractical pieces of equipment.

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* In the spaceship flying/combat game ''VideoGame/FTLFasterThanLight'', ''VideoGame/FTLFasterThanLight'':
**
defeating most enemy ships only gives you money and basic resources, but occasionally defeating an enemy or completing a quest can give you useful equipment like an extra weapon, [[AttackDrone remote drone]] or augment. Most of these are useful for expanding or slotting into your weapons loadout, but particularly resource-intensive or underpowered weapons (like the Burst Laser III and Breach Missile, which require 4 and 3 weapons bars respectively out of a potential maximum of 8, have very slow charge times, and only do moderate damage) will often be sold to stores instead of actually equipped. The same goes for [[AttackDrone drones]] if you don't have a drone system to actually use them with, or the Repair Arm augment which [[CastFromMoney takes a percentage of your money to automatically heal you]]. Stores only pay half-sell-price for equipment, but you can still get quite a bit of money from selling 2 otherwise useless/impractical pieces of equipment.equipment.
** One unlockable ship starts equipped with the Crystal Vengeance, which fires a single shot at the enemy ship every time yours is damaged... or can be sold to the first store you reach of a good early-game money boost.
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* ''VideoGame/ANNOMutationem'': Because of how low scarce [[WeWillSpendCreditsInTheFuture credits]] are to come by, especially with the usual ShopFodder being sold at low cost, selling main weapons alongside old items to pay for newer weapons and better variants of items that later comes in stock at shops.



** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', selling ShopFodder is about the only way to farm rupees, as you can no longer get rupees from slashing weeds or killing most enemies (the exception being the Yiga clan soldiers), and [[RewardingVandalism smashing pots for money]] has been {{nerf}}ed dramatically. Most item drops do have non-monetary uses, but many of them are so common that you end up with far more of them than you could possibly use, or (in the case of gems) selling them is just more beneficial. Kilton's special "mon" currency can only be acquired by selling [[OrganDrops monster parts]] to him.



** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', selling ShopFodder is about the only way to farm rupees, as you can no longer get rupees from slashing weeds or killing most enemies (the exception being the Yiga clan soldiers), and [[RewardingVandalism smashing pots for money]] has been {{nerf}}ed dramatically. Most item drops do have non-monetary uses, but many of them are so common that you end up with far more of them than you could possibly use, or (in the case of gems) selling them is just more beneficial. Kilton's special "mon" currency can only be acquired by selling [[OrganDrops monster parts]] to him.



* Protective artifacts in ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]: Shadow of Chernobyl'' absorb a deplorable amount of the damage they guard you against (5% at the very most), in exchange for a prohibitive rate of radiation per second[[labelnote:exceptions]]Batteries and Springs reduce the damage of their respective elements by 30%, and the Kolobok and Mama's Beads increase resistances by 5%; all of these artifacts are radiation-free, the only drawback is their weight[[/labelnote]]. The only conceivable use you'd have for them is if you have an anti-rad artifact and no other good ones to put on your belt. Fortunately, they fetch as much of a price as all other artifacts, including the good ones. ''Clear Sky'' and ''Call of Pripyat'' use different mechanics for artifacts[[labelnote:details]]artifacts are divided into ones with beneficial effects but a rate of radiation, and anti-radiation ones with no downsides other than weight[[/labelnote]], so a truly worthless one is much rarer.

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* Protective artifacts in ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]: ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' absorb a deplorable amount of the damage they guard you against (5% at the very most), in exchange for a prohibitive rate of radiation per second[[labelnote:exceptions]]Batteries and Springs reduce the damage of their respective elements by 30%, and the Kolobok and Mama's Beads increase resistances by 5%; all of these artifacts are radiation-free, the only drawback is their weight[[/labelnote]]. The only conceivable use you'd have for them is if you have an anti-rad artifact and no other good ones to put on your belt. Fortunately, they fetch as much of a price as all other artifacts, including the good ones. ''Clear Sky'' and ''Call of Pripyat'' use different mechanics for artifacts[[labelnote:details]]artifacts are divided into ones with beneficial effects but a rate of radiation, and anti-radiation ones with no downsides other than weight[[/labelnote]], so a truly worthless one is much rarer.



