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Top 10 Robot Masters from Mega Man | 5-1

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galaxyman5) Galaxy Man – Mega Man 9

Weapon: Black Hole Bomb
Weakness: Concrete Shot

Galaxy Man is out of this world. Sorry about that, just needed to get it off my chest after not including the Ice Man pun earlier.

All jokes aside, Galaxy Man is the most intriguing boss from Mega Man 9. His battle isn’t hard, but his design is awesome. Galaxy Man has a U.F.O. for a head and he can shoot matter devouring Black Hole Bombs at Mega Man. After defeating Galaxy Man, Mega Man gets the power to shoot black holes from his arm cannon; tell me that isn’t neat. The Black Hole Bomb can prove quite useful throughout the game by making enemy laden areas a breeze to conquer.

Your #5 Pick:


Quick Man

pharoahman4) Pharaoh Man – Mega Man 4

Weapon: Pharaoh Shot
Weakness: Flash Stopper

The Mega Man series started to become stale during the latter part of its run on the NES, but Mega Man 4 serves up at least one memorable robot master.

Pharaoh Man is agile and shows it off by jumping around and throwing his Pharaoh Shot at you. Pharaoh Man can also change throwing direction midair which makes him a tricky boss to fight. Mega Man will get the Pharaoh Shot for himself after defeating Pharaoh Man. You can shoot normally with this powerful weapon, but you can also charge it up like the Mega Buster and unleash a huge power shot.

Pharaoh Man’s stage is one of my personal favourites from the series. There is a cool quicksand effect on the surface during the beginning, and the balloon power-up is cleverly hidden there as well. The tomb itself has cool detailed walls and I think the blue and green torches add a nice touch of mystique; definitely one of the more attractive sandy themed levels in the series.

Your #4 Pick:


Grenade Man

snakeman3) Snake Man – Mega Man 3

Weapon: Search Snake
Weakness: Needle Cannon

Snake Man’s stage is full of scaly green platforms and snakes, I know right. Snakes hang from the ceiling and protrude from the ground to shoot pellets at Mega Man, but it’s the clash with the giant snake heads that stands out the most. These giant snake heads will shoot multiple large energy projectiles at Mega Man which forces a dodge and shoot tactic. Their bodies dance to the music and can be distracting, but it also makes this level very memorable.

Snake Man will walk back and forth the stage and throw snakes at Mega Man’s feet. Dodging these snakes and Snake Man is difficult, especially when he begins to close in on you. Admittedly, the Search Snake weapon is kind of lame, but the snakes can climb walls which looks pretty cool.

Your #3 Pick:


Pharaoh Man

airman2) Air Man – Mega Man 2

Weapon: Air Shooter
Weakness: Leaf Shield/Quick Boomerang/Mega Buster

Air Man’s stage is very dangerous because of the sky high setting. There are no platforms and lots of necessary jumping to be done, but it’s the enemy placement that makes this level tricky; especially those damn birds. However, Air Man’s addicting theme will convince you to push forward.

Air Man himself is notorious for being extremely difficult to handle. He shoots multiple tornadoes at Mega Man that will push the blue bomber backwards. This attack also makes hitting Air Man with the leaf shield quite difficult. It’s best to take damage from one of the tornadoes, and then unleash a barrage of buster shots which is a surprisingly effective tactic.

Your #2 Pick:


Air Man

metalman1) Metal Man – Mega Man 2

Weapon: Metal Blade
Weakness: Metal Blade/Quick Boomerang

Metal Man is my number one pick for the most obvious reason. The Metal Blade is the best weapon in the entire series. It is extremely powerful and can be used to mow down enemies in any level and against many bosses from Mega Man 2. It also uses very little weapon energy making it more useful than the Mega Buster. Metal Man is the first Robot Master I defeat because of the weapons usefulness.

Metal Man gets the number one spot for a couple of other reasons as well. His overall design is very intimidating. He has a blade attached to his head and he throws spinning blades at Mega Man. His level theme is underrated and overshadowed by Air Man and Wily Stage 2. Of course, the stage is also well constructed and fun to play. You have to tread carefully over conveyor belts and watch out for traps that are conveniently placed on the other end. I also like to stop and admire the spinning cogs and industrial equipment working in the background.

Your #1 Pick:


Crash Man

Back to 10-6

Check out the Full Poll Results!

Crashmo Guide | Challenge 2-1 – 2-10

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Challenge 2-1 – 2-10


The second set of Challenge levels introduce the game’s first new gadget: floating blocks. Floating blocks will never come crashing down, and can be conveniently placed to prevent other blocks from falling as well. You’ll see plenty examples of this in the upcoming puzzles. Floating blocks start to make things a little tricky and will force you to think outside the norm on more than one occasion.

Challenge 2-1

Difficulty: *

The first floating block puzzle you’ll face very easy.

Push the green block forward one space.

Jump up on the green block and swing the camera around. Grab the floating block and slide it to the left.

Jump on floating block, swing the camera around and now you’ll see a path to the goal.

Challenge 2-2

Difficulty: **

Challenge 2-2 is similiar to the first floating block puzzle, but it’s slightly trickier.

Start by pushing the green block forward one space.

Swing the camera around and jump on the green block. Slide the lower floating block to the left twice.

Swing the camera around again and climb to the top of the lower floating block. From here, grab the green block and pull it to the right once to reveal an opening.

Now you can jump up and complete Challenge 2-2.

Challenge 2-3

Difficulty: **

Challenge 2-3 is trickier than the first two puzzles.

Grab the yellow block and slide it to the right until the small orange floating block is resting under this two-block gap.

Pull the yellow block out and the green block will fall, but remain suspended on the perfectly placed floating block. You can now also go for the goal.

Challenge 2-4

Difficulty: **

Challenge 2-4 is a lot trickier than the first few puzzles.

Pull the yellow block toward you one space, then slide it to the right one space. Its odd position will be become clear in the next step.

Grab the blue pillar and drag it behind the green block. The spot you see above is ideal. Once you’re in position, grab the blue block and use it to push the green block forward. Be careful to not push the floating block as well, you’ll see why in a moment.

The green block will fall on the strategically placed yellow block, but we’ll need the yellow block to climb to the top. Luckily, the floating block can be easily placed inside the green block by pushing it into the opening with the blue pillar.

