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Map data Chapter 7 Season 4: Override · patch v42.00

The Fortnite Override map: every POI, and where pros actually land

Day one, the consensus said Green Hill Zone was Override's hottest drop. We parsed 351 Override tournament games34,754 tracked drops — and it comes in seventh. The busiest place on the island is The Battlewoods, at 5.54 players a game. Below: every POI ranked by how contested it actually is, what Override added and removed, and what the numbers cannot tell you yet.

Use this map to build my solo plan

Elite Data Desk · Updated August 24, 2026 · evergreen, refreshed each ingest

The short version

  • Busiest drop: The Battlewoods 1,946 landings, 5.54 players per game, 5.6% of the lobby.
  • Green Hill Zone is seventh, not first — 1,361 landings. It is the busiest of the 18 new anchors, which is probably what the day-one reads were seeing.
  • Heat is flat. Busiest to tenth-busiest is only 1.82x (5.54 vs 3.05 players a game). Rotation cost and loot beat crowd-dodging.
  • Quiet and cheap: Reality's Reign, Geno's Machine, Stone Sanctum and Override Console (C) — all four reachable faster than anything in the top ten, and empty in 2744% of games.
  • 12 new names, 10 removed — but every removed POI has a new anchor near its old coordinates (the furthest is 200 m), and 5 sit at identical coordinates.
  • The drop calculator is live on Override data, not waiting for it.

Games parsed

351

EU and NAC · Performance Evaluation

Drops tracked

34,754

99 per game

Anchors measured

39

6.4% of drops land off-POI

Air-time error

0.8s

median, held-out round · n=690

The Override island, plotted

Every anchor Epic shipped, at its catalog coordinates, sized by how many players land there. Red is new ground, pale is carried over from Season 41, dashed rings are the 10 POIs Override removed — drawn where they used to stand, which is the point: almost all of them have something new on top of them.

