The 9 Worlds of Norse Mythology and Yggdrasil
📌 In Brief
- The nine worlds are Asgard, Midgard, Vanaheim, Alfheim, Jötunheim, Svartalfheim, Niflheim, Muspelheim, and Helheim.
- All worlds are connected by Yggdrasil, the cosmic World Tree.
- Midgard literally means middle enclosure.
- Valhalla is Odin’s hall in Asgard, where warriors who die in battle go.
- Muspelheim is the world of primordial fire, guarded by the giant Surtr, but it is not a place of punishment.
The number nine is attested; the list is not
Type "nine worlds Norse mythology" into a search engine: you will get the same nine names everywhere, lined up like capitals of a continent. This list is coherent and convenient, and it is the one used in the summary table below. However, it deserves a warning that is rarely given: no medieval Scandinavian text ever wrote it down as such. The number nine itself is solidly attested. The inventory of the nine, however, is not.
Three mentions, and not an enumeration
Old Norse says níu heimar, "nine worlds." The expression appears in the Völuspá ("The Seeress's Prophecy"), the opening poem of the Codex Regius, as early as stanza 2: the völva declares that she remembers nine worlds. It returns in the Vafþrúðnismál, stanza 43, where the giant Vafþrúðnir claims to Odin that he has visited every world and descended into the nine worlds, below Niflhel. Finally, Snorri Sturluson writes in the Gylfaginning that Odin cast Hel into Niflheim and gave her authority over nine worlds, tasking her with housing those sent to her.
That is the entirety of the evidence: three occurrences of the phrase, plus an isolated allusion from Snorri that places Niflhel "down in the ninth world" (Gylfaginning, chapter 3) — but no list. Neither the Poetic Edda nor the Prose Edda bothers to name the nine — just as one does not explain to contemporaries what everyone is already supposed to know.
I remember the giants born long ago,— Völuspá ("The Seeress's Prophecy"), stanza 2, Poetic Edda
those who once raised me.
Nine worlds I remember, nine giantesses,
and the illustrious tree of destiny, under the earth.
Moreover, the manuscripts fluctuate regarding the end of this verse. The Codex Regius bears níu íviði, the Hauksbók níu íviðjur, which various editions translate as "nine giantesses," "nine branches," or "nine roots." The only element that the copyists did not change is the number.
Why nine, and not seven or twelve
Because nine structures the entirety of Norse lore. Odin hangs for nine nights on the windswept tree to grasp the runes (Hávamál, stanza 138). Heimdall is born of nine mothers. Hermóðr rides for nine nights toward the domain of Hel. Freyr waits nine nights before joining Gerðr (Skírnismál). Outside the poems, the chronicler Adam of Bremen describes around 1075 the sanctuary of Uppsala, where a nine-day festival was celebrated every nine years, during which nine males of every species were offered; Thietmar of Merseburg reports a comparable rite at Lejre, in Denmark.
Nine is therefore not primarily a count: it is a ritual signature, the mark of totality. When the seeress says "nine worlds," she is perhaps saying "all the worlds" rather than "exactly nine, here they are." This nuance does not disqualify the modern list; it explains why the list could stabilize without ever having been officially dictated.
The ninth name, the moving point
The list used today was assembled by mythographers of the 19th and 20th centuries by cross-referencing the homes mentioned here and there in the two Eddas. The result is robust for eight names; the ninth drifts. Depending on the author, one might place Svartálfaheimr, the "world of the black elves," which is only read in Snorri, or Niðavellir, the "dark fields" where the Völuspá (stanza 37) situates a hall of gold. Others count Niflhel and Hel separately, or include Valhalla and Fólkvangr in the count.
None of these solutions are wrong, and none are official. This guide follows the most widespread version — the one in the table below — because it is the most useful for orientation, and notes at each step what the texts actually say. You can compare this with academic synthesis on Norse cosmology, which presents the same reservations.
