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Imaginary book

An imaginary book is a literary construct that exists only within the narrative of another work, referring to volumes that are fictive, lost, or unfinished and lack any physical counterpart in reality. These books serve as devices to enhance , often evoking , , or longing by simulating , mythical tomes, or elusive masterpieces. The concept spans to , with roots in ancient references to nonexistent scrolls and evolving through medieval and allusions to enigmatic texts. Collectors and scholars, such as and in the early 20th century, formalized the pursuit of these "liminal objects," treating them as portals to alternate literary universes that blur the boundary between reality and invention. In modern contexts, imaginary books appear in genres like horror, fantasy, and postmodern fiction, where they function as parodies, , or narrative to deepen thematic layers. Notable examples include H.P. Lovecraft's , a of eldritch lore central to his , and Jorge Luis Borges's , a fictional novel exploring infinite possibilities. Shakespeare's , presumed lost after its 1598 mention, exemplifies unfinished works that fuel scholarly speculation, while Lewis Carroll's Songs of the Jabberwock from Through the Looking-Glass highlights playful, mirror-imaged fictions. Recent exhibitions, such as the Grolier Club's 2024 display curated by Reid Byers, have brought over 100 such books to life through replicas and catalogs, underscoring their enduring cultural fascination as untouchable yet evocative artifacts.

Definition and Characteristics

Core Definition

An imaginary book is a fictive, lost, or unfinished literary construct that is referenced or described within another work but lacks any current physical or published counterpart in reality. These books are typically elaborated with invented attributes, such as fabricated authors, spurious publication dates, or detailed contents that enhance the narrative without any basis in the real world. Imaginary books are commonly categorized as lost (with no surviving examples), unfinished (intended but left incomplete), and fictive (wholly invented within the enclosing narrative). This distinguishes them from real texts that may inspire elements of , such as historical manuscripts adapted into stories, where the original work actually exists or once did outside the fictional context in verifiable form. Basic forms of imaginary books include grimoires, which are depicted as magical spellbooks containing rituals; lost manuscripts, portrayed as ancient writings that have vanished from ; and prophetic tomes, imagined as volumes foretelling future events or divine revelations. The term "imaginary book" denotes these entities, in contrast to a "hoax book," which refers to an actual published work designed to deceive readers by presenting fabricated content as genuine fact; the word "hoax" entered English in the late , derived from "hocus," a term for trickery.

Key Features and Tropes

Imaginary books in fiction are frequently characterized by tropes that emphasize their perilous allure, such as the motif of forbidden knowledge, where the texts contain secrets that threaten the sanity or safety of those who access them. This trope underscores the dangers of uncovering truths beyond human comprehension, often leading to madness or catastrophe for characters who delve into the contents. Similarly, cursed contents represent a recurring pattern, portraying these books as artifacts that inflict supernatural harm, corruption, or possession upon readers, reinforcing themes of moral and existential peril. Ancient origins further define this archetype, with imaginary books commonly attributed to fictional authors from distant eras or mythical civilizations, such as the mad poet Abdul Alhazred, to evoke a sense of timeless mystery and authenticity. Structurally, these imaginary books often incorporate invented excerpts, which are fabricated passages or incantations embedded within the host to simulate direct access to the forbidden . Bibliographies and pseudo-histories are also prevalent features, presenting lists of spurious references or fabricated timelines that bolster the illusion of scholarly depth and historical legitimacy. These serve to integrate the imaginary book seamlessly into the fictional world, enhancing without requiring the full text to be composed. Variations in presentation allow authors to adapt these books to narrative needs, including partial quotes that tease enigmatic content through brief, evocative snippets. Summaries provide overviews of the book's alleged themes or prophecies, offering contextual hints without exhaustive detail. In more elaborate cases, full fabricated appendices appear as supplementary sections in the host work, detailing rituals, diagrams, or annotations to immerse readers in the constructed mythology.