Where the 39 Override anchors sit on the islandScatter plot of all 39 Override map anchors at Epic's catalog coordinates. Dot area is proportional to players per game; red dots are anchors new in Override, pale dots carried over from Season 41, and dashed rings mark the 10 POIs Override removed, drawn where they used to stand. The ten busiest are numbered. The same figures are in the ranked table below.NSWECollider Corridor Alpha — removed in Override. Pixel Polys now stands on the identical coordinates.Collider Corridor Beta — removed in Override. Arcade now stands on the identical coordinates.Collider Corridor Gamma — removed in Override. Override Console (E) now stands on the identical coordinates.Collider Corridor Theta — removed in Override. Barncade now stands on the identical coordinates.The Zero Point — removed in Override. Geno's Machine now stands on the identical coordinates.Frosted Flats — removed in Override. Nearest anchor now: Reality's Reign, 47 m away.Sinister Strip — removed in Override. Nearest anchor now: Stone Sanctum, 61 m away.The Bus Stop — removed in Override. Nearest anchor now: Pac-Man Island, 111 m away.Calamari Canyon — removed in Override. Nearest anchor now: Override Console (W), 151 m away.Collider Corridor X — removed in Override. Nearest anchor now: Green Hill Zone, 200 m away.11. The Battlewoods — 5.54 players per game, 1,946 landings, empty in 4.6% of games, 22.7 s off the bus. Carried over from Season 41.22. Golden Grove — 5.38 players per game, 1,890 landings, empty in 3.7% of games, 34.6 s off the bus. Carried over from Season 41.33. Lifty Lodge — 5.26 players per game, 1,847 landings, empty in 3.7% of games, 34.6 s off the bus. Carried over from Season 41.44. Shaken Sanctuary — 4.67 players per game, 1,639 landings, empty in 6% of games, 27.2 s off the bus. Carried over from Season 41.55. WonkeeLand — 4.10 players per game, 1,439 landings, empty in 12% of games, 33.9 s off the bus. Carried over from Season 41.66. Cluster Coast — 3.93 players per game, 1,378 landings, empty in 10.3% of games, 41.3 s off the bus. Carried over from Season 41.77. Green Hill Zone — 3.88 players per game, 1,361 landings, empty in 9.1% of games, 26.0 s off the bus. New in Override.88. LAtte Landing — 3.72 players per game, 1,307 landings, empty in 11.4% of games, 27.8 s off the bus. Carried over from Season 41.99. Heatwave Harbor — 3.55 players per game, 1,245 landings, empty in 12.3% of games, 32.1 s off the bus. Carried over from Season 41.1010. Sunken Shores — 3.05 players per game, 1,071 landings, empty in 15.4% of games, 30.6 s off the bus. Carried over from Season 41.11. Override Console (E) — 3.03 players per game, 1,064 landings, empty in 16% of games, 25.6 s off the bus. New in Override.12. Chopped Shop — 2.93 players per game, 1,027 landings, empty in 16% of games, 35.3 s off the bus. Carried over from Season 41.13. Arcade — 2.92 players per game, 1,024 landings, empty in 14.5% of games, 26.1 s off the bus. New in Override.14. The Quackaway — 2.71 players per game, 952 landings, empty in 18.2% of games, 43.3 s off the bus. Carried over from Season 41.15. Carwash (E) — 2.56 players per game, 899 landings, empty in 18.2% of games, 27.9 s off the bus. Carried over from Season 41.16. Reality's Reign — 2.47 players per game, 868 landings, empty in 26.5% of games, 21.1 s off the bus. New in Override.17. Ol' Stumpy — 2.32 players per game, 816 landings, empty in 20.2% of games, 27.2 s off the bus. Carried over from Season 41.18. Wettest-Bones Research Facility — 2.30 players per game, 806 landings, empty in 21.4% of games, 33.0 s off the bus. Carried over from Season 41.19. Blinky Island — 2.22 players per game, 779 landings, empty in 25.6% of games, 40.0 s off the bus. New in Override.20. Barncade — 2.20 players per game, 773 landings, empty in 20.8% of games, 26.7 s off the bus. New in Override.21. Dine 'n Docks — 2.20 players per game, 771 landings, empty in 24.2% of games, 37.1 s off the bus. Carried over from Season 41.22. Geno's Machine — 1.99 players per game, 699 landings, empty in 33.9% of games, 21.4 s off the bus. New in Override.23. Stone Sanctum — 1.98 players per game, 694 landings, empty in 38.2% of games, 21.6 s off the bus. New in Override.24. Pixel Polys — 1.97 players per game, 691 landings, empty in 34.2% of games, 22.8 s off the bus. New in Override.25. Override Console (N) — 1.70 players per game, 595 landings, empty in 31.9% of games, 27.8 s off the bus. New in Override.26. Artsy RVs — 1.61 players per game, 565 landings, empty in 29.1% of games, 39.5 s off the bus. Carried over from Season 41.27. Mega Maze — 1.39 players per game, 488 landings, empty in 43.9% of games, 28.7 s off the bus. New in Override.28. Override Console (C) — 1.37 players per game, 481 landings, empty in 43.6% of games, 22.2 s off the bus. New in Override.29. Override Console (NW) — 1.34 players per game, 472 landings, empty in 37% of games, 32.5 s off the bus. New in Override.30. Override Console (SE) — 1.34 players per game, 469 landings, empty in 39.9% of games, 33.1 s off the bus. New in Override.31. Override Console (W) — 1.32 players per game, 465 landings, empty in 38.7% of games, 32.5 s off the bus. New in Override.32. Pac-Man Island — 1.31 players per game, 459 landings, empty in 37.3% of games, 30.8 s off the bus. New in Override.33. The Sleazy Snooze — 1.19 players per game, 418 landings, empty in 44.2% of games, 35.5 s off the bus. Carried over from Season 41.34. Carwash (W) — 0.99 players per game, 348 landings, empty in 44.4% of games, 41.1 s off the bus. Carried over from Season 41.35. Birder's Beach — 0.63 players per game, 222 landings, empty in 65.2% of games, 54.8 s off the bus. Carried over from Season 41.36. Pinky Island — 0.55 players per game, 192 landings, empty in 68.1% of games, 34.5 s off the bus. New in Override.37. Crashout Estates — 0.50 players per game, 176 landings, empty in 69.2% of games, 45.0 s off the bus. Carried over from Season 41.38. Stack o' Stones — 0.41 players per game, 144 landings, empty in 74.1% of games, 30.0 s off the bus. Carried over from Season 41.39. Override Console (S) — 0.18 players per game, 62 landings, empty in 83.8% of games, 33.6 s off the bus. New in Override.
  • New in Override
  • Carried from Season 41
  • Removed in Override
  • Dot area = players per game · 1–10 = the busiest ten
  • Amber ring = quicker off the bus than any of the top ten
All 39 anchors at Epic's own catalog coordinates, sized by our measured landings. Not Epic's map art — no terrain is implied. Every figure here is in the ranked table below.