Summary table of the nine realms
Before going into detail, here are the nine realms as they are usually counted, with their Old Norse form, their inhabitants, what the sources truly say about them, and the text to which we owe the information. The following sections expand on each row.
| Realm (Old Norse form) | Inhabitants | What the texts say | Main Attestation |
|---|---|---|---|
| Asgard (Ásgarðr) | The Aesir | "Enclosure of the Aesir"; contains Valhalla and a dozen named divine dwellings | Grímnismál, st. 4-17; Gylfaginning |
| Midgard (Miðgarðr) | Humans | "Middle enclosure," fashioned from Ymir's body, encircled by the world-serpent | Grímnismál, st. 41; Gylfaginning, ch. 8 |
| Jotunheim (Jötunheimr) | The jötnar (giants) | Lands of the east, separated from the gods by the non-freezing river Ífing; often plural | Vafþrúðnismál, st. 16; Skírnismál |
| Vanaheim (Vanaheimr) | The Vanir | Homeland of Njörðr; never described, no hall or landscape mentioned | Vafþrúðnismál, st. 39; Ynglinga saga, ch. 4 |
| Alfheim (Álfheimr) | The Light Elves | Given to Freyr by the gods as a "first-tooth gift" | Grímnismál, st. 5; Gylfaginning, ch. 17 |
| Svartalfheim / Nidavellir | Dwarves, "black elves" | Under the earth, forges of the dwarves; two competing names for the same entry | Gylfaginning, ch. 34; Völuspá, st. 37 |
| Niflheim (Niflheimr) | No named inhabitants | World of mist and cold, preceding the earth; the well Hvergelmir, the dragon Níðhöggr | Gylfaginning, ch. 3-5 and 15 |
| Muspelheim (Múspellsheimr) | Sons of Múspell, Surtr | Primordial fire pre-dating the gods; Surtr guards the border with a flaming sword | Gylfaginning, ch. 4-5; Völuspá, st. 51-52 |
| Helheim (Hel) | The dead (illness/old age) | Down and north, under a root; hall Éljúðnir, river Gjöll, bridge Gjallarbrú | Gylfaginning, ch. 34 and 49; Baldrs draumar |
Two observations are immediately apparent in the right-hand column. Snorri's Gylfaginning, written around 1220 by a literate Icelandic Christian, carries a good half of our information alone. And four of the nine realms are covered in only a line or two in the entirety of the preserved literature: Vanaheim, Alfheim, Svartalfheim, and Niflheim are names much more than they are places.
Asgard and Vanaheim, the two families of gods
Asgard, the enclosure of the Aesir
The name decomposes without difficulty: áss, the word for a god of the Aesir family, and garðr, "enclosure, courtyard, enclosed domain." Asgard is therefore neither a floating city nor a planet, but a fortified farm on a divine scale: Scandinavian agricultural vocabulary applied to the sky.
The Grímnismál provides the most detailed survey in the corpus: in stanzas 4 to 17, Odin lists the divine dwellings — Þrúðheimr for Thor, Ýdalir for Ullr, Breiðablik where nothing impure enters, Himinbjörg at the end of the bridge for Heimdall, Fólkvangr for Freyja, Nóatún for Njörðr. Valhalla, described in stanzas 23 and 24, has five hundred and forty doors through which eight hundred warriors will exit side-by-side when the day comes — a number that denotes immensity rather than measuring it.
Snorri complicates the picture. In the prologue to his Edda and in the Ynglinga saga, as a Christian anxious to rationalize, he makes Asgard a terrestrial city identified with Troy and the gods into deified ancient kings. This euhemerist reinterpretation is a testament to the 13th-century Iceland, not to the beliefs of the Viking Age: our sources are not firsthand pagan documents, but texts written after the conversion. For the detail of the pantheon itself, our complete guide to Odin picks up the thread where this leaves off.
Vanaheim, the realm about which almost nothing is known
Vanaheim is the great absentee in descriptions. The word appears, in the entire Poetic Edda, only in stanza 39 of the Vafþrúðnismál, where we learn that Njörðr was created there by wise powers before being sent to the Aesir as a hostage. Snorri repeats it in the Ynglinga saga, in the forms Vanaheimr and Vanaland, vaguely locating it near the Don River — another trace of his obsession with mapping real geography onto mythical material.
What we do know is the event that connects the two realms: the war between the Aesir and the Vanir, recounted by the Völuspá in stanzas 21 to 24. It ends with an exchange of hostages — Njörðr, Freyr, and Freyja go to the Aesir; Hœnir and the wise Mímir go to the Vanir, where Mímir is beheaded. But no Vanir hall or landscape is described anywhere. Vanaheim is a realm postulated by deduction rather than a told realm.
