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WoW Midnight Season 2 Mythic+ Guide: Dungeons, Changes & Rewards

WoW Midnight Season 2 Mythic+ begins on August 18, 2026, in North America and August 19 in Europe, introducing a fresh eight-dungeon rotation, updated dungeon mechanics, new seasonal rewards, and another climb through the Mythic+ rating system.

August 4, 202618 min read

WoW Midnight Season 2 Mythic+ Dungeon Rotation

The Midnight Season 2 Mythic+ pool contains eight dungeons:

  • Altar of Fangs

  • Murder Row

  • Den of Nalorakk

  • The Blinding Vale

  • Voidscar Arena

  • Ruby Life Pools

  • Kings’ Rest

  • Temple of Sethraliss

Five are Midnight dungeons, while Ruby Life Pools returns from Dragonflight and Kings’ Rest and Temple of Sethraliss return from Battle for Azeroth.

The pool includes different layouts, pacing styles, visual themes, and mechanical demands. Some dungeons emphasize boss execution, while others place more pressure on routing, target priority, interrupts, positioning, or efficient trash pulls.

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Altar of Fangs

Altar of Fangs is the completely new three-boss dungeon introduced with Patch 12.1.

The dungeon becomes available before Season 2 at lower difficulties and enters the Mythic+ rotation when Season 2 begins. This gives players an opportunity to learn the layout, boss mechanics, trash enemies, and important interrupts before timed keys open.

PTR testing has focused heavily on improving the Rav’i and Writhing Coil encounters. Blizzard also adjusted enemies such as Ascendant Serpents, Ritual Chieftains, and Venom Leeches after they proved more chaotic or punishing than intended. Visual clarity, interaction ranges, encounter pacing, and mechanic visibility have also been updated.

What to Expect in Altar of Fangs

Players should prepare for:

  • Venom-themed mechanics

  • Priority enemies

  • Dangerous trash abilities

  • Positioning requirements

  • Group coordination

  • Three focused boss encounters

  • New routing decisions

Because the dungeon is entirely new, learning it early should be one of the highest priorities for serious Mythic+ players.

Do not begin by memorizing an optimized high-key route. First learn which enemies are dangerous, which casts must be interrupted, and where defensive cooldowns are needed.

Murder Row

Murder Row returns as one of the Midnight dungeons that was not active during Season 1.

Recent testing has included tuning for enemies such as Defiled Golems and the Xathuux the Annihilator encounter. Blizzard reduced some periodic and boss damage after continued PTR testing.

Murder Row is likely to reward groups that can manage controlled pulls and quickly eliminate dangerous priority targets.

What to Prepare For

  • High-priority enemy casts

  • Controlled trash pulls

  • Demonic and magical damage

  • Strong interrupt coordination

  • Careful defensive usage

Classes with short interrupt cooldowns, stops, purges, or strong priority damage may find significant opportunities to contribute.

Den of Nalorakk

Den of Nalorakk enters the active Mythic+ rotation after remaining outside the Season 1 pool.

The dungeon features the Amani and includes a confrontation with Nalorakk. Recent testing reduced Nalorakk’s health and lowered the force of Overwhelming Onslaught’s knockback, showing that encounter tuning continued into the final weeks before launch.

What to Prepare For

  • Amani enemies

  • Physical damage

  • Movement and knockback mechanics

  • Priority-target damage

  • Tank positioning

  • Defensive coordination

Groups should pay close attention to positioning. Knockbacks and movement mechanics can become much more dangerous when combined with other encounter effects or limited safe space.

The Blinding Vale

The Blinding Vale brings a light-infused Midnight environment into the Season 2 rotation.

PTR adjustments have affected encounters such as the Lightblossom Trinity and Lightwarden Ruia. Blizzard reduced boss health while increasing the importance of selected mechanics, including Thornblade and Lightfire Beam.

This reflects a broader Season 2 philosophy: bosses should not simply have enormous health pools without meaningful gameplay. Mechanics are being adjusted so players need to respond correctly rather than only surviving passive damage.

What to Prepare For

  • Light-based ground effects

  • Clear positioning requirements

  • Periodic damage

  • Priority mechanics

  • Coordinated movement

  • Boss-focused execution

Players should avoid reacting only after damage appears on their health bars. Watch the encounter animations and ground indicators so mechanics can be avoided before they become a healing problem.