Now that the green block is being supported by the floating block, slide the yellow steps out to form a stairway to the goal.

Challenge 2-5

Difficulty: **

Floating block puzzles continue to get tougher, Challenge 2-5 is no exception.

Start by grabbing the blue pillar (or block if you prefer) and use it to move the floating block toward you one space.

Push the floating block to the left using the blue pillar again: place it in a way that you’ll be able to collide with the middle orange block.

Grab the blue pillar and use it to push the green block forward one space to remove the middle block.

Place the blue pillar behind the stack of blocks and slide the bottom yellow block all the way to the left to create a staircase. Now complete the stage.

Challenge 2-6

Difficulty: **

You start to see a pattern emerge by Challenge 2-6.

Grab the green block and slide it one spac to the left.

Jump up and pull the floating block toward you one space.

Jump up and pull the yellow block left one space.

Slide the green block right again. Rinse and repeat until you the yellow block can be pulled on top of the floating block.

This is what you’re aiming for at this step.

Once the yellow block is supported by the floating block you can slide the green block over until a path to the goal appears.

Challenge 2-7     

Difficulty: **


Challenge 2-7 is, in my opinion, one of the tougher puzzles in the game.


First off, start by dragging the yellow block over to the larger floating block. Set it up like you see above, then climb up the yellow block and pull the large floating block toward you one space.


Pull the yellow block toward you one space, climb up once again, and this time push the larger floating block left. You need to do this one more time to line it up with the vertical opening.


Now push the larger floating block into the open space.


Bring the yellow block back to the start and drag the smaller floating block to the left until it rests under the larger floating block.


Climb up the yellow block and push the larger floating block forward. The green block will fall on your head, and that’s fine, just walk back out.


Head for the goal!

Challenge 2-8     

Difficulty: **


This one is also a little tricky, but didn’t have me stumped for as long as Challenge 2-7.


Start by pulling (or pushing) the blue block against the green block until the floating block is directly in the center.


Swing the camera around and grab the blue block again. Drag it behind the structure and slide it over to the right. Line it up so that it will push the green and small yellow blocks forward. This will cause the yellow pyramid to fall onto the floating block.


Use the blue block again to push both the small pyramid and floating block into the open space on the green pyramid. Let the blue block rest in this spot for the remainder of the puzzle.


Lastly, grab the small yellow block and slide it left until a stairway to the top of the pyramid is created. Climb to the top and grab the bird.

Challenge 2-9     

Difficulty: ***


For a three star puzzle, Challenge 2-9 isn’t quite as tough as the previous two.


Start by sliding the small green block to the left until you can reach the lower floating block. Climb and push the floating block to the right once. Once you have done this, use the blue block to push the upper green block off the top floating block. It will fall onto the lower floating block.


Position the green block in front of the lower floating block so that you can climb up and pull it to the left once.


Pull the green block to the left once, you’ll start to see a stairway form. Keep this in mind, it will be important soon.


Grab the block block and  use it to push the yellow block onto the upper floating block. Continue pushing until the blocks are just to the right of the other blocks.


Use the blue block to position the yellow/upper floating block combo behind the other blocks. You’ll see a partial stairway form.


Now you can climb up and pull the floating block to the left once. Now you’ll have to repeat this with each block until a stairway is created. Told you this would be important.



Challenge 2-10     

Difficulty: ***


Challenge 2-10 is worthy of its three start rating.


First, pull the small green block toward you one space, then push it until it’s below the blue floating block. Climb up and pull the blue floating block toward you one space. Position the small green block so you can climb onto the blue floating block.


Once you have climbed to the top, grab the orange floating block and slide to the right. You will fall off the structure and the orange floating block will be in the middle.


Repeat the previous step so that the orange floating block is at the end of the yellow block.


Also, make sure to push the blue block in one space. You should have something that looks like the above image.


Push the large green block forward one space. Now you’ll need to position behind the yellow block until only two green blocks are visible, see above image. Now, pull the small green block to the right and set it one space away from the yellow block. Climb until you can jump up to the platform open on the large green block.


Lastly, you must grab the yellow block and slide it off of the orange blue block to make it fall onto the blue floating block. Now you’ll be able to climb to the goal.


Challenges 2-1 – 2-10: Solved

Forty Crashmo puzzles down, sixty more to go. You’re almost to the halfway point.

Next: Challenge 3-1 – Challenge 3-10

Back to the Guide

Crashmo Guide | Challenge 1-1 – 1-10

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Challenge 1-1 – 1-10


Now that Papa Blox isn’t holding your hand anymore, it’s time for something a little more challenging. Challenge Levels 1-1 to 1-10 doesn’t introduce any new gadgets, instead you will finish mastering the techniques taught in the first 20 levels.

Challenge 1-1

Difficulty: **

Challenge 1-1 is just a taste of the puzzles ahead, but is tame in comparison.

Start by grabbing the blue block and slide it to the left. You can slide the orange block out of the way, in fact you can just move it to an empty space for the time being.

Continue sliding the blue block left until the green block falls on the last step. Don’t go any further, you’ll need it at this height. You can also take time to grab the yellow block, pull it out one space then slide it over two to line it up with the goal.

Grab the orange block and position it as seen in the above image. Now you can climb to the goal.

Challenge 1-2

Difficulty: **

Challenge 1-2 is the first puzzle that stumped me for longer than five minutes. Looking back with the solution in hand makes it seem easy, but I found it tricky.

Grab the blue block and keeping sliding to the right until the yellow block falls down.

Pull the yellow block forward one space and slide it over in front of the green block. Now you should be able to reach the steps on the green block, but hold on…

…don’t forget to push the orange block (complete with the goal) behind the green block. Now you can climb to the top and complete the stage.

Challenge 1-3

Difficulty: **

Challenge 1-3 involves a lot of strategic placement and pushing.

You need to pull the yellow block forward then slide it to the right. Slide the yellow block until you can only see 2 blocks. Now you can push the yellow block against the orange block which will cause two of the small blocks to fall and land inside the yellow block.

Next you want to pull the green block forward and slide it over to the yellow block. The action is similiar here, but instead you only want one block showing. Push the green block against the yellow block and watch the small block land inside the green block.