* ''VideoGame/{{X}}'': Most of the ships/weapons/items you sometimes obtain tend to fall under this. Examples include the Teladi Vulture, any abandoned ship whether or not it was piloted, the Fragmentation Bomb Launcher, any dumbfire missile that isn't the Tornado, and Nividium.






* ''VideoGame/{{Diablo}}'': The copious amounts of low-quality weapons and armor you come across are good for gold.



* ''VideoGame/{{Fallout}}''

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* ''VideoGame/{{Fallout}}''''VideoGame/{{Fallout}}'':



* ''VideoGame/KnightsOfTheOldRepublic'': Plenty of items are better of sold. Stims, for instance. The bonuses they give don't stack, and they are only mildly useful once you've have access to the more powerful Force abilities. Ditto with medpacks, standard blasters, vibroblades, and such. The second game does this too, and can also give you 5-6 copies of an allegedly "one of a kind" blaster.

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* ''VideoGame/KnightsOfTheOldRepublic'': Plenty ''VideoGame/KingdomHeartsX'': While they can be used for EXP boosts to other Medals, Moogle Medals give some of the worst EXP in the entire game; they're better off sold for munny, and they provide a good amount.
* ''[[VideoGame/TrailsSeries The Legend of Heroes - Trails]]'': Most weapons and equipment tend to be best sold at shops for a decent price once new
items are better available in later chapters. Since late-game items [[AdamSmithHatesYourGuts cost double amount]] regardless of sold. Stims, where you buy them, selling high value materials is a necessity for instance. The bonuses they give don't stack, and they are only mildly useful once you've have access to the more powerful Force abilities. Ditto with medpacks, standard blasters, vibroblades, and such. The second game does this too, and can also give you 5-6 copies of an allegedly "one of a kind" blaster.needed equipment.


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* ''VideoGame/MonsterHunter'': Eggs that are given as quest rewards, especially Silver and Gold Eggs, often sell for four- or five-digits zenny. However, silver and gold ones are also necessary to craft Fate jewels.


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** ''VideoGame/PokemonMysteryDungeonExplorers'': Most bands provide useful passive buffs for the Pokémon who wears it. However, every Pokémon can only wear one at a time. Given that you find these bands everywhere, you're better off selling them and they pay nicely, compared to most other items


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* In ''VideoGame/ShinMegamiTenseiIV'', demon meat healing items restore so little HP that using them to recover is nearly worthless. However, they fetch for a lot of Macca when sold. Additionally, a wandering Hunter found across Tokyo's rooftops will buy some off you for several times its original market value if you're willing to track him down and give him exactly what he wants.


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* ''[[VideoGame/KnightsOfTheOldRepublic Star Wars: Knights of the Old Republic]]'': Plenty of items are better of sold. Stims, for instance. The bonuses they give don't stack, and they are only mildly useful once you've have access to the more powerful Force abilities. Ditto with medpacks, standard blasters, vibroblades, and such. The second game does this too, and can also give you 5-6 copies of an allegedly "one of a kind" blaster.
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* ''VideoGame/ForTheKing'': Carnival Tickets grant access to games of chance with payouts ranging from "TotalPartyKill" to "[[RareCandy Gain a Level]]". If the player hasn't buffed their LuckStat and isn't desperate, the sale price of the ticket is a much more reliable benefit.
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* ''VideoGame/{{Warframe}}'' has Prime parts, which are obtained at random by opening Void Relics, and can be used to make Prime weapons and Warframes. They can also be exchanged for Orokin Ducats, which can then be used to purchase rare, limited-time items from the Void Trader, who shows up every other weekend. While Prime equipment is powerful, some is less desirable than others (especially if you already have the item the part is for), so their parts are likely to simply be sold for Ducats. This also means that nearly all Prime parts have some value in trade between players, so selling unwanted parts to others can be a good way to earn [[PremiumCurrency Platinum]] without paying for it yourself.
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Tier-Induced Scrappy is no longer a trope