Historical Development

Origins in Ancient and Medieval Literature

The concept of imaginary books first emerges in ancient Egyptian mythology with the Book of Thoth, a legendary tome attributed to the god , said to contain all the magic of the world, including spells to enchant the sky, earth, underworld, and sea, as well as knowledge to understand animals and divine presences. This text appears in the tale of Prince Nefer-ka-ptah, who quests for the book hidden in nested magical boxes guarded by serpents in Coptos, only to incur Thoth's curse leading to tragedy for his family; the narrative underscores the book's perilous, otherworldly power as a source of forbidden wisdom. Dating to the Ptolemaic period (c. 305–30 BCE) in demotic literature, such myths reflect early cultural fascination with texts as vessels of divine or arcane knowledge beyond human reach. In Greek and Roman traditions, precursors to later forbidden tomes appear in the Sibylline Books, a collection of prophetic oracles in Greek hexameters purportedly purchased from the by King Tarquinius Superbus around the 6th century BCE. These books, housed in the Temple of Jupiter and consulted by Roman priests during crises for divine guidance, were semi-legendary artifacts whose contents—lost after a fire in 83 BCE—blended historical consultation with mythic aura, influencing state rituals and literature as enigmatic repositories of fate. Their role in Roman lore highlights an ancient of imaginary scriptures shaping societal and narrative destinies through veiled prophecy. During the Middle Ages, imaginary books proliferated in pseudoepigraphic and apocryphal forms, often inspired by religious texts to expand biblical narratives. The Gospel of Nicodemus, a 4th-5th century apocryphal work circulating widely in medieval Europe, depicts Christ's descent into hell and was integrated into liturgical dramas and vernacular literature, such as Anglo-Saxon homilies, despite its non-canonical status. Similarly, the Key of Solomon (Clavicula Salomonis), a pseudepigraphic grimoire attributed to King Solomon but compiled in Latin manuscripts from the 14th-15th centuries, detailed rituals for summoning spirits and crafting talismans, embodying medieval alchemical and occult interests in invented Solomonic wisdom. These texts, drawn from Judeo-Christian traditions, fueled cultural contexts where religious scriptures inspired fabricated tomes for moral, mystical, or instructional purposes in monastic and courtly settings.

Evolution in Modern Fiction

In the , amid the emphasis on emotion, the , and the , imaginary books emerged as potent symbols in Gothic literature, often serving to blur the boundaries between reality and the occult. These fictional texts typically took the form of forbidden manuscripts or esoteric tomes that propelled narratives toward and . A seminal example is ' The King in Yellow (1895), where the eponymous play—a yellow-bound book containing maddening verses—haunts characters across interconnected stories, embodying the era's fascination with decadent art and psychological decay. Similarly, the legendary writings attributed to the Comte de Saint-Germain, such as the esoteric La Très Sainte Trinosophie, influenced Gothic depictions of alchemical and mystical texts, evoking immortal secrets and aristocratic intrigue in novels exploring eternal life and hidden knowledge. The 20th century saw imaginary books expand through pulp fiction's sensationalism and postmodernism's metafictional play, transforming them from isolated props into interconnected mythologies. In pulp horror, H.P. Lovecraft pioneered systematic world-building with invented grimoires like the Necronomicon, a fictional Arabic text of eldritch lore first mentioned in his short story "The Hound" (1924) and later elaborated in the pseudohistory "The History of the Necronomicon" (written 1927, published 1938), which recurs across his tales to unify a cosmic horror universe and underscore humanity's insignificance. Postmodern authors further innovated by using imaginary books to interrogate truth, authorship, and infinity; Jorge Luis Borges' "The Library of Babel" (1941) envisions an endless archive of hexagonal rooms holding every conceivable book, symbolizing the chaos of knowledge and the futility of meaning. Umberto Eco echoed this in The Name of the Rose (1980), where fabricated medieval manuscripts drive a labyrinthine mystery, parodying historical scholarship while embedding fictional texts like the lost Comedy of Aristotle. In the , digital technologies have revolutionized imaginary books by enabling interactive and multimedia narratives, where fictional texts become dynamic elements users manipulate. and , such as those created with tools like , allow readers to navigate branching stories centered on invented documents, fostering immersion through choice-driven exploration of . This evolution is evident in works like the database-driven narratives analyzed in The Digital Imaginary (2019), which highlight how algorithmic structures simulate infinite, user-generated tomes, extending postmodern fragmentation into participatory worlds.