Where should you land in Override?

Three answers, depending on what you want

Quiet, and it costs you nothing: Reality's Reign, Geno's Machine, Stone Sanctum and Override Console (C)
These are the only anchors on the island reachable faster than anything in the top ten — Reality's Reign at 21.1 s, Geno's Machine at 21.4 s, Stone Sanctum at 21.6 s and Override Console (C) at 22.2 s, against 22.7 s at the quickest busy one. And they are genuinely empty: Reality's Reign sees nobody in 93 of 351 games, Geno's Machine sees nobody in 119 of 351 games, Stone Sanctum sees nobody in 134 of 351 games and Override Console (C) sees nobody in 153 of 351 games. When someone is there it is about 2.43.4 players, not 5.8. All four are ground Override built this season, which is the reason nobody is there yet.
Contested, but the cheapest contested: The Battlewoods
First by contest at 5.54 players a game, and the quickest of the top ten to reach at 22.7 s. That pairing is not a coincidence: cheap ground gets busy.
The one to skip on value: Cluster Coast
3.93 players a game and 41.3 s in the air — the worst pairing in the top ten. You pay full price in flight time and still land in the crowd.

Heat is not a plan. At 1.82x spread across the top ten, contest level is the weakest signal on this page — which is why the ranking below is context, not instruction.

Now the ranking it came from. The ten busiest anchors across 351 Override tournament games:

  1. 1The Battlewoods5.54 / game
  2. 2Golden Grove5.38 / game
  3. 3Lifty Lodge5.26 / game
  4. 4Shaken Sanctuary4.67 / game
  5. 5WonkeeLand4.10 / game
  6. 6Cluster Coast3.93 / game
  7. 7Green Hill Zone new3.88 / game
  8. 8LAtte Landing3.72 / game
  9. 9Heatwave Harbor3.55 / game
  10. 10Sunken Shores3.05 / game

Now the part that matters more than the order: the gap between them is small. The busiest anchor on the island pulls 5.54 players a game and the tenth-busiest pulls 3.05 — a spread of 1.82x, in a lobby of about 99. No POI on this island is a safe hole to hide in, and no POI is a bloodbath the others are not. You are not choosing a crowd size, you are choosing a rotation.

So choose on cost — with one honest caveat about what “cost” means here. Median air time is measured across 351 Override tournament games and 10 different bus lines, so it is an average price, not tonight's price: the bus decides which anchors are cheap in any given game. It is also self-selected — it measures how long the people who chose that anchor spent in the air, and the players who flew 54.8 s to Birder's Beach were the ones for whom that flight was worth it.

Read as an average, it still separates the island. Inside the top ten, The Battlewoods sits 22.7 s off the bus and Cluster Coast 41.3 s — a 18.6-second gap in the typical game, and over a season those seconds are loot you either got or did not. The quickest ground on the whole island is Reality's Reign at 21.1 s. When the bus favours your spot, take it — the point is that two anchors six places apart in the ranking are not the same purchase.

Then weight it with zone history, because Override kept most of the ground the storm liked. The Battlewoods — currently first by contest — was the nearest POI to 9 of 24 endgames across all 24 FNCS Major 2 Grand Finals games in our parses, with the cheapest average rotation to the final circle on the island at 0.56 km, roughly 2.5x cheaper than the most expensive address. The full zone audit is here. That is last season's island and Override's zones are their own question — but the pros have gone straight back to that address, and it is the strongest prior on the board until Override's own endgames say otherwise.

Was Green Hill Zone really the hottest drop in Override?

No — and this is the one place where our data flatly contradicts the day-one consensus. Every launch-week read had Green Hill Zone as the most contested drop on the island. In 351 Override tournament games it ranks seventh of 39 anchors: 1,361 landings, 3.88 players a game, 3.9% of the lobby. The Battlewoods took 1,946.