Voidscar Arena

Voidscar Arena offers a different style from the more traditional dungeon layouts in the rotation.

The arena structure places strong emphasis on individual encounters and boss execution. Recent tuning reduced damage from Atroxus and lowered Charonus’ health after testing.

What to Prepare For

  • Arena-style encounters

  • Focused boss mechanics

  • Limited space

  • Movement and positioning

  • Personal defensive usage

  • High individual responsibility

Voidscar Arena may be attractive to groups that prefer a more direct boss-centered dungeon rather than long travel sections.

However, limited combat space can make positioning errors more punishing.

Ruby Life Pools

Ruby Life Pools returns from Dragonflight with extensive changes.

Blizzard has adjusted enemy placement, reduced trash density in selected areas, simplified several enemy ability packages, slowed boss-mechanic pacing, and moved major dragon patrols to the ground. These changes are intended to address problems from the dungeon’s previous Mythic+ appearance without removing its original identity.

Recent updates also changed routing options, enemy-forces values, dangerous trash abilities, Melidrussa Chillworn, and the final Kyrakka and Erkhart Stormvein encounter. Ruby Life Pools currently has the shortest PTR timer in the Season 2 pool at 28 minutes.

What Changed in Ruby Life Pools?

Important changes include:

  • Reduced trash density in some areas

  • Adjusted enemy-pack compositions

  • Slower boss-mechanic pacing

  • Grounded dragon patrols

  • More routing options

  • A Waystone after Melidrussa

  • Updated avoidable-damage mechanics

  • Rebalanced final-boss pacing

Ruby Life Pools was previously known for heavy pressure on tanks and healers. The Season 2 version aims to distribute more responsibility across the entire group.

Damage dealers will still need to interrupt, avoid mechanics, kill priority enemies, and use defensive cooldowns instead of expecting the tank and healer to solve every problem.

Kings’ Rest

Kings’ Rest returns from Battle for Azeroth.

The dungeon is known for narrow pathways, dangerous enemy packs, difficult boss encounters, and the pressure created by combining multiple mechanics in relatively small areas.

Blizzard has reviewed enemy health, cast frequency, ability packages, roleplay duration, and boss mechanics as part of its full Season 2 dungeon update process. Recent tuning also adjusted mummy casts, the Council of Tribes, and Shadow of Zul.

What to Prepare For

  • Dangerous trash enemies

  • Limited pull space

  • Priority interrupts

  • Strong boss mechanics

  • Bleeds and physical damage

  • Enemy positioning

  • Defensive cooldown planning

Kings’ Rest is unlikely to reward groups that pull carelessly.

A clean route and disciplined target priority may be more valuable than attempting extremely large pulls before the group understands each enemy pack.

Temple of Sethraliss

Temple of Sethraliss also returns from Battle for Azeroth.

The dungeon has received extensive boss changes during PTR testing. Blizzard has reworked or adjusted Adderis and Aspix, Galvazzt, and the Avatar of Sethraliss encounter to improve pacing, increase player engagement, reduce unnecessarily long phases, and make healing and coordination matter more clearly.

Later PTR changes further reduced the health of Adderis and Aspix, adjusted shield swaps, changed Galvazzt’s energy mechanics, and rebalanced enemies during the Avatar encounter.

What Changed in Temple of Sethraliss?

Players can expect:

  • Updated boss mechanics

  • Faster or more active encounters

  • Reduced roleplay delays

  • Adjusted enemy placements

  • Revised healing requirements

  • Clearer coordination checks

  • More impactful priority targets

The final encounter is unusual because players must heal the Avatar of Sethraliss while managing hostile enemies and encounter mechanics.

Healers should learn the encounter carefully, but damage dealers must also control adds and execute mechanics correctly.

Midnight Season 2 Dungeon Timers

The latest PTR timers are:

  • Altar of Fangs — 30 minutes

  • Murder Row — 34 minutes

  • Den of Nalorakk — 32 minutes

  • The Blinding Vale — 31 minutes

  • Voidscar Arena — 30 minutes

  • Kings’ Rest — 33 minutes

  • Temple of Sethraliss — 33 minutes

  • Ruby Life Pools — 28 minutes

These timers are based on pre-launch testing and may still change through final tuning or live hotfixes.