Functions in Storytelling

As Narrative Devices

Imaginary books frequently serve as pivotal narrative devices in , propelling plot progression and deepening character arcs by embodying or enigmatic truths that characters must confront. These fictional texts often function as catalysts for , where their , pursuit, or triggers central conflicts and revelations, transforming protagonists through encounters with the or the profound. For instance, in H.P. Lovecraft's , the acts as a core plot driver, its mere existence compelling characters to delve into existential horrors that reshape their worldview and sanity. One primary use of imaginary books is in , where excerpts or references hint at impending prophecies or concealed realities, building anticipation without overt exposition. In Lovecraft's "The Dunwich Horror," quotations from the subtly reveal cosmic prophecies about ancient entities, presaging the story's climactic confrontations and underscoring themes of inevitable doom. Similarly, Umberto Eco's employs the lost second book of Aristotle's —a fabricated on —as a prophetic artifact whose hidden content foreshadows the abbey's unraveling, with its pursuit illuminating broader tensions between reason and faith. This technique allows authors to embed subtle warnings that align with character motivations, enhancing narrative cohesion. Imaginary books also generate and by inciting quests, rivalries, or internal upheavals that test characters' resolve and . The relentless search for the in Eco's novel sparks a series of murders and ideological clashes within the , heightening tension as vie to suppress its subversive ideas on laughter and human folly, ultimately catalyzing the protagonist William of Baskerville's intellectual and moral evolution. In Lovecraft's tales, the Necronomicon's allure creates interpersonal and psychological strife, as characters grapple with its corrupting , leading to pursuits fraught with peril and personal disintegration that propel the overarching dread. Such devices sustain momentum by making the book a contested object of desire or fear, often resulting in transformative consequences for those involved. Techniques involving unreliable narration further exploit imaginary books to blur boundaries between truth and fabrication, questioning their very existence within the story and destabilizing reader trust. Italo Calvino's If on a Winter's Night a Traveler layers multiple incomplete novels as imaginary texts, where the protagonist's frustrated attempts to read them mirror the reader's disorientation, employing metafictional unreliability to probe the nature of narrative authority and completion. Mark Z. Danielewski's extends this through the fabricated The Navidson Record, a nonexistent documentary analyzed in footnotes by an unstable narrator, whose escalating madness casts doubt on the book's ontological status and amplifies psychological suspense via recursive doubt. These approaches, akin to , mirror the primary narrative to create , intensifying character doubt and plot .

Role in World-Building

Imaginary books play a pivotal in world-building by embedding rich into fictional universes, often serving as repositories for , invented languages, and historical narratives that deepen the imagined world's authenticity. In J.R.R. Tolkien's legendarium, the functions as a foundational text that chronicles the histories, genealogies, and linguistic evolutions of elves, men, and other races, providing a layered that underpins the consistency of the entire saga. Similarly, H.P. Lovecraft's embeds occult , including incantations and cosmic histories involving entities like Yog-Sothoth, which are referenced across his to establish a shared mythological framework. These elements allow authors to convey complex world histories without overt exposition, fostering immersion through the pretense of ancient, scholarly tomes. To enhance verisimilitude, imaginary books often incorporate bibliographic details that mimic real-world publications, such as editions, translations, and institutional holdings, thereby grounding fantastical elements in a semblance of scholarly . Philip K. Dick's The Grasshopper Lies Heavy in The Man in the High Castle is presented as an alternate-history novel influenced by the , complete with publication details that blur the lines between fiction and plausible , making the dystopian world feel tangibly documented. Lovecraft's Necronomicon further exemplifies this by specifying formats like a Latin housed at the fictional Miskatonic , evoking the aura of rare, verifiable artifacts in academic libraries. Such mimetic features lend credibility to the constructed , inviting readers to engage with it as if consulting genuine sources. In shared universes, imaginary books facilitate interconnectivity by referencing or building upon one another, weaving a web of cross-series lore that expands the fictional cosmos. Within the Star Trek franchise, the Cardassian novel The Never-Ending Sacrifice connects cultural histories across episodes of Deep Space Nine and extended novels, linking disparate narratives through recurring motifs of sacrifice and empire. Elizabeth Knox's The Absolute Book employs the Firestarter scroll as a connective artifact that ties events and characters across temporal layers, reinforcing the universe's internal coherence. This referential structure not only reinforces world consistency but also encourages transmedia exploration, as seen in how Tolkien's appendices reference multiple in-universe texts to unify his interconnected mythos.