Midgard and Jotunheim, Humans and Giants
Asgard, Midgard: Two Enclosures, One System
Same construction as Asgard: miðr, "middle," and garðr, "enclosure." The connection is not accidental: both habitable worlds bear the same suffix and derive from the same image, that of a closed domain defended against the outside.
The Gylfaginning (chapter 8) and the Grímnismál (stanza 41) recount its creation from the body of the primordial giant Ymir: the earth from his flesh, the mountains from his bones, the sea from his blood, the vault of the sky from his skull, and the enclosure of Midgard from his eyebrows. Around it, in the ocean encircling the world, Jörmungandr, the Midgard serpent, bites its own tail.
The word is not a Scandinavian invention: Old English uses middangeard, seen in Beowulf, and the Gothic of Wulfila’s 4th-century Bible translation uses midjungards. The concept is common Germanic, predating the Viking Age. It mirrors a concrete social reality: the opposition between innangarðr, the domesticated space of the farm, and útangarðr, the outside of heaths and forests. Cosmology reproduces the layout of an agricultural holding on a world scale.
Jotunheim, the Outside
Facing the enclosure is the outside. Jötunheimr is the land of the jötnar, whose name is related to a verb meaning "to eat, to devour": these beings are defined not primarily by their size, but by their appetite and their excess. The texts also call them þursar and, for those of the cold, hrímþursar, "frost giants."
The Vafþrúðnismál, stanza 16, names the boundary: the river Ífing, which separates the land of the giants' sons from that of the gods, and which, the poem notes, never freezes. A liquid frontier, impassable on dry land, yet crossed constantly in stories. The Þrymskviða sends Thor there disguised as a bride to recover his hammer; the Gylfaginning (chapters 45-47) sets the episode of Útgarða-Loki there, where the god fails at three rigged challenges.
Above all, the frontier is porous through blood. Odin is the son of Bestla, a giant’s daughter; Skaði, daughter of the giant Þjazi, marries Njörðr; Freyr marries the giantess Gerðr; Loki is the son of Fárbauti. The opposition between gods and giants is not one of nature but of position: some hold the enclosure, others are on the outside, and one passes from one camp to the other through marriage or birth. This is one of the points that contemporary fiction most readily erases.
Alfheim, Svartalfheim, Nidavellir: Elves and Dwarves
Alfheim and the Light Elves
Only one stanza establishes Alfheim, and it is charming. Grímnismál, stanza 5: "Alfheim, the gods gave to Freyr in ancient times as a first-tooth gift." The tannfé was a gift given to a child when their first tooth appeared—a custom attested in Scandinavia. The gods thus gift an entire world just as one would gift a silver spoon.
That elves were the subject of real worship is proven by datable evidence. Around 1019, the Icelandic skald Sigvatr Þórðarson traveled through Sweden and was refused hospitality house after house: the álfablót, a sacrifice to the elves, was being celebrated, and the presence of a foreign Christian was considered inopportune. He recounts this in the Austrfararvísur: not literary mythology, but a frustrated traveler describing a practice in progress.
It is Snorri, in the Gylfaginning (chapter 17), who introduces the division between light elves—"fairer than the sun to look upon"—living in Alfheim, and dark elves, "blacker than pitch," dwelling underground. This bipartition appears nowhere else, and several specialists see in it a framing inspired by the Christian opposition between angels and demons. The "light elves" category thus rests on a single author writing two centuries after the conversion of Iceland.
The Ninth Realm, or the Art of Naming
Then comes the most unstable category on the list. Svartálfaheimr appears in Snorri in two places: in the Gylfaginning (chapter 34), Odin sends Skírnir there to fetch the binding Gleipnir for Fenrir from the dwarves; in the Skáldskaparmál, Loki descends there to order the sons of Ívaldi to make Sif’s golden hair, the spear Gungnir, and the ship Skíðblaðnir. However, Snorri uses svartálfar and dvergar ("dwarves") almost interchangeably: his dark elves are his dwarves.
Niðavellir, "the dark fields," comes from elsewhere: the Völuspá, stanza 37, places a golden hall belonging to Sindri’s line there, in the north. The word is older, more poetic, and is used only once. The two candidates thus vie for the ninth spot, and the choice for each work depends on editorial preference.