** Promotion items the player doesn't plan on using. Especially in games that split promotion items by class, where the player might not have anyone decent to use some of them on. Orion's Bolts in the GBA games get this especially bad due to the [[TierInducedScrappy general weakness of Archers]]. ''VideoGame/FireEmblemTheSacredStones'' in particular has only ''one'' non-promoted Archer, rendering Orion's Bolts ShopFodder to anyone not planning on using Neimi.

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** Promotion items the player doesn't plan on using. Especially in games that split promotion items by class, where the player might not have anyone decent to use some of them on. Orion's Bolts in the GBA games get this especially bad due to the [[TierInducedScrappy [[LowTierLetdown general weakness of Archers]]. ''VideoGame/FireEmblemTheSacredStones'' in particular has only ''one'' non-promoted Archer, rendering Orion's Bolts ShopFodder to anyone not planning on using Neimi.
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** When playing a [[SelfImposedChallenge Nuzlocke]], Revives and Max Revives cannot be used, since a fainted Pokémon is [[KilledOffForReal well and truly dead]] by the rules of the challenge. Thankfully they're worth a pretty penny when sold off.

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** When playing a [[SelfImposedChallenge Nuzlocke]], Revives and Max Revives cannot be used, since a fainted Pokémon is [[KilledOffForReal well and truly dead]] by the rules of the challenge. Thankfully they're worth a pretty penny when sold off. They are equally useless in a SoloCharacterRun, since you have only one party member and as such will automatically black out if your one battler faints.[[note]]By the most common ruleset of this challenge, you have to reset immediately if it faints, since HM users are not permitted to fight but would be sent out automatically.[[/note]]
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None of the previous formats worked.


* Protective artifacts in ''VideoGame/{{STALKER}}: Shadow of Chernobyl'' absorb a deplorable amount of the damage they guard you against (5% at the very most), in exchange for a prohibitive rate of radiation per second[[labelnote:exceptions]]Batteries and Springs reduce the damage of their respective elements by 30%, and the Kolobok and Mama's Beads increase resistances by 5%; all of these artifacts are radiation-free, the only drawback is their weight[[/labelnote]]. The only conceivable use you'd have for them is if you have an anti-rad artifact and no other good ones to put on your belt. Fortunately, they fetch as much of a price as all other artifacts, including the good ones. ''Clear Sky'' and ''Call of Pripyat'' use different mechanics for artifacts[[labelnote:details]]artifacts are divided into ones with beneficial effects but a rate of radiation, and anti-radiation ones with no downsides other than weight[[/labelnote]], so a truly worthless one is much rarer.

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* Protective artifacts in ''VideoGame/{{STALKER}}: ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]: Shadow of Chernobyl'' absorb a deplorable amount of the damage they guard you against (5% at the very most), in exchange for a prohibitive rate of radiation per second[[labelnote:exceptions]]Batteries and Springs reduce the damage of their respective elements by 30%, and the Kolobok and Mama's Beads increase resistances by 5%; all of these artifacts are radiation-free, the only drawback is their weight[[/labelnote]]. The only conceivable use you'd have for them is if you have an anti-rad artifact and no other good ones to put on your belt. Fortunately, they fetch as much of a price as all other artifacts, including the good ones. ''Clear Sky'' and ''Call of Pripyat'' use different mechanics for artifacts[[labelnote:details]]artifacts are divided into ones with beneficial effects but a rate of radiation, and anti-radiation ones with no downsides other than weight[[/labelnote]], so a truly worthless one is much rarer.

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