Now you can climb up to the top. This is what the final setup should look like.

This is what the setup looks like from behind!

Challenge 1-4

Difficulty: **

This is one of my personal favourites.

You want to start by pulling the yellow L-shape block out and sliding it over to the green L-shaped block. Push the L-shaped block against the larger yellow block to collect the green L-shaped block.

Swing the camera around and go behind the puzzle. Slide the large yellow block over 3 or 4 spaces. Next, push the large yellow block forward to push the two L-shaped blocks up one space.

Now you need to move the L-shaped blocks over to pick up the last tiny L-shaped blocks. I did this by using the larger yellow block to push them over like you see in the image above. You can just push them over without the large yellow block, but you’re going to need that block again in a moment.

Once you have the blocks lined up to receive the small yellow L-shaped block, push the larger yellow block forward until the L-shaped block falls.

You will notice that you’ve created quite the fancy set of steps. Climb up and go for the goal.

Challenge 1-5

Difficulty: **

This is another puzzle that had me stumped for a bit.

Start by pulling the yellow block out and slide it over 2 spaces.

Climb up the yellow block and jump to the green block. From here you should grab the side of the orange block and pull it off the green block.

You will land on the top step of the yellow block. From here you need to push the orange block forward one space.

Now you’ll be able to jump from the green block to the orange block and continue your ascent to the goal.

Challenge 1-6

Difficulty: **

This puzzle requires a lot of what I like to call, back and forth.

Jump on the green block and pull the yellow block one space towards the goal.

Climb up the steps and jump over to the yellow block. Push the small orange block against the yellow block.

Jump on the orange block then push the yellow block towards the goal once. Now you have to rinse and repeat until you can jump to the goal.

I chose to do it this way, but you can push the blocks over one more space to make the jump easier.

Challenge 1-7

Difficulty: **

Challenge 1-7 may look hard, but becomes ridiculously easy once you discover the trick.

Climb up the structure and push the orange block towards the green block, but only once, you don’t want to lose the orange block. Doing this will move the green block to the right one space and the goal closer, but you’re not finished yet.

Pull the orange block to the middle.

Jump on the orange block and walk to the other side. Now push the orange block once toward the goal. Now you can jump to the goal and complete the level.

Challenge 1-8

Difficulty: **

Challenge 1-8 is somewhat similiar to Challenge 1-5.

Start by pulling the green block toward you one space.

Climb up to the yellow block and push the orange block to the left, but only by one space.

Swing the camera around to get this view. Now grab the green block and start sliding it over until you can climb onto it using the orange steps.

The final setup should look like this.

Challenge 1-9

Difficulty: **

This is the second puzzle that had me stumped for a considerable amount of time.

Pull the orange block toward you then slide it over to the left. You want to line it up so that you’re only pushing against the two larger blocks. Doing this will cause the two small L-shaped blocks to fall.

Push the orange block aside for now. Grab the small yellow block and slide it to the left once.

Next you have to use the orange block again, but first, swing the camera around and push the green block to the right once. Now the yellow block should fall down one step like in the image above. Once you have that done, grab the orange block and bring it to the larger blocks. Now push the orange block against the large yellow block to push the setup once to the right. You will open a path to the finish by completing these steps.

This is what the setup will look like with the camera back in its original position.

Challenge 1-10

Difficulty: **

This is another puzzle that stumped me, but discovering the solution was satisfying.

Pull the blue block forward and position it under the yellow block. Push the small block toward the green and orange blocks to receive the yellow block.

Grab the green block from the side and push it forward until it lines up with the blue and yellow block like so.

Swing the camera around and pull the orange block to the right. Go behind the orange block and push it to the right. Now you’ll have an empty spot to place the yellow block.

Grab the yellow block and pull it onto the green block, it will be a snug fit.

Swing the camera back around to the original position. Pull the blue block over until you can reach the final stairway for the first set of challenge levels.


Challenges 1-1 – 1-0: Solved

Still a long way to go, but you’ve cleared thirty Crashmo puzzles! Push on young warrior, there’s more to come.

Next: Challenge 2-1 – Challenge 2-10

Back to the Guide

Crashmo Guide | Lesson 11-20

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Lesson 11-20

Another batch of tutorial levels to wade through before the good stuff. These are slightly harder, but not by much.

Lesson 11

Difficulty: *

Lesson 11 starts the second round of puzzles off with an easy one. Your first focus will be on the pink block.

Grab the pink block and pull it toward you one step. From there, slide it to the left until it lines up with the green block as pictured above.

Once you have the pink block lined up properly, push it against the green and blue blocks to push them forward. Doing this will cause the yellow block to drop.

Now that the yellow block has been removed, you can easily reach the goal.

Lesson 12

Difficulty: *

Lesson 12 is similar to Lesson 11 in its solution.

Again, start off by grabbing the pink block and lining it up with the green block. Push the pink block against the stack to move the green and yellow blocks together. This will cause the blue block to fall.

Swing the camera angle around to find a neatly stacked staircase to the goal.

Lesson 13

Difficulty: *

Lesson 13 is a little different, but not that tricky.

Pull the yellow block toward you one step, now slide it to the left until the edge of the yellow block lines up with the goal. Jump on the blue block and then jump to the yellow block. You could move it over once more if you want an easier jump.

While on the yellow block, you can grab the blue block and slide it to the left until you can jump on. Once you can jump up to the blue block, you can easily reach the goal. Be careful not to fall, otherwise you will have to line the blocks up again.

Lesson 14

Difficulty: *

Lesson 14 is another easy puzzle with a simple solution to match.

I like to start off by pushing the blue block forward one space. This will cause the yellow block to fall.

From here, push the yellow block one step to the right.

Swing the camera around and you will find a path to the goal.

Lesson 15

Difficulty: *

Developing similar puzzles with a few slight differences becomes a trend in Crashmo.

Again, start by pushing the blue block forward one space. The yellow and pink blocks will fall.

Next, push the yellow block forward just like you did with the blue block. The pink block will fall.

Next, line the pink block up with the yellow block as seen above. After you have done that, grab the blue block and push it to the right once. It isn’t shown in the images here, but look below to see how the puzzle should look from behind.