Categories by Medium

In Literature

Imaginary books are a common device in novels and short stories, particularly within speculative genres like fantasy, , and , where they enhance narrative complexity by simulating historical or cultural artifacts within the fictional world. Literary analyses indicate that the use of such elements aligns with broader trends in , including a doubling of imaginary worlds in narratives during the , reflecting increased experimentation with layered realities in print . This prevalence underscores their role in modern literary traditions, allowing authors to embed sub-narratives that deepen thematic exploration without disrupting the primary storyline. One prominent subtype involves epistolary structures, in which imaginary books or documents—such as letters, journals, or reports—form the narrative frame, presenting the story through fragmented, purportedly authentic records. This approach fosters intimacy and unreliability, as the fictional texts mediate events and character perspectives, often mimicking real correspondence to heighten immersion. In , these elements extend to invented manuscripts or logs that propel the plot while questioning documentary truth. Academic discourse emphasizes imaginary books' contributions to , where they self-reflexively expose the constructed nature of and interrogate boundaries between fact and . Scholars further describe this as transfictionality, wherein imaginary books generate possible worlds, challenging linear reading and highlighting literature's . Such discussions position these devices as essential to postmodern literary innovation, prioritizing conceptual depth over straightforward plotting.

In Film, Television, and Other Visual Media

In cinema, imaginary books often serve as tangible props that enhance visual storytelling and atmospheric tension, particularly in genres. The , a fictional invented by , exemplifies this role through its appearances in multiple films, where it is depicted as an ancient, bound tome of forbidden knowledge capable of summoning otherworldly entities. In the Evil Dead franchise, directed by , the Ex-Mortis is a central prop crafted from weathered latex with intricate rune-covered pages, functioning as the "" that unleashes demonic forces upon its readers; this design, scaled one-to-one with the on-screen version, underscores the book's physical presence as a cursed artifact driving the narrative. Similarly, in (1993), an adapting Lovecraft's tales, the book appears as a pivotal element in segments like "The Cold" and "Whispers," portrayed with gothic bindings and illuminated manuscripts to evoke dread and cosmic . Television adaptations amplify imaginary books through serialized formats, allowing for recurring visual motifs that build lore across episodes. In Charmed (1998–2006), the Book of Shadows is a leather-bound prop tome emblazoned with a triquetra symbol, serving as the Halliwell sisters' primary source for spells, potions, and demon lore; it includes handwritten entries and illustrations that evolve with the storyline, making it a dynamic visual anchor for magical confrontations. Likewise, Supernatural (2005–2020) features the Book of the Damned, a dark magic codex made from human skin containing coded spells written in an ancient Sumerian dialect, introduced in season 10 as a potential cure for the Mark of Cain; this prop, with its tattered, bloodstained appearance, facilitates plot progression by enabling curses and rituals, while its pursuit by antagonists heightens episodic suspense. In other visual media like , imaginary books differ by incorporating interactivity, transforming passive props into explorable elements that players actively engage to uncover lore. series, developed by , includes over 800 fictional in-game books scattered across its open worlds, such as "The Book of the Dragonborn" or historical tomes like "The Arcturian Heresy," which players can pick up, read, and reference for quests, character backstories, and cultural depth; this mechanic fosters immersive world-building, as texts often contradict or expand upon spoken narratives, encouraging player-driven discovery unlike the fixed depictions in or TV.