The consensus was not hallucinating, though — it was measuring the wrong pool. Green Hill Zone is the busiest of the 18 anchors that did not exist last season. If your sample is public lobbies in launch week, the new place with the Sonic branding is where the cameras and the creators are. Competitive players had a different question — where does the zone go, and what does the rotation cost — and they answered it with the addresses they already knew.

What's new on the Override map?

12 new names across 18 new map anchors — the gap is Override Console, which is stamped on the island seven separate times. The new names: Arcade, Barncade, Blinky Island, Geno's Machine, Green Hill Zone, Mega Maze, Override Console, Pac-Man Island, Pinky Island, Pixel Polys, Reality's Reign, Stone Sanctum. Between them the 18 new anchors take 33.5% of the lobby — a third of every drop in the corpus lands on ground that did not exist a week ago.

One name distorts the ranked table badly enough to be worth stating on its own: Override Console appears seven times, and no single one of those seven cracks the top ten. Together they take 3,608 landings — 10.28 players a game, 10.4% of the lobby, more than any single POI on the island. The most landed-on named thing in Override is the Override Console; it is just never in the same place twice.

What did not change is just as useful: all 21 carried anchors sit on the exact coordinates they held last season — every one of them, to the metre. Bus lines and rotation distances into those POIs carry straight over from Season 41.

One correction worth making loudly, because a lot of launch coverage got it wrong: there is no POI or landmark called “The Spire” in Override. Epic's shipped catalog puts Geno's Machine at the island's centre, on The Zero Point's exact former coordinates. It takes 1.99 players a game and is one of the quickest anchors on the map to reach at 21.4 s off the bus.

Which POIs were removed in Override?

10 names left the catalog — more than the “three POIs gone” that circulated at launch, because five of them are the Collider Corridor landmarks nobody counted. But none of that ground vanished. Diffing Epic's two catalogs by coordinate rather than by name, every removed POI has a new anchor near its old address — the furthest any of them sits from its replacement is 200 m — and 5 of the 10 sit at identical coordinates. Override renamed more of this island than it rebuilt.

Every POI removed in Override and the new POI nearest its former coordinates.
RemovedNow the nearest anchor isDistance
Collider Corridor AlphaPixel Polyssame spot
Collider Corridor BetaArcadesame spot
Collider Corridor GammaOverride Console (E)same spot
Collider Corridor ThetaBarncadesame spot
The Zero PointGeno's MachineThe centre-map landmark of Chapter 7.same spot
Frosted FlatsReality's ReignAnchored 4 of 24 FNCS Major 2 Grand Finals endgames — a top-four zone address last season.47 m
Sinister StripStone SanctumAnchored 4 of 24 FNCS Major 2 Grand Finals endgames — a top-four zone address last season.61 m
The Bus StopPac-Man Island111 m
Calamari CanyonOverride Console (W)151 m
Collider Corridor XGreen Hill Zone200 m

Derived by diffing Epic's C7S3 Ground Rush · Shattered Coast and C7S4 Override POI catalogs on coordinates. Endgame notes come from Elite's parses of all 24 FNCS Major 2 Grand Finals games. Scroll the table sideways on a phone.

Every POI on the Override map, ranked by contest

All 39 anchors Epic shipped, with what 351 Override tournament games actually did with them. Sorted by landings; tap any column header to re-sort.