Now you can swing the camera around to find a staircase to the goal.

Lesson 16

Difficulty: *

Lesson 16 may look tricky, but it’s not at all.

Grab the yellow block and pull it out once space. From there, slide the yellow block to the right. You want to make sure the pink block falls onto the yellow block, so line it up like so.

Once lined up properly, push the yellow block forward and the pink square block will nestle into the corner with care.

Now you have to slide the blue block to the left, usually only one space, until a path to the goal is formed.

Lesson 17

Difficulty: *

Lesson 17 is a bit tricky, but you got this.

Start by pulling out the yellow block, this will cause the blue and pink blocks to fall.

You want to line up the yellow block with the pink block, but you want to make sure that when you push the yellow block against the blue block, the pink block will fall and fit snug on the last yellow peg.

You can now slide the yellow and pink blocks to the right. The top of the pink block should line up with the right side of the blue block. Doing this will open a path to the goal.

Lesson 18

Difficulty: *

Another case of Déjà vu plagues Crashmo, but again, the solution is slightly different.

The first step is to pull the yellow block out, again.

Next, you need to line the yellow block up with the pink block. You want to make sure the last peg of the pink block will fall on the last peg of the yellow block. Once you have lined them up like in the image above, push the yellow block forward to complete this step.

Jump up on the yellow block and start sliding the blue block to the left. Do this until you can jump up to the blue block.

Now you should be able to reach the goal!

Lesson 19

Difficulty: **

Lesson 19 may be a 2-star puzzle, but it’s actually pretty easy.

You want to pull the pink block forward then slide it over to the large blue block and L-shaped yellow block. Line up the long pink block with the structure in a position that will move both blocks together. Push this structure forward once space.

You need to grab the long pink block again and move it to the right side of the blue/yellow block structure you just moved forward. Once you have placed the pink block on the right side, slide the block against the structure and pushing it forward until a visible staircase forms.

Lesson 20

Difficulty: **

Lesson 20 is the last tutorial level before the real challenges begin. It’s a 2-star puzzle, and can be considered tricky.

You want to start by pushing the blue block forward.

The goal is to remove the pink block from the puzzle. To do this you need to slide the blue block to the right and place it just outside the pink block. You can then pull the blue block toward you to push the green and yellow blocks forward while the pink block crashes to the ground.

With the pink block eliminated from the puzzle, you can now push the yellow block to the left until a stairway to the goal is formed.


Lessons 11-20: Solved

Finally, after a longer than needed tutorial, you can start working at the more challenging puzzles.

Next: Challenge 1-1 – Challenge 1-10

Back to the Guide

Crashmo Guide | Lesson 1-10

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Lesson 1-10

Things start off pretty easy with a slew of tutorial levels. These levels gradually introduce new concepts that Crashmo has been built around. For sake of being complete I’ve included solutions for all these puzzles. Surprisingly, one or two prove to be challenging when you’re first learning the game.

Lesson 1

Difficulty: *

Lesson 1 is really easy, but it teaches you one of the game’s most important lessons: pulling on blocks will cause unsupported blocks to fall.

Pulling the yellow block out one step causes the blue block to fall, see it’s that easy. Now go grab that bird, or flag if you’re playing this level a second time.

Lesson 2

Difficulty: *

This level teaches you the fundamentals of sliding blocks, a new concept for the series.

Grab the yellow block and pull it toward you one step. From here you slide it over until you’ve created a stairway to the goal.

Lesson 3

Difficulty: *

You learn another new technique in this level, and it’s one that will be used to solve those seemingly impossible puzzles.

Start off by pulling the bottom block toward you one step.

Now you have to grab the yellow block from the side and slide it toward the pink block. You will notice that not only does the blue block fall, but the pink block also moves. You can use this technique to slide multiple blocks at once. It’s easy here for demonstration purposes, but it gets more complex I promise.

That’s it! Sliding the yellow block caused the blue block to fall conveniently in place.

Lesson 4

Difficulty: *

Lesson 4 is another simple sliding puzzle.

Just grab the blue block and slide it to the left until you have a stairway.

Lesson 5

Difficulty: *

Another easy sliding puzzle.

Jump up, grab the yellow block and slide it once to the left. Now you can climb and jump across the gaps to reach the goal.

Lesson 6

Difficulty: *

Lesson 6 is another sliding puzzle, except there’s a bit of falling action here as well.

Grab the blue block and slide it to the right until the yellow block crashes down.

Once the yellow block has crashed you will be able to climb to the top.

Lesson 7

Difficulty: *

Lesson 7 forces you to revisit that important technique where you push a block to move other blocks.

Grab the pink block and begin sliding it left. You will also start pushing the stack of blocks in its path. Continue pushing these blocks until you have a stairway.

This is what said stairway should look like. I suppose you could push the blocks over more.

Lesson 8

Difficulty: *

You start to see the importance of manipulating blocks to create a path to the goal in Lesson 8. Start off by grabbing the pink block.

You will need to pull the pink block out and slide it to the position you see above.

Once you have done that you can jump up and pull the yellow block out to finish.

Lesson 9

Difficulty: *

No, you’re not experiencing Déjà vu, this is a new puzzle.

Step 1 is familiar, that’s because you’re pulling the pink block out and sliding it under the yellow block again.

However, instead of jumping up to pull blocks out, you will be pushing the pink block towards the blue structure. Doing this will cause the yellow and green blocks to stack nicely on top of the bottom block.

Now you can go for the goal!

Lesson 10

Difficulty: **

Our first 2-Star puzzle is definitely a stumper, but nothing you can’t handle, right?

Start by grabbing and sliding the blue block to the right until the left pink block crashes to the ground.

Pull it up one and slide it to the right making sure to position it under the yellow block. See the above picture for the exact position.

Push the pink block forward and watch the other blocks fall gracefully to the desired positions. Voilà, a stairway to somewhere.

Oh right, the goal.


Lessons 1-10: Solved

I’d congratulate you, but you’re not even finished with the tutorial levels yet. Better get moving, there are more birds to capture.

Next: Lessons 11-20

Back to the Guide

Top 10 Enemies from The Legend of Zelda: Ocarina of Time | 5-1

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5. Lizalfos

OK, so you must be getting tired of the -fos enemies by now, eh? Lizalfos are definitely the coolest of the bunch though, so I couldn’t resist adding them to the list.

