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Bishop and knight checkmate

The bishop and knight checkmate is a fundamental yet challenging in which a player's , supported by a single and , forces against an opponent's lone . This pattern demands precise coordination among the pieces, as the controls only one color complex and the alternates colors, making it impossible to deliver mate in the "wrong" corner—specifically, the checkmate can only occur in a corner square matching the 's color (e.g., a light-squared mates in the light corner like h1). Although rare in practice, it has occurred multiple times in competitive play in recent years, and mastering it enhances overall proficiency and piece harmony. The maximum number of moves required under optimal play is 33 from the worst starting position.

Fundamentals

Definition and Requirements

The bishop and knight checkmate is an endgame technique in chess where the attacking side, possessing a , a , and a , forces checkmate against an opponent's lone . This configuration requires precise coordination among the pieces to restrict the defending 's movement and deliver the fatal check, as the and alone cannot control all necessary squares without the attacking 's support. Unlike simpler mates such as versus , this endgame demands advanced to avoid stalemates or allowing the defender to escape. A key requirement is the bishop's color control: since a bishop is confined to squares of one color throughout the game, checkmate can only be achieved by driving the defending into a corner of the same color as the bishop's squares—for instance, a light-squared bishop necessitates trapping the king in the h1 or a8 corner. Attempting mate in the opposite-color corner (e.g., a1 or h8 for a light-squared bishop) is impossible because the bishop cannot attack or control the corner square, leaving an escape route for the . The defending must thus be systematically forced to the board's edge and then to the appropriate corner, often using the to block flights and the attacking to oppose directly. Successful execution depends on initial setup conditions where the attacking pieces are positioned to gain opposition and without prematurely stalemating the defender—for example, the should not move in ways that leave the with no legal moves before is delivered. Careful sequencing, such as using waiting moves with the or while avoiding retreats that relinquish control, ensures the pieces maintain pressure. In the final mating position, the defending is confined to a corner square of the 's color, with the attacking typically adjacent to it (e.g., on the seventh rank), the delivering or supporting by controlling adjacent escape squares, and the positioned on a long diagonal to attack the corner and block further flights. For a light-squared mating in h1, a representative setup places the black on h1, white on f2, white on f3 (covering g1 and h2), and white on g2 (attacking h1). This configuration leaves the defending with no safe moves, as all adjacent squares are guarded.

Historical Development

The bishop and knight checkmate was first systematically analyzed in the by François-André Philidor in his seminal 1749 treatise L'Analyse du Jeu des Échecs, where he demonstrated that it was possible to force the mate despite its complexity, introducing an early version of the "W" maneuver with the knight to drive the enemy king to the edge. Philidor's work marked the initial recognition of this endgame as theoretically winnable, though practically challenging due to the uncoordinated movements of the bishop and knight. In the , the technique gained further attention through studies by prominent players, including , whose 1847 The Chess-Player's Handbook incorporated analyses of minor piece s, contributing to the growing body of literature on forcing mates with limited material. Staunton's inclusion helped elevate such positions from mere curiosities to subjects of practical study among serious players. The 20th century saw formalization and standardization, with composing influential studies involving knights and bishops that explored coordination themes relevant to this , as compiled in collections of his endgame compositions. By the mid-century, it had evolved into essential knowledge for master-level play, evidenced by its inclusion in influential manuals, such as Yuri Averbakh's Comprehensive Chess Endings series beginning in the 1950s, which detailed the positional requirements and methods. Later, Karsten Müller and Frank Lamprecht's 2001 Fundamental Chess Endings provided a comprehensive modern treatment, solidifying the standardized approach used today.

Theoretical Importance

The bishop and knight checkmate is classified as one of the four fundamental checkmates in , yet it stands out as particularly advanced due to its technical demands and the need for flawless execution. tablebases reveal that delivering requires up to 33 moves with optimal play from the worst-case starting positions, while typical sequences range from 16 to 33 moves depending on the configuration, underscoring the endgame's length and precision requirements. This holds significant pedagogical value in developing coordination, as it necessitates harmonious interplay between the bishop's long-range diagonal control and the knight's unique ability to jump and , effectively shrinking the board to trap the enemy . Mastering these dynamics enhances a player's understanding of how dissimilar pieces can complement each other in restricting opponent mobility, a principle applicable across various scenarios. Despite its rarity in practice, this technique separates proficient players from novices, as its absence can lead to drawn positions under the 50-move rule. It also contributes to broader principles by demonstrating complex uses of opposition and key squares, where the attacking king seizes critical positions to drive the defender toward the proper corner. Since the , the bishop and knight checkmate has been a staple in regimens for master norms and tournament preparation, emphasizing its role in building elite-level endgame proficiency.