As for the dwarves, the Völuspá has them born from Ymir’s body and devotes a long list of names to them, the Dvergatal (stanzas 9-16). They are the artisans of the cosmos: the hammer Mjöllnir, the ring Draupnir, and the necklace Brísingamen come from their forges. The interlaced patterns engraved today on an Yggdrasil necklace with runes descend from this imagery of subterranean goldsmithing; our Viking symbols and their meanings article details what each motif actually carries.
Niflheim and Muspelheim, Frost and Fire
These two are not realms in the way Asgard or Midgard are. They are poles, two physical extremes whose meeting generates everything else. Niflheim, in particular, is regularly confused with Helheim in pop-culture explanations, whereas the texts distinguish them—imperfectly, but they do distinguish them.
Helheim, Niflheim, Niflhel: The World of Mist and its Names
The first element, nifl-, means "mist, fog"; it is found in the German Nebel. Snorri writes in chapter 3 of the Gylfaginning that Niflheim was made many ages before the earth was created. In chapter 15, he places one of the three roots of Yggdrasil above it, under which the spring Hvergelmir bubbles, from which the rivers Élivágar flow and where the dragon Níðhöggr gnaws at the tree's wood.
A major caveat: the form Niflheimr is found primarily in Snorri. The Eddic poems use Niflhel—the word in Vafþrúðnismál, stanza 43, and Baldrs draumar, stanza 2. Snorri very possibly regularized a name given as -hel in poetry into -heimr. The clear distinction between a world of mist and a realm of the dead may owe more to his organizational efforts than to Viking Age belief.
Muspelheim, the Fire Before the Gods
Opposite, in the south, is Múspellsheimr, "bright and burning," inaccessible to those not born there, Snorri says in chapter 4. On its border sits Surtr, with his flaming sword, who will come to fight the gods at the end of time. Muspelheim exists before the gods and is not a place of punishment: it is a condition of the world, not a sanction.
Between the two opens the Ginnungagap, the "yawning void." The frost of the Élivágar meets the sparks from the south there; from this melting, the giant Ymir and the cow Auðhumla are born, who uncovers the ancestor of the gods by licking the salt-encrusted frost stones. All of Norse cosmogony holds within this encounter of heat and cold in the hollow of a void—an image that may owe something to Iceland itself, the island of glaciers and volcanoes where Snorri was writing.
The word múspell also poses a question. It is found outside Scandinavia, in the Old Saxon Heliand and in an Old High German poem from the 9th century entitled Muspilli, where it denotes the end of the world in a Christian context: the term may have circulated between Germanic traditions and Christian eschatological vocabulary before being fixed by Snorri. The sons of Múspell are at the heart of the story detailed in our article on the Ragnarök and the prophecy of the end of the world.
Helheim, the Realm of Hel, and the Fate of the Dead
First point of vocabulary: the form Helheimr is rare in ancient texts, which most often say Hel or Helvegr, "the path of Hel." The name designates both the sovereign and her domain. Modern usage generalized the long form to align it with other -heim realms.
What Snorri Describes Precisely
Chapter 34 of the Gylfaginning is one of the most detailed passages in the Edda. Hel, daughter of Loki and the giantess Angrboða, is cast by Odin into Niflheim; she receives authority over nine worlds and the charge of housing those who die of sickness or old age. Snorri describes her domain with black irony and the precision of an inventory: the hall Éljúðnir, "drenched with showers"; her dish called Hunger and her knife called Famine; a manservant and a maidservant of proverbial slowness; a threshold called Stumbling-Block; a bed called Sick-Bed. The path, he specifies, goes downward and northward.
Chapter 49 completes the scene with the ride of Hermóðr, who came to reclaim Baldr: nine nights of dark valleys, the river Gjöll, the gold-covered bridge Gjallarbrú guarded by the young Móðguðr—who is astonished that a living man makes more noise than five battalions of dead—then the gate Helgrind, which Sleipnir clears with a bound. Hel agrees to return Baldr if everything in the world weeps for him; a giantess named Þökk refuses. The dog Garmr, cited by the Grímnismál (stanza 44), guards the entrance.