Lizalfos are armored lizards that fight a lot like their close cousins. However, it usually attacks with a partner. Lizalfos will switch out with their partner after taking a lot of damage, so it can be thought of as a tag team bout. These enemies are not shy to retreat during the battle either so you will have to constantly pursue them. Beating them is simply done by blocking and countering when their guard is down. Though making them an exceptionally formidable opponent is their ability to jump over Link’s head and surprise him with a quick stab attack. If it’s your first time playing the game it will almost certainly catch you off guard.

4. Gerudo Thief

Four Gerudo Thieves guard jailed carpenters in the Gerudo’s Fortress. Z-Targeting is a must for these enemies as their circular pattern makes it tough to attack them otherwise. A Gerudo Thief will attack with normal sword swipes, but also utilize a jumping attack that will instantly defeat Link. Unique to this battle is that when Link is defeated, he will be jailed and have to challenge the thief again. Defeating the Gerudo is a little tough and can be extremely frustrating if you fall to their instant defeat attack repeatedly. Find an opening after avoiding their jump attack and slash away to prevail!

3. Gibdo

Gibdo’s are similar to ReDead, but are by far the scariest and most difficult of the two. Gibdos can use multiple scream attacks to paralyze Link making the escape much harder. After lumbering toward you, they will wrap around Link and continue to bite his neck until you escape. The longer they are attached, the more health you will lose. Using the Sun Song can make these guys chumps, much like ReDeads.


2. Dark Link

Dark Link makes his ominous return in Ocarina of Time and is one of the toughest enemies in the game. Dark Link is found in a misty swamp inside the Water Temple. He has many of Link’s attacks and will primarily mirror your attack. Dark Link will even mock you by standing on your sword during a stab attack. Persistence is the key to defeating Dark Link, don’t let up and you will eventually damage him. Once he is damaged, he will drop and re-appear behind you. Z-Targeting will make this battle a lot easier. Regardless, this is one of the more epic battles in the game and earns its number two spot easily.

1. Iron Knuckle

Iron Knuckle is the deadliest enemy in Ocarina of Time that isn’t a boss. These armored enigmas can deal four hearts worth of damage to Link, as well as send him flying across the room making the battle quite tough. Being unable to block their attacks makes the battle even tougher. Dodging will likely become your number one strategy. As the battle continues and you manage to damage the armored beast, its armor will begin to fall away making it more vulnerable to your attack, however, the enemy also gets faster. If you continue to dodge and attack intermittently you will take the beast down.

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All images are borrowed from the Zeldapedia

Top 10 Items from The Legend of Zelda Series | 5-1

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5) Ocarina of Time – Ocarina of Time/Majora’s Mask

The Ocarina of Time is unique because it actually allows Link to manipulate time, which is pretty freaking awesome. Its magic is unleashed after playing one of many songs Link will learn throughout his journey. In Ocarina of Time, Link can use the Ocarina to open the Door of Time, warp around the map, and is necessary to progress through the story. Its importance is increased in Majora’s Mask by allowing you to manipulate time in many ways, which we all know is extremely important in that game. You can speed up time, slow it down and even travel three days back in time. It is an incredible item that is essential to both of these games.


4) Roc’s Cape – Minish Cap

Roc’s Cape is one of the coolest items in the Zelda series. It proves to me that jumping on command (as opposed to the auto jump) can work in a Zelda game. Its usefulness is proven when it allows you to jump over pits that weren’t previously traversable. It also allows Link to glide over long distances which makes it better than Roc’s Feather.


3) Bow and Arrows – Multiple Zelda Games

When you think of Link’s bag of items, this may be the first that comes to mind. Link’s bow has been a true asset to his adventures right from the beginning. Whether it be shooting enemies in the eye, or hitting a switch across a gap, you can never go wrong with the bow in these situations. Link occasionally finds new arrows that keep the bow a relevant item in subsequent entries. Such arrows like Fire/Ice/Light in Ocarina of Time and Silver Arrows in A Link to the Past.



2) Clawshot – Twilight Princess

I was considering placing the hookshot on this list, but let’s be honest, the Clawshot item is much cooler. It is first introduced in Twilight Princess that initially seems to work just like the hookshot. However, a little later in the game Link finds a second Clawshot which he can wear on the opposite hand. He becomes some kind of medieval themed Spider-Man. Wearing two of these Clawshots means that Link can hook onto a surface and proceed to use the other hand to attach to another surface. This amounts to some crazy climbing sections and one of the best boss fights in Zelda history.


1) Masks – Majora’s Mask

What item could go up against the masks from this stellar Zelda game? Majora’s Mask has 24 masks with a range of abilities from transformations to the ability to run faster. Transformation masks such as the Goron, Deku, and Zora masks allow Link to take on the form and abilities of those races, while masks such as the Gibdo mask will trick ReDeads into thinking you are one of them. Some masks are incredibly useful like the Blast Mask, and some are only used a few times, but it is their charm and variety that makes them number 1.

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All images borrowed from Zeldapedia

Ranking The Legend of Zelda Series | 8-1

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8) The Legend of Zelda: Twilight Princess

A very satisfying Zelda adventure, but didn’t quite measure up to the rest. It’s been awhile since I’ve played, so my memory is a bit foggy, but one thing I remember well is the slow opening sequence. I’ve tried to play this game again, but I usually stop before the first dungeon. Opening aside, Twilight Princess did do a lot of things right. It introduced some fun new items (ball and chain for example) and had some of the best boss battles in the series. I also enjoyed Wolf Link and thought it added a unique feel to the game; I also became quite enamored with Midna.

Overall, Twilight Princess took a step in the right direction story wise. It did fall short by trying to follow in Ocarina of Time’s footsteps, but managed to create some moments of its own. Infiltrating the Hidden Village and the Argorok battle are two great examples of creating moments. Hyrule is huge and probably the biggest in the series, but there isn’t much to do on the overworld map. Zant was also a neat villain, at first. His aura was ultimately ruined by the game’s final twist and made his existence less threatening. Not the best Zelda adventure, but nowhere near the worst.