Show
Every point of interest on the Fortnite Override map, ranked by how many professional players land there. Column headers are buttons that re-sort the table.
The Battlewoods carried1,9465.545%22.7snone yet
Golden Grove carried1,8905.384%34.6s8 + 6β
Lifty Lodge carried1,8475.264%34.6s8 + 3β
Shaken Sanctuary carried1,6394.676%27.2s8 + 4β
WonkeeLand carried1,4394.1012%33.9s7 + 2β
Cluster Coast carried1,3783.9310%41.3s7 + 3β
Green Hill Zone new1,3613.889%26.0s2 + 1β
LAtte Landing carried1,3073.7211%27.8s5 + 4β
Heatwave Harbor carried1,2453.5512%32.1s1 + 2β
Sunken Shores carried1,0713.0515%30.6s5 + 5β
Override Console (E) new1,0643.0316%25.6s14 + 7β*
Chopped Shop carried1,0272.9316%35.3s0 + 1β
Arcade new1,0242.9215%26.1s4 + 1β
The Quackaway carried9522.7118%43.3s7 + 1β
Carwash (E) carried8992.5618%27.9s8 + 5β*
Reality's Reign new8682.4726%21.1s1 + 1β
Ol' Stumpy carried8162.3220%27.2s5 + 0β
Wettest-Bones Research Facility carried8062.3021%33.0s0 + 1β
Blinky Island new7792.2226%40.0s4 + 2β
Barncade new7732.2021%26.7s4 + 0β
Dine 'n Docks carried7712.2024%37.1s9 + 2β
Geno's Machine new6991.9934%21.4s3 + 0β
Stone Sanctum new6941.9838%21.6snone yet
Pixel Polys new6911.9734%22.8s3 + 2β
Override Console (N) new5951.7032%27.8s14 + 7β*
Artsy RVs carried5651.6129%39.5s4 + 0β
Mega Maze new4881.3944%28.7s4 + 1β
Override Console (C) new4811.3744%22.2s14 + 7β*
Override Console (NW) new4721.3437%32.5s14 + 7β*
Override Console (SE) new4691.3440%33.1s14 + 7β*
Override Console (W) new4651.3239%32.5s14 + 7β*
Pac-Man Island new4591.3137%30.8s3 + 2β
The Sleazy Snooze carried4181.1944%35.5s2 + 0β
Carwash (W) carried3480.9944%41.1s8 + 5β*
Birder's Beach carried2220.6365%54.8s0 + 1β
Pinky Island new1920.5568%34.5s2 + 1β
Crashout Estates carried1760.5069%45.0s2 + 1β
Stack o' Stones carried1440.4174%30.0s0 + 1β
Override Console (S) new620.1884%33.6s14 + 7β*

Sorted by Landings, descending. Showing 39 POIs.

39 of 39 anchors shown · scroll the table sideways on a phone · “Empty in” is the share of games in which nobody landed there · pinned spots are published landing objects (confident + beta); β is beta, * means the count is shared across every anchor with that name.

What this data does not tell you yet

Three limits, stated plainly, because a number without its scope is worse than no number.

  • It is EU and NAC, and one event.

    351 Override tournament games from Performance Evaluation (EU 164, NAC 187). One event is one meta: a Cash Cup field and a Grand Finals field do not drop the same way, and this page updates the moment the next ingest lands. Nothing here is presented as a global truth.

  • Landings are measured. Individual landing spots mostly are not, yet.

    The spot library was rebuilt from zero for Override — carried POIs got no head start, because a Season 41 landing object is a claim about Season 41 geometry. It publishes an object only once the same player takes the same object across four or more games, and it now holds 213 of them. Two of the 39 anchors still read “none yet” in the pins column, including The Battlewoods — the busiest ground on the island, where the crowd is real but nobody has settled on the same object yet. That is the four-game rule holding, not the tool failing — we would rather publish a POI-level truth than invent an object-level one.

  • Median air time is an average price, not a controllable one.

    It is measured across 10 bus lines and is self-selected: it records what the people who chose an anchor actually spent, not what that anchor costs you on the line you drew tonight. Use it to compare addresses over a season, never to bank a specific number of seconds in a specific game.

Is the drop calculator updated for Override?

Yes — it is live on Override data. The free Elite drop calculator runs rule version c7s4-override-v1 against a rebuilt Override island: terrain re-derived from this season's replays to a median heightfield error of 0.43 m (n=1,794), 10 measured bus lines, and a spot library of 141 confident plus 72 beta landing objects. That 0.43 m is measured on games the terrain fit never saw. There is a harder test in the same artifact, and it is only fair to quote it: withhold the surrounding 96 m of ground as well and the median error is 2.29 m. The first number is what the calculator faces in practice, because it always has the surrounding terrain; the second is how much of that first number is the neighbours doing the work.

The flight physics were carried forward from Season 41 and re-validated, not refit — which is the harder test. The holdout is seven games the model never saw, split across EU and NAC (Performance Evaluation · Event 1 Round 2) — not the 351 games the landing figures above come from. Across those 690 drops, median air-time error is 0.8 s, 90th-percentile error 2.98 s, with no floor violations. Chapter 7 flight behaviour survived the map rebuild; the ground under it did not, which is why the terrain was redone and the physics were not.