There Was Not One Destination, but Several
The clear division usually presented—warriors on one side, others with Hel—conveniently summarizes a much more dispersed reality. The Grímnismál, stanza 14, states that Freyja chooses half the dead every day for her domain of Fólkvangr, the other half going to Odin. The drowned belong to Rán and her net. In the Eyrbyggja saga, the family of Þórólfr "dies into the mountain" Helgafell, where the deceased are welcomed at banquets; the Landnámabók reports comparable cases, and other texts leave the dead in their burial mounds.
As for Nástrǫnd, the "shore of corpses" described by the Völuspá in stanzas 38 and 39—a hall woven of snakes where perjurers and murderers toil—it is distinct from Hel’s ordinary domain, and many recognize the imprint of Christian visions of the afterlife in it. The only clearly punitive scene in the corpus is also the one most suspected of being a borrowing.
Archaeology confirms this diversity rather than a single system: ship burials at Oseberg and Gokstad, burial chambers, cremations, mounds, horse graves, and grave goods ranging from combs to chariots. The collections of the National Museum of Denmark and the Swedish History Museum show the scale of the difference between regions and eras. These goods clearly equip the deceased for a journey, but no grave names the destination.
How the Worlds Connect: Bifröst, Roots, and Wells
That leaves the most asked question: how does it all hold together? Short answer: Yggdrasil. Long, more interesting answer: the sources do not agree.
Three Roots, Two Versions
The Grímnismál, stanza 31, is clear: three roots reach out from the tree in three directions; under the first dwells Hel, under the second the frost giants, under the third humans. Snorri, in the Gylfaginning (chapter 15), gives a different distribution: one root among the Aesir, where the well of Urðr is located; one among the frost giants, where Mímir’s well is; one above Niflheim, where Hvergelmir bubbles.
The two versions do not overlap; neither provides nine roots for nine worlds, and neither provides a map. This divergence is less a defect of the corpus than its very nature: poems composed centuries apart and in different locations, then synthesized by a single 13th-century author.
The wells, the true articulation
At the well of Urðr, the gods hold council every day; there sit the three Norns, Urðr, Verðandi, and Skuld, who determine the fate of men (Völuspá, stanza 20). At the well of Mímir resides wisdom, and Odin leaves an eye there as a pledge for a single sip (Völuspá, stanza 28). These two points do not connect places but orders of reality: time, knowledge. It is these, far more than a system of portals, that provide the unity of the whole.
Bifröst, the bridge that will break
The bridge appears under the names Bifröst, Bilröst, and Ásbrú, "bridge of the Aesir." Snorri (chapter 13) describes it as having three colors, built by the gods with great art, and warns that it will yield when the sons of Múspell cross it on horseback. Heimdall dwells in Himinbjörg, at its end. A delightful detail from the Grímnismál (stanzas 29 and 30): Thor does not use it and crosses the rivers by wading. The bridge therefore does not connect the nine worlds to one another: it connects Asgard to the rest, and it is not the only path.
The people of the tree
Stanzas 32 to 35 of the Grímnismál populate Yggdrasil: the squirrel Ratatoskr runs along the trunk to carry insults between the eagle at the top and Níðhöggr below; the falcon Veðrfölnir, named only by Snorri, sits between the eyes of the eagle (Gylfaginning, chapter 16); four stags, Dáinn, Dvalinn, Duneyrr, and Duraþrór, graze on the shoots. The tree suffers more than men know, the poem specifies: the stag bites it, it rots at the flank, the dragon gnaws it from below. The axis of the world is a living, wounded being, not a framework.
The common representation — branches toward the upper worlds, trunk at the height of Midgard, roots toward the lower worlds — is a coherent and pedagogically convenient reading. The texts add to this a horizontal geography that is often forgotten: Jotunheim is in the east, Muspelheim in the south, the path to Hel descends to the north. Vertical and horizontal coexist without being reconciled. On the meaning of the tree itself and its iconography, we refer you to our articles dedicated to Yggdrasil; the present guide sticks to the realms.
What popular culture has frozen and distorted
If the expression "the 9 Viking worlds" circulates today as a self-evident fact, it owes this less to the Eddas than to the comic books, films, and video games of the last sixty years. This is not a reproach: fiction has the right to invent. The problem begins when the set becomes the source.