7) The Legend of Zelda: Link’s Awakening

Link’s Awakening was the first Zelda game to grace handheld systems, and it was absolutely mind blowing. There was nothing quite like playing this grand Zelda adventure on the Game Boy back when it was released. Everything you loved about A Link to The Past and The Legend of Zelda was brought over to the game; add a touch of personality, and Link’s Awakening created an identity of its own.

There were eight challenging dungeons, a variety of creative bosses, new and familiar items, puzzles galore, and a large, dense overworld map. A Link to the Past also has a story unique, and for the first time, didn’t put a focus on rescuing Zelda. Instead, Link washed upon the shores of this new world, Koholint Island, and was tasked with waking the legendary Wind Fish in order to return to Hyrule. Link’s Awakening even brought back some sidescrolling elements. As a whole, Link’s Awakening is a unique, magical journey that features a stranger in a strange, yet somewhat familiar, land.

6) The Legend of Zelda: The Minish Cap

This is the most underrated Zelda game in my opinion and is one of my favourites to play over and over again. There are a number of reasons why I think this game is really good, so let me just list a few.

The Minish Cap has an absolutely fantastic overworld map that is complemented by some interesting new items for the series. Mole Mitts allow you to dig through the environment and the Cane of Pacci allows you to fill holes with magic, which can then be jumped in to help you reach high ledges. Other notable items include: the Roc’s Cape which allows you to jump and glide over gaps and the Gust Jar which allows you to grab items out of reach or even put out fires. At times, the overworld map has a Metroid feel to it because there is plenty of backtracking and you will need certain items to pass obstacles.

Of course, the main gimmick in play during The Minish Cap is the ability to shrink and pass through small crevices. You will be using this technique quite a bit in the game and it forces you to think about new ways to pass through the map and dungeons alike. Shrinking is made possible with the Minish Cap, which is explained throughout the story.

A lot of things are explored in The Minish Cap story such as the legend of the four swords, the back story of the Piccori and main villain Vaati; who happens to be my favorite villain (that’s not Ganon of course) in the series. The Minish Cap also has an incredible soundtrack that features some great remixes of old tunes and amazing new tracks. There are other elements that make The Minish Cap interesting like Kinstone fusions, sword techniques, and collectible figurines.

Overall, Minish Cap should be praised for continuing to support important Zelda elements while trying some new things. Sure, the game isn’t as long as others in the series, but in my eyes, this is the best portable Zelda.

5) The Legend of Zelda: Skyward Sword

Finally, we come to Link’s latest adventure, Skyward Sword. This game brought a lot of elements to the Zelda series that I absolutely adore, but a few things hold it back from being a truly magnificent adventure.

I absolutely love the characters from Skyward Sword. Each character has a blossoming personality and at times it felt as if you were actually creating relationships with them. Nintendo executed character development in Skyward Sword with 100% perfection in my opinion. Skyward Sword also has a ton of different and new environments to explore. Areas like the wondrous Ancient Cistern, expansive Skyloft, the amazing Faron Woods, and the Lofty Pumpkin as prime examples. These areas were great because they offered a ton of things to see and do; from treasure hunting and sidequests galore, the world of Skyward Sword offers it to you. Skyward Sword also happened to have other awesome elements like Wii Motion Plus sword control, upgradable items, and potions with effects other than healing.

There’s a ton of other good things to say about Skyward Sword like the music and whatnot, but it failed to impress me in a couple of ways. There are plenty of repeat bosses, a lack of interesting items, and a few less than stellar dungeons. Skyward Sword also suffers from a painstakingly long opening sequence; four hours to the first dungeon in a Zelda game is downright boring. Skyward Sword’s overworld was fun, and as promised by Nintendo, felt like a dungeon itself, but I would have liked more dungeons as well.

Lastly, after you finish the first six dungeons or so, the game slows to a halt and forces you to complete three of the worst “quests” I’ve ever experienced in a Zelda game. I will stop bitching about Skyward Sword now, because not everything was bad. It brought a lot of awesome elements to the series and is a better adventure than eight other Zelda games.

4) The Legend of Zelda: Majora’s Mask

Majora’s Mask is a game that you either love, hate, or struggle to understand. I have, at various points throughout my life been in all three categories. Majora’s Mask takes place in Termina, a land that Link accidentally stumbled upon. Early on you discover that a moon is hanging overhead and is threatening to demolish the entire planet. The kicker here is that you have just three short days to save Termina. This is what drives Majora’s Mask, this ominous setting that promises doom.  You have 72 hours to save Termina, but that isn’t enough time and this is where the main gameplay element appears.

Majora’s Mask takes place throughout a three day cycle in which you have the ability (with the Ocarina of Time) to return to the first day to continue your quest. This three day cycle will continue until you either save Termina, or the moon brings demise to the land. Even though Majora’s Mask was created using the Ocarina of Time engine, it is an adventure unlike Ocarina in almost every way.

Majora’s Mask also offers plenty of unique features like the ability to don masks (OK, Ocarina did this, but not at this level) that give Link special abilities, including the ability to transform into a Goron, Zora, and Deku Scrub. After transforming into one of these races, Link’s abilities would change to match his new body. For example; Zoras are masterful swimmers, so Link now has the ability to gracefully traverse water. Dungeons in Majora’s Mask are also built to accompany Link’s new skills while wearing these masks. There are also a ton of meaty side quests that add a sense of depth to Termina. You get to know the characters throughout your journey, help them with their personal issues, and save their homeland.

As the title suggests, the Majora’s Mask also plays a key role in this game; actually, Majora’s Mask is the main villain. You discover that the mask has the ability to control its host, but also has a few surprises of its own.

3) The Legend of Zelda: The Wind Waker

One thing that should be praised in the Zelda series is the developer’s ability to change the game while making sure it retains key elements. The Wind Waker is an incredible adventure across a flooded Hyrule. To travel throughout Hyrule, Link must ride in his trusty sail boat, King of Red Lions, to visit the numerous islands in the game. There are literally islands everywhere and exploring the vast Great Sea makes this game stand out the series. Link also gets the ability to control the wind (with the Wind Waker of course) which can be used to help make your sailing a little easier to control.