A longer timer does not automatically make a dungeon easier.

Longer dungeons often contain more trash, travel, route decisions, or opportunities for mistakes. Shorter dungeons can be more punishing because a wipe consumes a greater percentage of the available time.

Major Mythic+ Changes in Midnight Season 2

Season 2 includes changes that affect every dungeon rather than only the returning instances.

Blizzard’s stated goal is to create a pool where responsibility is distributed more evenly across tanks, healers, and damage dealers.

Higher Enemy Health and More Important Damage Checks

Season 2 enemies have slightly larger health pools.

The intention is not simply to make every pull slower. Blizzard wants target prioritization, damage-dealer execution, coordinated cooldown usage, and meaningful damage checks to have a larger effect on whether a group succeeds.

In Season 1, tanks and healers often carried the most immediate pressure when something went wrong.

Season 2 aims to place more responsibility on DPS players through:

  • Priority-target damage

  • Faster dangerous-enemy kills

  • Better offensive cooldown usage

  • Correct target switching

  • Mechanical execution

  • Avoiding damage

  • Personal defensive usage

Damage dealers who only focus on overall meter numbers may struggle if they ignore the enemy that actually threatens the group.

Improved Visual Clarity

Cone and line attacks receive clearer pre-cast visual indicators.

Blizzard wants players to understand the affected area before the mechanic activates instead of being hit by an unclear animation or relying on previous dungeon knowledge.

This should make older dungeons easier to learn while still requiring fast reactions.

Clearer visuals do not mean mechanics can be ignored. They make failures easier to understand and reduce situations where players cannot tell why they took damage.

Full Enemy and Boss Reviews

Blizzard reviewed every Season 2 dungeon at the creature and encounter level.

The review includes:

  • Enemy health

  • Enemy damage

  • Ability packages

  • Cast frequency

  • Enemy placement

  • Interrupt density

  • Pull composition

  • Boss mechanics

  • Dungeon pacing

  • Roleplay duration

Older dungeons have received more substantial reworks where necessary, while newer dungeons have received targeted changes based on testing feedback.

This means returning players should not assume that old routes and strategies remain correct.

Enemy Forces Information in Tooltips

Enemy tooltips can display how much each creature contributes toward the Mythic+ Enemy Forces requirement.

This makes route planning more accessible and reduces the need to memorize every enemy’s count value immediately.

High-key groups may still use optimized routes, but ordinary players should have more information available directly inside the dungeon.

Recent PTR fixes also corrected creatures that displayed forces values even though they provided no actual progress.

Faster Roleplay and Better Dungeon Pacing

Season 2 development has included reducing or accelerating roleplay sequences that unnecessarily consumed key time.

Blizzard has also adjusted travel, enemy density, Waystones, boss phase lengths, and encounter pacing across the pool.

The objective is not to remove dungeon atmosphere.

It is to prevent long periods where the timer continues while players have little meaningful control over their progress.

Mythic+ Affixes in Midnight Season 2

Affixes continue to activate as keystone difficulty increases.

The Season 2 structure currently works as follows:

  • +2: Lindormi’s Guidance becomes active

  • +5: A rotating Xal’atath’s Bargain becomes active

  • +6: Lindormi’s Guidance is removed

  • +7: Fortified or Tyrannical becomes active

  • +10: Fortified and Tyrannical are both active

  • +12: Xal’atath’s Bargain is replaced by Xal’atath’s Guile

This structure matches the latest Season 2 information available before launch.

Lindormi’s Guidance

Lindormi’s Guidance is designed for players learning lower Mythic+ keys.

At keystone levels 2 through 5, selected non-boss enemies are marked with Temporal Sands. These marked enemies have 5% less health and deal 5% less damage.

Defeating the marked enemies provides a basic route that reaches the required Enemy Forces count. Player deaths also do not reduce the timer while the affix is active.

The route is not intended to be optimal for advanced play.

It provides a safe foundation for:

  • New tanks

  • Players learning the dungeon

  • Returning players

  • Groups unfamiliar with seasonal routes

  • Players beginning Mythic+

Once Lindormi’s Guidance disappears at +6, groups must take full responsibility for routing and the standard death penalty returns.