Method

Overview

The bishop and knight checkmate is a fundamental yet challenging technique in chess, requiring the coordination of the , , and to force the opposing lone into a where it cannot escape . The general relies on the attacking leading the advance to restrict the defending king's mobility, while the and support by systematically cutting off escape routes and controlling key squares on both light and dark complexes. This coordinated effort creates a progressively tightening "net" around the defender, gradually shrinking its available space until is inevitable. A key principle is the complementary action of the and , which together cover the entire board but demand precise timing to prevent accidental stalemates, as the pieces' limited control can inadvertently leave the defending with no legal moves. The process typically progresses from restricting the king in the center, driving it to the board's edge, and finally cornering it on the square color matching the bishop's—such as a8 for a light-squared bishop—where the knight delivers the final . With optimal play, this requires up to 33 moves from the most distant positions, though practical games often resolve in 20-30 moves, and endgame tablebases confirm a 100% win rate when the correct corner is pursued. A frequent pitfall is permitting the defending to recentralize after initial gains, which allows it to evade the net and potentially force a draw through opposition or avoidance.

Phase 1: Forcing the to the Edge

The primary objective of this initial is to systematically restrict the defending king's and drive it from the central squares to any edge of the board, such as the first or eighth rank or the a- or h-file, while preventing any effective counterplay from the lone . This establishes a confined position that limits the defending king's options and prepares for subsequent cornering maneuvers. The process typically requires precise coordination among the attacking , , and to avoid stalemates or escapes. The technique relies on the attacking 's steady advance, supported by the 's control of key diagonals to block potential escape routes and the knight's ability to target squares that appear safe to the defending king, thereby forcing repeated retreats. The excels at covering long-range diagonals to cut off the king's lateral movement, while the knight's unique leaping pattern disrupts the king's attempts to centralize or . This coordinated pressure ensures the defending king is gradually herded toward the periphery without gaining or . A fundamental pattern in this phase is the "" method, where the and alternate threats or s to incrementally reduce the defending king's available territory, often shifting the line of attack sideways across the board. For instance, the might deliver a from a forward position, prompting the defending king to move laterally, after which the repositions to maintain diagonal pressure, and the attacking king follows to oppose directly. This step-by-step pushing mimics a climbing across ranks or files, shrinking the king's "box" of safe squares with each cycle. Positions must be navigated carefully to avoid pitfalls, such as forks that simultaneously attack the attacking or unprotected pieces, which could result in material loss and allow the defending to break free toward the center. Overextension of the or without support can also permit the defending to slip past and regain central control, undoing prior gains. The phase transitions to the next stage once the defending is confined to the last two ranks or files, with its movement limited to a narrow strip along the edge, making it vulnerable to further restriction toward a corner. At this point, the attacking pieces are ideally positioned for targeted drives without risking escape. For a representative mid-phase example, consider a position where the defending stands on e2, under attack from a on d4 (checking and controlling and ) and a on (guarding diagonals to d1 and g2), compelling the to retreat to d1 or f1 while the attacking advances from g3.