One thing that turned some fans away was the art style. At the time, everyone was expecting Nintendo to create something that looked realistic; instead they got this cel-shaded cartoon look. Looking at Wind Waker now, I think that using a realistic style would have changed the game and we would never have got the masterpiece that is The Wind Waker.

When I first played The Wind Waker, I had recently just got back into gaming after a four year hiatus (more on that later maybe) and this game felt fresh to me. It retained everything I loved and remembered about Zelda, but took a new, ballsy approach that instantly won me over. I have to also point out the game’s strong soundtrack; it is probably the most different in the series and rarely relies on past games. I love the Wind Waker, it got me back into gaming a little bit and showed me that there was more to gaming than just graphics.

2) The Legend of Zelda: A Link to the Past

I battled back and forth to try and put A Link to the Past in the number 1 spot, but after a recent revisiting, it didn’t live up to the image that I held. I still absolutely adore A Link to the Past and it was the first Zelda game that I ever finished. I remember the pounding of my heart, a sweaty flushed face, and the shakiness of my hands as I fumbled furiously with the controller when fighting Ganon. It was an outstanding moment for me as a kid. I was just about to beat the crap out of this game after spending weeks, days, hours, and minutes exploring Hyrule. It was about to come to its glorious conclusion and I was in control. Memories like this remind me of why I’m a gamer today.

A Link to the Past is simply one of the greatest games ever created. It took what The Legend of Zelda put forth and created an absolute gem. It created a lot of staples for the series like a larger variety of helpful items and upgrades, heart pieces, amazing dungeons, the theme of duality and more.

Aside from being known for creating the perfect Zelda formula, it also stands out for taking advantage of the Light World/Dark World concept by making it a necessity to travel between both worlds. From its opening screen to its golden ending, A Link to the Past could stand up to any game ever created, even the next game.

1) The Legend of Zelda: Ocarina of Time

As predictable as the number 1 spot is, Ocarina of Time can only find one place to rest in my opinion. It is without a doubt one of the greatest (if not the greatest) video games ever created. It took elements from A Link to the Past, added a kick ass narrative, and propelled them into a 3D world of wonders. Like Super Mario 64, Ocarina of Time is a trailblazer for 3D adventure games that would follow; its main contribution is making combat less clunky by adding a targeting function.

There are plenty of things I could say, but you’ve heard them a thousand times before. Awesome dungeons, amazing items, radical story, totally tubular overworld; everything about the game made it a masterpiece.

Like A Link to the Past, I enjoyed Ocarina of Time during a pivotal part of my life; hmm… just realized that almost all Zelda games somehow help write new chapters of my existence. As I was saying, Ocarina of Time came when I was beginning Jr. High School and when I moved into a new home. I’ll never forget that November when exploring The Lost Woods for the first time was a magical event in its own right. Running home from the bus stop, pretending I was Link and actually completing an impressive rolling dodge to avoid an incoming snow plow (true story) just to get that N64 controller in my hands. I also remember trying to print a 500 plus page guide from GameFaqs, but alas, the ink ran out.

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Top 20 Sonic the Hedgehog Zones – #6-#1

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6 – Oil Ocean Zone – Sonic the Hedgehog 2 (Genesis)

There are many small elements in this level that mesh together to bring us one of the best stages in the Sonic franchise. Sonic has to traverse one of Robotnik’s oil refineries, but he has to do it in extreme heat. Off in the distance you can see the Sun, but you can also feel it burning. Being able to view heat waves over the sun, and a warm orange sky really bring the point home. Sonic sweats through the heat by wading through pools of oil that could suck him down and crush his body. Oil slides will cause Sonic to slip and slide, and other industrial equipment can work against Sonic, or help depending on how you utilize them. Top this off with a desert sounding theme and you have pure genius.

5 – Scrap Brain Zone – Sonic the Hedgehog (Genesis)

Scrap Brain Zone is full of traps and that definitely makes it my favourite stage from Sonic the Hedgehog. Sonic has to conquer a variety of different obstacles such as saw blades, conveyor belts, fire, spinning platforms, and disappearing blocks; just about everything is thrown at you in Scrap Brain Zone. A little twist is even thrown your way in Act 3 when Robotnik drops you into a water labyrinth. This is one of the most punishing water sections in any Sonic game, and you will be grasping for air many times. Scrap Brain Zone’s futuristic theme son is also great, it makes the water section of Scrap Brain Zone even more surreal.

4 – Death Egg Zone – Sonic and Knuckles (Genesis)

The moment you hear this Zone’s music, you know the game isn’t messing around. Entire sections of Death Egg Zone will take place upside down. When Sonic is flipped upside down, it can be tough to get your bearings. SEGA still throws every obstacle imaginable at you without pulling any punches. Towards the end you will fight Robotnik a few times. First you will have to use gravity in your favor to hit his robot. A shield will constantly hover around the bot blocking your attacks, when flipping gravity you can distract it while damaging him with his own objects. Cap that off with another fight against Robotnik’s familiar looking mech weapon and you get a real sense of the word epic. An ominous theme and a view of planet Earth makes this level much more epic.

3 – Ice Cap Zone – Sonic the Hedgehog 3 (Genesis)

There are many reasons for Ice Cap Zone to be in the top 10, and especially in the top 3. First, you start off by jumping on a snowboard and racing down a snowy mountain. It’s one of the most bad ass ways to start a level. After reaching the bottom, and surviving a small avalanche, Sonic heads off into a crystal like ice cavern, which is quite an incredible sight. Inside, the walls are blue and crystal, both of which are magical to the senses. Bringing everything together is arguably the best music in any Sonic game. It holds a mysterious, wintry feel and can at times make you shiver. Personally, I’m a sucker for ice/snow levels, and Ice Cap Zone delivers on every note.

2 – Metropolis Zone – Sonic the Hedgehog 2 (Genesis)

The moment this level starts, you immediately recognize that you’re in for a wild ride. Drums begin pounding through your speakers as an epic guitar riff starts to unfold. With such epic music, you know you’re headed for trouble. Metropolis Zone is both long and grueling. Many traps, combined with annoying enemies (starfish anyone?) make this a difficult stage. It’s pretty easy to get caught up in your surroundings, and before you know it, time over.