When the 9 Viking worlds become planets
In Marvel, starting from the comic books of the 1960s and then the films since 2011, the nine realms become physical worlds connected by a Bifröst transformed into a teleportation device. Asgard becomes a golden city in weightlessness, the Aesir very advanced extraterrestrials, Svartalfheim the land of dark warrior elves commanded by Malekith — whereas, in Snorri, the svartálfar are his dwarves — and Nidavellir a stellar forge. Each of these choices is effective on screen and impossible to find in the texts.
The God of War series, since 2018, goes much further in its documentation and readily cites its sources; it nonetheless reorganizes the whole for the needs of the game, opens only a portion of the realms to the player, and makes Helheim an icy place of torment, superimposing Hel, Niflheim, and the Christian hell into a single image. The object is successful; it is not a source.
What is lost in translation
Three things disappear almost every time. Uncertainty: fictions need a stable list where the texts offer only a debated reconstruction. The plurality of destinations for the dead, reduced to a duo of Valhalla / Helheim when Fólkvangr, the sacred mountain, and the burial mound also existed. Finally, the porosity between gods and giants, which has become a clash of blocks whereas the texts are full of marriages and crossed genealogies.
What objects from the Viking Age actually show
No known object from the Viking Age presents a labeled diagram of the nine realms: the circular scheme seen today on pendants is a contemporary creation, inspired by the texts but without an archaeological model. What the craftsmen from the 9th to the 11th century left are scenes: the Gosforth cross in Cumbria; Thorwald’s cross at Kirk Andreas, on the Isle of Man, where an armed figure is devoured by a wolf; the engraved stones of Ledberg or Tullstorp; the Överhogdal tapestries, whose "world-tree" reading remains debated. These objects prove that stories circulated, not that an official map existed. Our article on Viking statues and representations of the Norse gods details what archaeology has yielded in terms of divine images, and a piece like this statue of Odin the wanderer follows the same logic: an assumed modern interpretation, nourished by the texts.
Retaining all this does not make the realms less fascinating: it makes them truer. Behind the search query "nine worlds Norse mythology" lie two distinct objects — a list, and the history of how this list was formed. The former fits in the table above; the latter fits in the stanzas cited here, and in the silence, equally eloquent, of those that never drew up an inventory. The encyclopedic synthesis on Norse mythology and the complete translations of the Poetic Edda allow each reference to be verified.
The most frequent questions about these nine realms, and what separates them, find their answer just below.
Frequently Asked Questions about the 9 Norse Worlds
What are the 9 worlds of Norse mythology?
The nine worlds are: Asgard (Aesir gods), Midgard (humans), Vanaheim (Vanir gods), Alfheim (light elves), Svartalfheim (dark elves/dwarves), Jotunheim (giants), Niflheim (ice), Muspelheim (fire), and Helheim (the dead).
How are the 9 worlds connected?
All worlds are connected by Yggdrasil, the cosmic World Tree. Its branches extend toward the upper worlds (Asgard, Alfheim), its trunk passes through Midgard, and its roots plunge toward the lower worlds (Helheim, Niflheim).
Is Midgard the Earth?
Yes, Midgard literally means middle enclosure. It is the world of humans, located at the center of Norse cosmology. It is connected to Asgard by the Bifröst, the rainbow bridge guarded by the god Heimdall.
What is the difference between Helheim and Valhalla?
Valhalla is Odin's hall in Asgard where warriors who die in battle go. Helheim is the realm of the goddess Hel where those who die of sickness or old age go. Valhalla is glorious, Helheim is dark but not a place of punishment.
Is Muspelheim the Viking hell?
No, Muspelheim is the world of primordial fire, guarded by the giant Surtr, but it is not a place of punishment. It existed before the gods and will play a key role in Ragnarök when Surtr sets the world ablaze. The concept of hell is Christian, not Viking.
Did the Vikings really believe in the 9 worlds?
The Vikings perceived these worlds as spiritual realities superimposed onto the physical world. Shamans (völvas) claimed to travel between the worlds, and funeral rituals were designed to guide the dead to the right world according to their fate.
What are the delivery times and return conditions for the Yggdrasil Tree of Life ring?
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"The fir-tree withers that stands on the hill; nor bark nor needles shelter it. So is the man whom no one loves: why should he live long?"
— Hávamál, stanza 50, Poetic Edda
May the Aesir guide you on the path of honor.
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