Phase 2: Forcing the King to the "Right" Corner

Once the defending king has been confined to the edge of the board as established in the initial phase, the attacking side must direct it specifically to a corner that matches the color of the squares controlled by the . For a light-squared , the suitable corners are h1 and a8, both light squares; conversely, for a dark-squared , the targets are and h8, both dark squares. This alignment is essential because the can control the key squares adjacent to the corner only if it operates on the same color complex, enabling the final configuration. The primary tactics involve using the and to block access to the incorrect corners while systematically herding the defending toward the desired one. For instance, if the light-squared is in play and the defending approaches the wrong corner such as a1 or h8 (dark squares), the can be maneuvered to key outposts like c7 to cut off escape routes, while the delivers checks or controls diagonals to prevent lateral movement. These pieces work in tandem to create a barrier, forcing the to veer diagonally toward the target corner, often along the edge files or ranks. A crucial element in this phase is the attacking king's use of opposition to gain control and push the defending king into the corner. By maintaining opposition—such as positioning the attacking king one square directly in front of the defender (e.g., Ke6 against Kd8)—the attacker restricts the opponent's options, compelling diagonal retreats that align with the bishop's influence and the knight's support. This opposition must be coordinated with the minor pieces to avoid stalemates, ensuring steady progress without allowing the defender to slip away. Critical positions often arise when the defending reaches an edge file, such as the , where it attempts to fortify. In such scenarios, with the on , the can sacrifice a by moving to a square like d3 or , luring the defender to while the covers escape squares (e.g., Ba2 controlling b3 and c1). This loss by the is deliberate, as it forces the to commit to the corner without gaining counterplay, setting up the and for the subsequent phase. A common pitfall in this phase is inadvertently driving the king to the wrong corner, which allows the to establish a fortress and draw the game, as the cannot effectively support the there. For example, if the light-squared 's side pushes toward h8 (dark), the struggles to coordinate, leading to perpetual escapes or risks. Precision in corner selection is thus paramount to avoid this error. Illustrative Sequence: Forcing the King from b2 to a1 (Assuming Dark-Squared Bishop)
Consider the position with White to move: White king on c3, on b4, on d4, Black king on b2.
  1. Nc2 (herding toward a1, blocking b3) Kb1
  2. Kc4 Ka2 (defending king edges closer but is restricted)
  3. Bd2 ( controls a5 and c1, gaining opposition indirectly) Kb1
  4. Nd4 ( sacrifice, luring to corner) Ka1
    This traps the Black king on a1, with the and poised to support the attacking king's advance.

Phase 3: Delivering Checkmate

Once the defending has been forced to the correct corner of the same color as the 's diagonals, the attacking side must position the pieces for the final delivery of , emphasizing precise coordination to avoid . The is placed on the short diagonal controlling the corner and nearby escape squares, the attacking occupies an adjacent square to support the pieces and restrict the defender's movement, and the is maneuvered to a square from which it can deliver the fatal checking move. This setup ensures the defending has no legal moves while under attack, with the pinning the king to the edge and the providing the direct threat. [Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual (2nd ed.), Russell Enterprises, p. 234-236] A standard setup features the defending on a8 (for a light-squared ), the attacking on c7, the on b7 guarding a8, b8, and c8, and the ready to move to c6. The then advances to c6 with , attacking the on a8 while the blocks escape to b8 and the attacking covers a7 and c8. In this position, the defending is checkmated, as it is in from the and all adjacent squares (a7, b7, b8) are controlled or occupied. The sequence requires avoiding premature commitments that could leave the defender with no moves but no , resulting in . [Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual (2nd ed.), Russell Enterprises, p. 235] If the defending king resists by lingering on adjacent squares such as b8 or a7 before entering the corner, the attacking side adjusts by using the to cut off flight squares along the edge and the to administer that drive it back. For instance, with the black on b8, the white may move to a6 with check, forcing Ka7 or Kb7, after which the repositions to support the 's follow-up on d5 or c5, gradually shrinking the defender's territory until the corner is reached. Such variations demand the attacking maintain opposition to prevent breakthroughs. [Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual (2nd ed.), Russell Enterprises, p. 236] The following step-by-step sequence illustrates a typical final 4 moves leading to checkmate, assuming the black king is on b8 (light-squared bishop setup, white to move with king on d7, bishop on b5, knight on d5):
  1. Ba6 Ka7
  2. Bc8 Kb8
  3. Nb4 Ka7
  4. Kc7 Ka8
  5. Bb7+ Ka7
  6. Nc6#
In this mate, the bishop on b7 attacks a8 and c8, the knight on c6 guards b8 and d8, and the white king on c7 covers a6, b6, c6, c8, a8, b8, leaving the black king with no escape. [Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual (2nd ed.), Russell Enterprises, p. 235] Endgame tablebases confirm that, from the position with the defending king already in the correct corner and the attacking pieces ideally placed (e.g., attacking king adjacent, bishop on the controlling diagonal, knight poised for check), checkmate can be forced in at most 4 moves with optimal play. [Chess Programming Wiki, "KBNK Endgame", accessed November 2025]