Season 41 tape still has uses, with one caveat: any dossier naming one of the 10 removed POIs is describing ground that now has a different sign on it. Read those for the contest pattern, not for tonight's drop.

Arguing Override drops? So are 11,500 others.

New replay reads as they land, and the data desk answering questions.

Join the ELITE ARENA Discord

Override map FAQ

What is the hottest drop on the Fortnite Override map?

The Battlewoods. Across 351 Override tournament games parsed from Epic's tournament replays (34,754 tracked drops), it took 1,946 landings — 5.54 players per game, 5.6% of the lobby. That is measured, not predicted.

Is Green Hill Zone the most contested drop in Override?

No. The day-one analyst consensus said it would be, but across 351 Override tournament games Green Hill Zone ranks seventh of 39 anchors with 1,361 landings (3.88 players per game) against the 1,946 at The Battlewoods. It is the busiest of the 18 brand-new anchors — just not the busiest place on the island.

Where should you land in Override?

If you want quiet ground that costs nothing to reach: Reality's Reign, Geno's Machine, Stone Sanctum and Override Console (C). All four are quicker off the bus than any anchor in the top ten (21.1–22.2 s against 22.7 s at the quickest busy one), and each is empty in 27–44% of games. If you want the busiest ground for the least flight time, that is The Battlewoods at 22.7 s. The one to avoid on value is Cluster Coast: 3.93 players a game and 41.3 s in the air, the worst pairing in the top ten. Do not pick on crowd size alone — busiest to tenth-busiest is only 1.82x, so contest is the weakest signal on the board.

Which POIs were removed in Override?

10 names left the catalog: Calamari Canyon, Collider Corridor Alpha, Collider Corridor Beta, Collider Corridor Gamma, Collider Corridor Theta, Collider Corridor X, Frosted Flats, Sinister Strip, The Bus Stop, The Zero Point. But none of that ground disappeared — every removed POI has a new anchor near its old coordinates, the furthest being 200 m, and 5 of them sit at identical coordinates. Override renamed more of the island than it rebuilt.

What's new on the Override map?

12 new names across 18 new map anchors (Override Console alone appears seven times, and those seven together take 10.28 players a game — more than any single POI). The new names are Arcade, Barncade, Blinky Island, Geno's Machine, Green Hill Zone, Mega Maze, Override Console, Pac-Man Island, Pinky Island, Pixel Polys, Reality's Reign, Stone Sanctum. Between them the 18 new anchors take 33.5% of the lobby. Geno's Machine — not a spire — stands on The Zero Point's exact coordinates at the island's centre.

Is the Elite drop calculator updated for Override?

Yes. It runs a rebuilt Override model: terrain re-derived for the new island (median heightfield error 0.43 m on unseen games, 2.29 m under a stricter holdout that also withholds the surrounding ground), Season 41 flight physics carried forward and re-validated rather than refit, and a spot library of 141 confident and 72 beta landing objects. Across 7 held-out games the model never trained on (EU and NAC, 690 drops), median air-time error is 0.8 s with zero floor violations.

Method & sources

Landing counts are Elite's own parses of Epic's server-side tournament replays — 351 Override tournament games, 34,754 tracked drops, EU and NAC, from Performance Evaluation, corpus a95096144091, generated August 24, 2026. Scope rule: filename matches Division1, PlayInStage, or PerformanceEvaluation; every Division2 filename excluded. A landing is attributed to the nearest anchor within 250 m of it — catchments overlap, so nearest-wins is what stops a drop being counted twice; the 39 rows sum to exactly 32,542 of 34,754 tracked drops, and the remaining 6.4% land outside every catchment and are counted in the lobby-share denominator, not against a POI. Heat is relative to the busiest anchor in this corpus, never an absolute claim. New / removed / carried status is a machine diff of Epic's C7S3 Ground Rush · Shattered Coast and C7S4 Override POI catalogs; the map graphic plots those catalogs' own coordinates (+x east, +y south, asserted every regeneration against the compass suffixes Epic's duplicate names carry). POI spellings are Epic's, including the capital A in “LAtte Landing” — that is the shipped catalog string, not a typo. Season 41 zone figures come from our parses of all 24 FNCS Major 2 Grand Finals games. This page is regenerated from the same artifacts the calculator serves; when a new ingest lands, the numbers here move with it.

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