Notable Examples

In Horror and Fantasy Genres

In the horror genre, the , invented by , stands as one of the most iconic imaginary books, serving as a forbidden that embodies cosmic dread and . Attributed to the fictional Arab poet Abdul Alhazred and originally titled Al Azif before 738 A.D., it details rituals for summoning ancient entities known as the Old Ones, including Yog-Sothoth and , with passages like " which can eternal lie, / And with strange aeons even death may die." The book appears in at least 18 of Lovecraft's stories, such as "" (1922) and "" (1929), where its mere consultation drives characters to madness or unleashes eldritch horrors, reinforcing tropes of occult rituals that blur the boundary between human comprehension and incomprehensible evil. Its invented history—including translation by Theodorus Philetas in the 10th century, Latin by Olaus Wormius in 1228, and a papal in 1232—lends it an aura of authenticity, influencing subsequent works by blurring fiction and . The Book of the Dead trope extends beyond Lovecraft into visual horror media, notably in the 1999 film , where it is depicted as an ancient artifact bound in human flesh and inscribed with hieroglyphic incantations for resurrection and summoning spectral warriors. In the story, the book enables the revival of the priest through a ritual chant, "Ahm kum . Ahm kum Dei."—a fictional spell that awakens mummified , emphasizing genre motifs of cursed relics that perpetuate cycles of vengeance and supernatural plague. This portrayal draws loosely from real funerary texts but amplifies them into a tool for dark magic, impacting the film's narrative by driving the plot's central conflict and inspiring similar artifacts in modern horror, such as in (2001). In , J.R.R. Tolkien's functions as a meta-narrative device, framing and as translations from an in-universe manuscript that chronicles Middle-earth's history. Compiled primarily by Bilbo and , with additions from , it includes Bilbo's diary There and Back Again and Frodo's account of the War of the Ring, preserved in five volumes at the fictional Great Smials and later in . Unlike grimoires, it embodies world-building through pseudo-historical , incorporating Elvish tales and genealogies to lend epic depth, as seen in its role in unifying across series entries. This structure highlights fantasy tropes of inherited magical texts that preserve incantations and prophecies, such as embedded or songs evoking ancient powers, without the dread of Lovecraftian tomes. These imaginary books exemplify genre-specific tropes like rituals and magical incantations, where texts act as portals to otherworldly forces: the Necronomicon's summonings evoke horror's existential terror, while the Red Book's archival incantations—such as poetic lays of power—support fantasy's theme of harmonious myth-making. In Lovecraft's mythos, rituals often require precise recitation from the to invoke chaos, as in "" (1928), contrasting Tolkien's subtler integrations of lore that enhance heroic quests. Such elements have cross-influenced fantasy series by establishing books as catalysts for supernatural events, from ritualistic horrors to enchanted chronicles.

In Science Fiction and Literary Works

In science fiction, imaginary books often serve as repositories of knowledge that underscore themes of preservation, prediction, and cosmic absurdity. Isaac Asimov's Foundation series prominently features the Encyclopedia Galactica, a vast compendium envisioned by psychohistorian Hari Seldon to encapsulate all human knowledge across the galaxy. Introduced in the 1951 novel Foundation, this fictional encyclopedia is ostensibly a project to safeguard civilization's intellectual heritage amid the foretold collapse of the Galactic Empire, aiming to reduce a projected 30,000-year dark age to just 1,000 years. However, it functions as a strategic ruse to conceal Seldon's true plan of using psychohistory—a mathematical science of societal trends—to guide humanity's future, highlighting the tension between empirical knowledge and manipulative foresight. The Encyclopedia Galactica's epigrammatic entries, scattered throughout the series, lend narrative authenticity while echoing Enlightenment encyclopedias like Diderot's Encyclopédie, symbolizing knowledge as a tool for progress and resilience in speculative futures. Douglas Adams' The Hitchhiker's Guide to the Galaxy (1979) presents its titular Guide as an electronic, pan-galactic encyclopedia that humorously subverts the authoritative tone of such works. Described as the "standard repository of all knowledge and wisdom" in the Milky Way, the Guide offers witty, often erroneous advice to interstellar travelers, exemplified by its infamous entry on space: "Space is big. Really big." This imaginary book satirizes the hubris of comprehensive knowledge systems, blending comedy with philosophical inquiry into existence, technology, and human insignificance in a vast universe. Through the Guide, Adams critiques sci-fi tropes like Asimov's encyclopedic ambitions, using parody to explore misanthropic pessimism and the futility of seeking ultimate answers, as seen in the series' quest for the "Ultimate Question of Life, the Universe, and Everything." In with speculative elements, employs imaginary books to probe metaphysics, , and invention. His short story "" (1940, collected in , 1944) revolves around the discovery of a in an about the invented land of Uqbar, leading to the unearthing of the First Encyclopedia of Tlön—a multi-volume work detailing an idealist world where objects exist only through and shapes . This imaginary , crafted by a secret society over centuries, gradually infiltrates and supplants the real world, illustrating Borges' theme of how fictions can erode empirical truth. The narrative's introspective use of the book as a philosophical treatise underscores alternate histories of thought, where triumphs over , influencing postmodern literature's exploration of constructed realities. Philip K. Dick's The Man in the High Castle (1962) integrates imaginary books to layer alternate histories and question authenticity. Within its dystopian world of a Nazi-Japanese victory in , the prohibited novel The Grasshopper Lies Heavy depicts a divergent timeline where the Allies prevail, serving as a subversive artifact that prompts characters to reflect on suppressed possibilities and the fragility of historical narratives. This metafictional text functions as a philosophical on and perception, mirroring the novel's I Ching-inspired structure and emphasizing how can catalyze existential reevaluation in speculative contexts.