Advanced Techniques

The W Maneuver

The W maneuver is a specialized technique employed in the bishop and knight checkmate to force the defending king from the wrong corner or edge toward the correct corner of the same color as the bishop. It involves the knight executing a series of moves that trace a "W" pattern, systematically cutting off the defending king's flight squares and preventing any central escape. This method relies on coordinated support from the attacking king and bishop, which must control key diagonals to restrict the opponent's mobility. In practice, the knight's path forms the W shape through alternating forward and lateral jumps, such as from to e5 to d7 to c5 to b7, each move advancing the restriction while the temporarily blocks escape routes. For instance, in a sample where the defending is on f3, with the attacking on e5 and on d4, the begins at g5 and proceeds via to to f5 to h6, gradually herding the toward h1 (assuming a light-squared ). The supports by occupying diagonals like g2 or i4 to cover potential retreats. This sequence typically unfolds over 5-10 moves, tightening the net without allowing the defender to slip away. The maneuver is particularly useful in phase 2 of the process, when the defending resists entry into the proper corner or lingers on an incorrect edge, as it methodically reduces the available squares while maintaining opposition with the attacking . Its advantages include effectively blocking central flights and leveraging the unique control over squares inaccessible to the , ensuring steady progress toward the mating position. However, it demands precise timing, as the must reposition dynamically to avoid granting the defender counterplay. Popularized in 20th-century endgame literature for its geometric efficiency and ease of visualization, the W maneuver builds on earlier systematic approaches to this , offering a reliable alternative to more complex guiding methods. Limitations arise in ideal setups where the king is already cornered correctly, rendering the technique unnecessary, and mistimed knight jumps can risk if the fails to cover escape squares adequately.

Delétang's Triangle Method

Delétang's triangle method, introduced by French chess player Daniel Delétang in his 1923 article "Mat avec le fou et le cavalier" published in La Stratégie, provides a geometric framework for executing the bishop and knight checkmate by progressively confining the defending king within shrinking triangular areas on the board. This technique divides the chessboard into imaginary isosceles right-angled triangles, where the right angle is positioned at the target corner of the same color as the bishop, ensuring the king is driven systematically toward the edge and the appropriate corner without allowing escape routes. The method proceeds in iterative steps, starting with a large that covers a significant portion of the board—for instance, one bounded by corners a1, h1, and h8 when targeting h1. The attacking , , and are coordinated to control the triangle's boundaries: the guards the hypotenuse along its diagonal, while the blocks key squares on the legs, forcing the defending to retreat into a medium-sized inner . This contraction repeats, shrinking to a small adjacent to the target corner, where the pieces deliver checkmate through precise opposition and discovery. Particularly advantageous for beginners, the method's structured geometry minimizes errors by offering clear placement rules for the pieces, comprehensively addressing the phases of driving the king to the edge and the correct corner in a predictable manner.

Drawing Traps

One of the most common drawing traps in the bishop and knight checkmate arises when the opposing king is driven to a corner of the wrong color relative to the bishop, creating a fortress position where checkmate becomes impossible. For instance, with a light-squared bishop, forcing the king to the dark-squared corner (such as h1 or a8) allows the opponent to establish a defensive setup where the bishop cannot control the corner square, and the knight alone cannot deliver mate without the bishop's support. In such positions, the opposing king can often shuttle between safe squares, blocking the knight's attacks and leading to a draw. This wrong-corner trap frequently results in a or perpetual defense, particularly if the knight delivers a that leaves the with no legal moves, such as in configurations where the is confined to a single square guarded by its own lack of mobility. Additionally, poor coordination between the and can exhaust the 50-move rule, as the requires up to 33 moves with optimal play from the worst starting ; any inefficiency allows the defender to claim a without a capture or move. A classic example is a with White's on g6, light-squared on f3, and on e5 against Black's on a8: the Black is stalemated or fortressed, as the cannot a8, and the 's fail to dislodge it without granting . Prevention of these traps demands careful planning from the outset, including verifying the bishop's square color before initiating Phase 2 to ensure the king is targeted toward the matching corner (e.g., h8 for a light-squared bishop). tablebases, such as those generated by the bases, confirm winnability only in the correct corner and provide optimal move paths to avoid pitfalls; consulting them during study reveals that deviations into the wrong corner immediately shift the evaluation to a . If the opposing king reaches the wrong corner, recovery involves restarting the driving process from Phase 1 by using the knight's V-shaped maneuvers to cut off escape routes and the king to oppose directly, all while preserving to prevent the 50-move counter. This repositioning, though time-consuming, maintains the win if executed precisely, as the material advantage ensures no threats from the lone king.