Xal’atath’s Bargain

A rotating Xal’atath’s Bargain becomes active at keystone level 5.

These affixes introduce an additional mechanic that can punish the group if handled incorrectly but generally provides a benefit when completed successfully.

The exact Bargain rotates, so players should check the active weekly mechanic before entering a key.

Do not begin a dungeon without understanding what the Bargain requires.

A group that ignores the seasonal mechanic can lose much more time than one that discusses responsibilities before the first pull.

Fortified and Tyrannical

At +7, either Fortified or Tyrannical becomes active.

The two alternate between weeks.

Fortified strengthens non-boss enemies by increasing their health and damage.

Tyrannical strengthens bosses by increasing their health and damage.

At +10 and above, both are active simultaneously.

This changes how groups should use cooldowns.

On Fortified-focused keys, dangerous trash packs can require major offensive and defensive cooldowns.

On Tyrannical-focused keys, saving cooldowns for difficult boss phases may become more important.

At +10, groups must manage both challenges throughout the entire dungeon.

Xal’atath’s Guile

At keystone level 12, the rotating Bargain is replaced with Xal’atath’s Guile.

Under the current design, player deaths remove 15 seconds from the remaining timer, making mistakes significantly more expensive.

At this level, clean execution matters more than attempting reckless pulls.

A large pull that saves 20 seconds when successful but repeatedly causes deaths may be worse than a controlled route completed consistently.

Resilient Keystones

Resilient Keystones return for Season 2.

After timing every dungeon at +12 or higher, you can earn an achievement that prevents your keystone from dropping below +12 when a run is depleted.

The system continues scaling. Timing every dungeon at +13 creates a +13 floor, and the same principle continues at higher levels. Players can still lower a key manually by speaking with Lindormi in Silvermoon City.

This rewards players who demonstrate consistent performance across the entire dungeon rotation.

It does not require mastering only the easiest dungeon.

You must successfully complete all eight.

Important Mythic+ Reward Breakpoints

Several key levels stand out.

+2

A +2 already provides Champion-track end-of-dungeon gear and a Hero-track Great Vault reward.

This makes lower Mythic+ useful for characters beginning their Season 2 gearing journey.

+6

A +6 currently begins awarding Hero-track gear directly from the dungeon chest.

This is one of the most important early-season farming targets.

Players who can complete +6 consistently gain access to repeatable Hero gear without waiting for the weekly Vault.

+9

Current testing places Myth Mistcrest rewards at approximately this level, making +9 important for upgrading high-level gear.

+10

A +10 currently unlocks Myth 1/6 equipment from the Great Vault.

It also qualifies for an Ascendant Venomstone later in the season and can unlock the dungeon’s teleport when completed within the timer.

+12

End-of-dungeon and Great Vault item levels stop increasing after the current +12 cap.

Beyond this point, players primarily push for rating, achievements, Resilient Keystone progression, and competitive rankings rather than stronger basic dungeon loot.

Great Vault Rewards From Mythic+

Mythic+ contributes to the Dungeon row of the Great Vault.

Completing additional dungeons unlocks more reward choices, while the level of your completed keys determines the quality of those choices.

The Great Vault rewards one selected item, not every displayed option.

Your goal is therefore to create several strong choices rather than completing a large number of keys at difficulties far below your ability.

A practical approach is:

  • Complete one strong key when time is limited

  • Complete several high-quality keys for more choices

  • Avoid lowering the quality of most Vault options through unnecessary low keys

  • Prioritize +10 when Myth-track weekly gear is your goal

Season 2 also allows Nebulous Voidcores to be selected as a Great Vault consolation reward from the beginning of the season. These can help players target desired equipment after unlucky drops or missed Vault rewards.

Midnight Season 2 Mythic+ Rating Rewards

Season 2 includes rating rewards at several milestones.

1,500 Mythic+ Rating

Earn the “the Venomous” title through Midnight Keystone Conqueror: Season 2.

2,000 Mythic+ Rating

Earn the Breath of Blight mount through Midnight Keystone Master: Season 2.

This is expected to require roughly timed +7 keys across most or all of the rotation, although the exact combination can vary.

3,000 Mythic+ Rating

Earn the Breath of Ruin mount through Midnight Keystone Legend: Season 2.