Besides its increased difficulty, there are a lot of unique gameplay elements thrown in this zone. Because of its factory setting, there are a ton of items that Sonic gets to use to his advantage. Giant screws that move up or down depending on Sonic’s movement and steam valves that can send Sonic spiraling sky high. It’s a fresh and entertaining level that offers a great challenge. Just don’t get stuck on those screws with exploding badniks nearby!

1 – Sandopolis Zone – Sonic and Knuckles (Genesis)

Ice Cap and Metropolis Zone were hard zones to top, but after playing through the long and great Sandopolis Zone, I instantly changed my mind. Oil Ocean Zone may have given a sense of warmth, but Sandopolis Zone will give you borderline heatstroke. Waves of heat are constantly emitting throughout the entire desert stage. Sonic speeds through several pyramid structures, but one quick look and you can see them all over the desert. All these pyramid sections are full of different traps that will keep you on your toes. New game elements also put Sandopolis Zone up front. Sonic can use sand to reach different parts of the level that would have been otherwise difficult to reach. It even includes epic moments such as when you need to climb down the side of huge pyramid structures with nothing but just a rope and Sonic’s bravery. It combines a lot of elements that you’d expect from a pyramid theme, including an Egyptian-like soundtrack. The reveal of Act 1’s boss is also madness at its finest. It’s a clever battle that sees you trying to trick the boss into jumping in a quicksand pit.

Act 1 sounds pretty epic, right? Well Act 2 just adds more brilliance to the mix. Now enclosed inside a pyramid, it will continuously darken if you don’t re-light the torches. If it darkens completely, spirits will appear and begin to attack. It creates a tense situation for Sonic, but it gets even tenser. At some points, Sonic will have to race against rising sand that will crush him if he isn’t fast enough. During these periods, you may have to stop and push switches and race into a new area that you’ve opened. Robotnik even gets in on some of the fun by battling you with his new Egyptian Robot. It’s a spectacular stage that is worthy to go up against any video game level.

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Top 20 Sonic the Hedgehog Zones – #13-#7

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13 – Mystic Cave Zone – Sonic the Hedgehog 2 (Genesis)

Mystic Cave Zone is one of the most mysterious zones in the Sonic series. Lots of obstacles await you in Mystic Cave Zone, some of which are just plain brutal. Sonic will have to open gates with vines, jump across swinging platforms, and avoid enemies that seem to pop out of nowhere. Mystic Cave Zone also punishes you for being careless by leading Sonic into spike filled pitfalls, and parts of the environment that will crush him if you’re not careful. Mystic Cave Zone also includes a strange theme that has a very Inspector Gadget like feel.

12 – Tidal Tempest – Sonic CD (Sega CD)

Tidal Tempest is in my opinion the best water level in any Sonic game. While the design is classic Sonic underwater labyrinth at its best, it stands out above the rest for other reasons. It has a dazzling soundtrack that really creates a gloomy underwater atmosphere. This music creates at atmosphere that I might imagine while being panic stricken and frantically searching for any opportunity to breathe. It gives you glimpses of hope, and of darkness, making the track pretty substantial. Tidal Tempest also gives us a unique spin on a classic Sonic 2 boss. Being completely submerged, you will have to breathe by hitting bubbles that surround Robotnik. Hitting these bubbles will also open an opportunity to strike him, unless you can’t avoid the lasers he shoots. Tidal Tempest really makes you feel Sonic’s struggle with the underwater world.

11 – Casino Night Zone – Sonic the Hedgehog 2 (Genesis)

A casino themed zone was a first for the Sonic series, even if it has been reused several times; the concept was at one point original. Casino Night Zone has many bumpers and flippers that can be used to guide Sonic to slot machines. Spin a winning combo and score some serious loot! Flashing lights and casino decor add a Las Vegas vibe, as does the very fat cat like theme. Sonic can spin through a variety of other elements such as elevators and pinball launchers, both of which open up more paths to follow. Speaking of pinball, the boss battle with Robotnik plays similar to that of a pinball game.

10 – Sky Chase Zone – Sonic the Hedgehog 2 (Genesis)

Sega likes change things up every now and then, and that’s exactly what they did with Sky Chase Zone. Probably one of the most relaxing levels in the Sonic franchise, Sky Chase Zone takes place high in the sky with Tails driving the Tornado. Sonic is firmly perched on the plane and must attack enemies as they arrive on screen. It’s an automatically scrolling stage, so all you need to do is avoid and attack. Its music matches the slower pace with an incredibly relaxing tune. Sky Chase Zone gives us a new gameplay experience mixed with a wonderful theme song, what more could we ask of Sega?

9 – Wacky Workbench – Sonic CD (Sega CD)

A unique stage, Wacky Workbench is exactly that, Wacky. At the bottom, the floors are decorated with a flashy bouncing material that will launch Sonic high above the level. After being launched, you will notice that there is also a lot of activity going on around the top of the stage. There are a countless number of moving platforms and even some alternate paths to take if you want to avoid the floor’s rubber property. However, it can be a lot of fun to just bounce around the stage.

8 – Chemical Plant Zone – Sonic the Hedgehog 2 (Genesis)

Chemical Plant Zone is a favourite from my childhood. It’s full of life both with its soundtrack, and the fantastic level design. There are a number of tubes that will take you to various parts of the stage, making it a very much like a maze. Other than the tubes, there are a lot of classic Sonic elements as well. Long sloped stretches will have Sonic moving at top speed in no time, and loops populate the zone, of course. In the background you can see a city skyline that adds a lot of character. Hazards such as water and brilliantly placed enemies can pose a threat, but that’s what makes the level even better. Throw in the dance like theme and you have an incredible level from top to bottom.

7 – Stardust Speedway – Sonic CD (Sega CD)

To be honest, this level almost didn’t make the cut. At first glance it may look like a pretty standard Sonic stage, and it would be if it weren’t for a big twist. Stardust Speedway stands out with a tense boss battle. It’s not your average boss battle either; it’s more like a race. Throughout the stage you will be chased down by Robotnik who is trying to obliterate you with a huge laser. OK, so Robotnik is on your case again, no big deal. However, as mentioned before, this is a race, against Metal Sonic. He’s fast and mean, and to beat him you will have to cross the finish gate first. If not you will fall victim to Robotnik’s laser.

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