Examples

Successful Checkmates in Games

One notable instance of a successful bishop and knight checkmate occurred in the 2003 European Chess Club Cup between Mika Karttunen and international master Vitezslav Rasik, lasting 106 moves. In the endgame, with White (Karttunen) holding , on light squares, and against Black's lone , the after move 84...Kb7 saw Black's centralized on b7, allowing White to initiate Phase 1 by advancing the along the sixth rank (Kc6-d6-e6-f6-g6) to restrict the enemy toward the edge. A critical turning point came at move 88...Kc8, where Black's hesitated, enabling White's to probe with Nd5, forcing the Black back. By move 95, the Black was driven to the h-file, transitioning to Phase 2 as the executed a series of zig-zag maneuvers (Ne7-f5-g7-e7) to shuttle it toward the "right" corner at h8, compatible with the light-squared . The supported by controlling long diagonals, such as from c5 to e7. In Phase 3, after 103...Kh8, White's made a waiting move with Bc5 to avoid stalemating the Black , followed by Nh6+ and Bd4# on move 106, delivering mate. This sequence exemplifies the standard method's application under prolonged pressure, with the 's "W" pattern evident in moves 85-87 (Nd5-e7-c6). Another exemplary game unfolded in the 1994 Melody Amber Tournament ( event) between Yugoslav grandmaster Ljubomir Ljubojević and Hungarian prodigy , concluding in 106 moves with Polgár delivering the as Black. The endgame arose after move 67...Be8, where Black traded down to king, dark-squared , and versus White's lone king, with the position favoring the "right" corner at h1. Phase 1 involved Black's king and pieces coordinating to edge the White king from the center, using the on c5 to block central squares while the patrolled the a5-e1 diagonal. A pivotal moment occurred around move 80, when White's king reached g3, but Black's hopped to e6, cutting off escape routes and initiating Phase 2 by maneuvering the (Ne6-d4-f5) in tandem with checks to funnel the king toward h1, avoiding potential traps through precise coordination. In Phase 3, after the White king was cornered at h1 by move 100, Black's on f2 and on g2 delivered incremental checks, culminating in 106...Bf3#, with the attacking from f3 and the guarding g3 and h3. This execution highlighted exceptional coordination to prevent king escapes, even under visual constraints. A more recent example occurred in the 2023 FIDE Women's World Championship, where (White) defeated (Black) with a bishop and knight checkmate after an extraordinary 219 moves—the third-longest decisive game in —delivering mate with just 12 seconds remaining on her clock. This encounter, under severe time pressure, showcased precise technique in a format where such prolonged endings are exceptionally rare. These historical encounters demonstrate the practical application of the bishop and knight checkmate under time pressure and in professional settings, where such endgames tested even elite players' . Their rarity in professional play—occurring in roughly 1 in 6,000 games due to the method's complexity and the infrequency of reaching isolated versus minor pieces—underscores the achievement, often requiring 30-50 moves in the endgame alone. Lessons from these games emphasize patient king opposition, avoiding stalemates via waiting moves, and versatility in cornering, proving the technique's viability despite its demands.