This is expected to require a mixture of timed +12 and +13 keys.

Top 1%

Players who finish the season in the top 1% of their region earn the Venomous Champion achievement.

Top 0.1%

Players who finish the season in the top 0.1% of their region earn the “the Venomous Hero” title.

These rankings are regional and depend on the final Mythic+ rating cutoff when the season ends.

Season 2 Dungeon Teleports

Completing any Season 2 dungeon at Mythic +10 or higher within the time limit unlocks that dungeon’s teleport.

There are eight portals available, one for each dungeon in the rotation.

Dungeon teleports are especially useful for:

  • Repeated farming

  • Joining groups quickly

  • Reducing travel time

  • Switching between keys

  • Future seasonal access

Players interested in collecting every portal must time all eight dungeons at +10 or higher.

Ascendant Venomstones and High-Level Keys

Ascendant Venomstones are planned to arrive later in Season 2 as an additional high-end progression system.

Players will be able to obtain them from:

  • Heroic and Mythic raid bosses

  • Mythic+ keys at +10 or higher

  • Tier 11 Bountiful Delves

  • Nightmare Prey Champion gear boxes

Ten Ascendant Venomstones will be required for an eligible upgrade.

They can eventually enhance fully upgraded weapons, trinkets, and necklaces toward the equivalent of Myth 8 item level.

This gives +10 keys lasting value beyond the Great Vault and dungeon portals.

However, Venomstones are a later-season system. Your first priority should still be building a strong foundation of Hero and Myth gear.

Best Mythic+ Level to Farm

The best farming level depends on your character and group.

Farm +2 to +5 When:

  • You are learning the rotation

  • Your character still needs Champion gear

  • You are testing talents

  • Your group is unfamiliar with routes

  • You want Lindormi’s Guidance

Farm +6 to +8 When:

  • You want repeatable Hero gear

  • Your group is comfortable with the dungeons

  • You are building Great Vault options

  • You need Hero Mistcrests

Farm +9 to +10 When:

  • You want higher upgrade currency

  • You want Myth-track Vault rewards

  • You are targeting portals

  • You are preparing for later Venomstone progression

Push +12 and Higher When:

  • You want 3,000 rating

  • You want Resilient Keystones

  • You are pursuing competitive rankings

  • Basic gearing is no longer your main goal

Do not push a difficulty simply because it offers a better theoretical reward.

The most efficient level is the highest one your group can complete consistently.

How to Prepare for the Season 2 Dungeon Pool

Preparation should focus on mechanics before optimization.

Learn:

  • Dangerous boss abilities

  • Priority trash enemies

  • Required interrupts

  • Dispel requirements

  • Enrage effects

  • Defensive checkpoints

  • Enemy Forces values

  • Safe pull combinations

  • Where Bloodlust is most useful

  • Where deaths are especially punishing

Once your group understands these fundamentals, begin improving the route.

Copying a high-level route without understanding why each pull works can cause more problems than it solves.

Build a Balanced Mythic+ Group

A successful group generally needs access to several forms of utility.

Useful tools include:

  • Bloodlust or Heroism

  • Combat resurrection

  • Short-cooldown interrupts

  • Purges

  • Dispels

  • Stuns

  • Knockbacks

  • Group defensive cooldowns

  • Strong priority-target damage

  • Reliable boss damage

No single class is mandatory for ordinary keys.

A group that communicates and covers important utility will usually perform better than a theoretically perfect composition played without coordination.

Tanks Should Plan Routes, Not Carry Every Mechanic

Tanks remain responsible for pulling, positioning, and controlling enemies, but Season 2 is specifically designed to distribute responsibility more evenly.

Damage dealers must kill priority enemies, interrupt dangerous abilities, and use crowd control.

Healers must understand unavoidable damage patterns and prepare cooldowns.

Tanks should communicate the planned route before the key begins, especially after Lindormi’s Guidance disappears.

Healers Should Track Avoidable and Unavoidable Damage

Season 2 boss and trash changes are intended to make healing more engaging while improving the clarity of avoidable mechanics.

Healers should identify:

  • Unavoidable group damage

  • Tank-damage spikes

  • Dispellable effects

  • Mechanics requiring healing cooldowns

  • Players repeatedly taking avoidable damage

Do not use every major cooldown to cover mistakes during an easy phase if a dangerous unavoidable mechanic follows shortly afterward.