Cultural Impact

Influence on Real-World Creations

The , published in 1977 by Avon Books under the pseudonym "Simon" (later identified as ), exemplifies a real-world publication directly inspired by H.P. Lovecraft's fictional from his stories. This text fabricates a translation of an ancient work, incorporating myths, medieval , and elements to mimic the described in Lovecraft's tales, such as . Despite its contrived origins, it has been marketed as an authentic manual, influencing modern esoteric practices by blending verifiable ancient sources with invented lore. Artistic and commercial extensions of imaginary books like the extend to merchandise and interactive media, particularly in games. Chaosium's tabletop RPG, released in 1981, positions the Necronomicon as a core artifact that players encounter, driving investigations into cosmic horror and sanity loss, thereby embedding Lovecraft's creation into a multimillion-copy franchise that has shaped the horror gaming genre. Replica props, such as the leather-bound Necronomicon from the Evil Dead film series, are commercially available through licensed manufacturers like Trick or Treat Studios, often featuring detailed engravings and faux ancient pages to replicate the book's menacing aura in and collectibles. These items, alongside apparel and novelty editions, generate ongoing revenue while perpetuating the book's mystique beyond . Beyond the , other imaginary books have inspired real-world scholarly pursuits and adaptations. For instance, Shakespeare's , referenced in 1598 but never published, has prompted extensive academic searches and theories about its existence as a lost play, influencing modern theater productions and adaptations that speculate on its content. Similarly, Borges's has impacted philosophical discussions on multiverses, inspiring works in quantum fiction and digital narratives. The proliferation of such hoaxes has sparked legal and ethical debates regarding the boundaries between and . In the 1996 of for the murders committed by his "," the was submitted as evidence of occult influence, with Ferrell claiming it inspired his actions, highlighting risks of misinterpretation leading to real-world harm. Critics argue that publishers bear ethical responsibility to clearly label such works as fictional to prevent deception, especially when they appropriate cultural mythologies like texts, potentially eroding trust in scholarly sources and complicating forensic assessments of motive in criminal cases.

Scholarly and Fan Interpretations

Scholarly analyses of imaginary books often emphasize their role in , where fictional texts reference and build upon one another to create layered narratives and shared universes. In H.P. Lovecraft's works, the serves as a prime example, functioning as a pseudobiblia that blurs the boundaries between and by invoking a faux historical tradition of lore, thereby enhancing the through epistemological uncertainty. Such imaginary grimoires draw from real esoteric traditions while subverting them to underscore themes of cosmic insignificance and in Lovecraft's mythos. This intertextual strategy not only enriches the narrative depth but also invites readers to engage with a of allusions that mimic authentic scholarly discourse. Fan communities have extensively expanded the lore of imaginary books through collaborative platforms and events, treating them as living elements of expansive fictional universes. Online wikis, such as those dedicated to fantasy and horror mythologies, allow fans to document, interpret, and extend canonical details, effectively creating alternative narratives that retell and augment the original texts. Conventions like foster discussions and creative outputs centered on Lovecraftian imaginary books, where participants role-play, debate interpretations, and produce fan works that perpetuate the lore's evolution. These activities transform passive reading into active world-building, strengthening communal bonds around shared fictional artifacts. Psychologically, readers' tendency to treat imaginary books as "real" within paracosms stems from an innate drive for and novelty-seeking, where engagement with such worlds activates reward systems akin to real-world . Paracosms, detailed imaginary realms often developed in childhood and persisting into adulthood, provide a for simulating social and environmental scenarios, allowing individuals to process emotions and identities through these fictional constructs. This fosters a of , as cognitive biases toward unfamiliar territories make the feel tangible and compelling, blurring perceptual lines between and .

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