Notable Failures by Grandmasters

One notable instance of a grandmaster failing to execute the bishop and knight checkmate occurred in the 2013 Women's in , where then-World Champion Anna Ushenina (rated 2491) held a winning king, , and knight against Olga Girya's lone king but could not deliver mate within the 50-move rule. Ushenina drove the black king to the edge but repeatedly attempted to mate in the wrong corner (a light-squared corner incompatible with her dark-squared ), leading to inefficient maneuvers and eventual positions; for example, after move 80, with white's king on g7, on f6, and knight on e8 opposing the black king on a8, the correct knight retreat to d6 would have maintained pressure, but Ushenina's choice of Nc7 allowed Black to claim the draw after 103 moves without progress. This blunder highlighted a common error of miscalculating the bishop's color control, resulting in the loss of a full point in a critical game. Another high-profile failure took place in the 2001 German Bundesliga, where Vladimir Epishin (rated approximately 2600) reached a superior king, , and ending against Robert Kempinski but drew due to a combination of traps and the 50-move rule. Epishin lost by overextending his early in —for instance, around move 60, positioning the on b5 while the opponent's king escaped toward the edge—and eventually the opponent in a corner after failing to coordinate the pieces effectively, despite having ample time on the clock. Such losses are typical pitfalls, as demands precise coordination to avoid granting the defender breathing room. These cases illustrate broader patterns in play, where errors like driving the king to the incorrect corner or stumbling into stalemates occur despite theoretical knowledge. Chess reveal that even titled players convert only about 85-90% of these theoretically winning endgames, with draws arising in 10-15% of instances due to miscalculation under pressure. Psychological factors, such as fatigue from prolonged matches—Ushenina's game lasted over five hours, and Epishin's followed a grueling team event—often exacerbate these lapses, leading to overlooked traps like accidental stalemates. While rare in (occurring in roughly 1 in 6,000 games overall), such failures underscore the endgame's deceptive complexity, even for elite players.

Reception and Modern Perspectives

Quotations

, in his seminal work Dvoretsky's Endgame Manual, emphasized the technique's demanding nature, stating, "I have seen how many chess players, including very strong ones, either missed learning this technique at an appropriate time or had already forgotten it." This observation highlights the coordination challenges inherent in the bishop and knight checkmate, where precise harmony between the pieces is essential to force the opposing king to the correct corner. The educational merit of mastering this is equally noted by experts. , in Modern Ideas in Chess (1923), discussed the broader challenges of piece coordination in endgames, noting that "the decision of it, as a rule, is effected by combinations," a principle that applies directly to the intricate interplay required for and success. Réti's analysis underscores how such maneuvers develop deeper strategic understanding, even if rarely encountered in .

Training Methods and Computer Analysis

Modern training for the bishop and knight checkmate emphasizes structured drills and puzzles available on online platforms, which break down the process into phases such as driving the enemy king to the edge, corralling it to the correct corner, and delivering the final mate. .org offers interactive practice modules with randomized starting positions, allowing users to repeat scenarios focusing on coordination between the king, , and , often recommending repetition of varied positions to build and avoid common errors. Similarly, provides challenges with progressive difficulty, where players must achieve mate against a computer opponent, reinforcing phase-specific techniques like the W maneuver through guided feedback. These digital drills, updated regularly, address the checkmate's complexity by simulating real-game pressures, such as time constraints in formats. Endgame tablebases, such as the Nalimov and formats, have rigorously proven the , , and versus lone position to be 100% winnable with perfect play, calculating all possible outcomes up to seven pieces on the board. These databases confirm that can be forced in at most 33 moves from the worst-case starting position, providing exhaustive analysis that eliminates any theoretical draws beyond the 50-move rule. Contemporary chess engines like 17, released in September 2024, leverage these tablebases to optimize mating paths, often identifying sequences in under 20 moves during analysis and suggesting human-readable lines that minimize errors in training sessions. As of March 2025, 17.1 provides further refinements. In recent years, actual occurrences of the bishop and knight checkmate remain rare in over-the-board (OTB) play due to frequent piece trades before reaching such endgames, with fewer than one in every 6,000 games featuring it post-2003; however, online platforms have seen increased instances, including AI-assisted executions where engines guide players to completion in rapid games. Visual aids play a crucial role in modern training, with interactive diagrams on and enabling step-by-step exploration of key positions, and tutorials from 2024-2025 offering animated breakdowns of phases, such as those by channels like Chess Vibes, which demonstrate the process in under 10 minutes with replayable examples. Advancements in chess engines, including modifications to for human training, have incorporated features like simulated errors and explanatory annotations. These updates fill gaps in older literature by introducing AI-driven training modules on platforms like Chessable, which use and engine-backed feedback to teach the systematically, adapting to individual weaknesses absent in pre-digital resources.

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