DPS Players Must Prioritize the Correct Targets

Season 2 increases the importance of damage-dealer execution.

The highest overall damage number is not always the most valuable contribution.

A strong DPS player should:

  • Kill dangerous enemies first

  • Interrupt important casts

  • Switch targets quickly

  • Use defensives before large damage

  • Avoid ground effects

  • Coordinate offensive cooldowns

  • Help with stops and crowd control

An enemy that survives long enough to cast a lethal ability can cost far more time than slightly lower overall AoE damage.

Common Season 2 Mythic+ Mistakes

Avoid these errors:

  • Entering without checking the active affix

  • Using an outdated route from an older expansion

  • Ignoring priority targets

  • Overpulling before learning the dungeon

  • Saving every cooldown for bosses

  • Expecting the healer to cover avoidable damage

  • Failing to interrupt

  • Ignoring Enemy Forces values

  • Pushing too high before establishing consistent clears

  • Judging performance only by overall damage

  • Forgetting that +10 unlocks portals and Myth-track Vault rewards

  • Continuing low keys after they stop providing meaningful upgrades

Mythic+ rewards consistency.

A controlled run with few deaths is often faster than an aggressive route filled with wipes.

WoW Midnight Season 2 Mythic+ FAQ

When does WoW Midnight Season 2 Mythic+ begin?

Midnight Season 2 Mythic+ begins on August 18, 2026, in North America and August 19 in Europe.

How many dungeons are in the Midnight Season 2 Mythic+ rotation?

The rotation contains eight dungeons.

What is the new Season 2 dungeon?

Altar of Fangs is the new three-boss dungeon introduced with Patch 12.1.

Which dungeons are in the Season 2 rotation?

Altar of Fangs, Murder Row, Den of Nalorakk, The Blinding Vale, Voidscar Arena, Ruby Life Pools, Kings’ Rest, and Temple of Sethraliss.

What Mythic+ level begins dropping Hero gear?

Under the latest PTR reward table, +6 begins dropping Hero 1/6 gear at the end of the dungeon.

What Mythic+ level gives Myth gear in the Great Vault?

Current Season 2 information shows +10 awarding Myth 1/6 Great Vault gear.

What rating is required for the Season 2 Keystone Master mount?

The Breath of Blight mount requires 2,000 Mythic+ rating.

What rating is required for the Keystone Legend mount?

The Breath of Ruin mount requires 3,000 Mythic+ rating.

How do you unlock Season 2 dungeon portals?

Complete each dungeon at +10 or higher within the time limit.

What is Lindormi’s Guidance?

It is a learning-focused affix active in lower keys. It marks a basic route, weakens selected enemies by 5%, and prevents player deaths from reducing the timer.

What are Resilient Keystones?

After timing every dungeon at +12, your key cannot deplete below +12. The floor increases as you time the entire rotation at higher levels.

Do rewards improve beyond +12?

Current basic end-of-dungeon and Great Vault gear caps at +12. Higher keys are primarily for rating, Resilient Keystones, achievements, and competitive progression.

Final Thoughts

WoW Midnight Season 2 Mythic+ introduces a varied dungeon pool built around the new Altar of Fangs, four additional Midnight dungeons, and three significantly updated returning instances.

Blizzard is placing more emphasis on priority damage, DPS execution, visual clarity, balanced group responsibility, and meaningful boss mechanics. Returning dungeons such as Ruby Life Pools, Kings’ Rest, and Temple of Sethraliss have received extensive changes rather than being reintroduced unchanged.

For gearing, +6 is an important target because it currently begins awarding repeatable Hero-track drops. A completed +10 unlocks Myth-track Great Vault gear, contributes toward later Ascendant Venomstone progression, and can award a dungeon teleport when timed.

Players pushing rating can earn the “the Venomous” title at 1,500 rating, the Breath of Blight mount at 2,000, and the Breath of Ruin mount at 3,000.

The best way to begin is not by copying the most advanced route available.

Learn the dungeon mechanics, identify priority enemies, coordinate interrupts, and build consistent clears. Once your group understands the rotation, start increasing difficulty and optimizing each run.

Clean execution will take you much further than reckless pulls and temporary meter numbers.

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