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Mass Effect 3 eGuide
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Contents

  • Extras
    • Collectors Edition
      • Mass Effect Inception
      • Q&A: The Art Direction of Mass Effect
      • Q&A: The Writing of Mass Effect
      • What Makes BioWare Tick?
      • Cinematic Design
      • Cinematic Storytelling in Mass Effect
      • Digital Characters
      • Level Design in Mass Effect 3
      • Creature Design
      • The Future of Interactive Storytelling
      • Theme of Survival
      • Gameplay
  • Essentials
    • Introduction
      • Single Player Campaign
      • Intro to Mass Effect
      • Galaxy at War Introduction
    • Special Tactics and Reconnaissance
      • Character Creation
      • Character Development
      • Preparing for and Getting to the Fight
      • The Enemy
    • Armaments and Armour
      • Weapons
      • Weapon Mods
      • Armor
      • Combat and Movement
      • Attacking
      • Powers
    • The Squad
      • Importing Saves
      • Commander Shepard
      • Adept
      • Engineer
      • Infiltrator
      • Sentinel
      • Soldier
      • Vanguard
      • Ashley Williams
      • Edi
      • Garrus Vakarian
      • James Vega
      • Kaidan Alenko (Sentinel)
      • Liara T’Soni
      • Tali’Zorah
      • Familiar Faces
  • Walkthrough
    • Prologue
      • Prologue: Earth
      • Fear the Reapers
      • Prologue - Priority: Mars
      • First Chance for Hope
      • Prologue – Priority: Citadel
      • To the Citadel
      • A Favor for a Favor
      • Dream Sequence 1
    • Act 1
      • Act 1- Priority: Palaven
      • Rescue the Turian Primarch
      • Act 1- Priority: Sur’kesk
      • Host the Summit
      • Free the Krogan Females
      • Act 1: Tuchanka – Turian Platoon
      • Extract Turian Survivors
      • Act 1- Attican Traverse: Krogan Team
      • Investigate Missing Scouts
      • Act 1- Priority: Tuchanka
      • Cure the Genophage
      • Dream Sequence 2
    • Act 2
      • Act 2- Priority: The Citadel
      • Visit the Citadel
      • Act 2 – Priority: Persus Veil
      • Speak With Quarians
      • Disable the Dreadnought
      • Act 2 – Rannoch: Geth Fighter Squadrons
      • Geth Comm Hub
      • Act 2 – Rannoch: Admiral Koris
      • Save the Admiral
      • Act 2 – Priority: Rannoch
      • Reaper Base
      • Act 2 – Priority: Thessia
      • Priority: The Citadel
      • Priority: Thessia
      • Act 2 – Priority: Horizon
      • Investigate Sanctuary
    • Act 3
      • Act 3 – Priority: Cerberus Headquarters
      • Assault the Illusive Man’s Base
      • Act 3 – Priority: Earth
      • Order Fleets to Earth
      • No Man’s-Land
      • Decisions Decisions
      • Heart Vs. Brain (Spoiler Alert!)
    • N7 Missions
      • Introduction
      • N7: Cerberus Lab
      • N7: Cerberus Attack
      • N7: Cerberus Abductions
      • N7: Cerberus Fighter Base
      • N7: Fuel Reactor
      • N7: Communication Hub
    • Side Missions
      • Introduction
      • Grissom Academy: Investigation
      • Tuchanka: Bomb
      • Lessuss: Ardat-Yakshi Monastery
      • Arrae: Ex-Cerberus Scientists
      • Hub Missions
    • Achievements
      • Achievements/Trophies
  • Multiplayer
    • Galaxy at War
      • Introduction
      • Joining and Fighting the Good Fight
      • Before Deployment
      • In the Field
      • Level Strategy
    • The Races
      • Humans
      • Asari
      • Drell
      • Krogan
      • Quarians
      • Salarians
      • Turians
    • The Enemy
      • Cerberus
      • The Reapers
      • The Geth
    • The Battlefields
      • Location: Ghost
      • Location: White
      • Location: Dagger
      • Location: Giant
      • Location: Glacier
      • Location: Reactor

Mass Effect 3 Guide › Essentials › Armaments and Armour

Weapons

The Reapers have ships almost two kilometers in length or greater, dwarfing most vessels of any given Citadel race.

They land on planets by the dozens, scorching whole swaths of land with their powerful weapons, crushing underfoot anything that dares to stand against them.

They send armies of indoctrinated, Reaperized soldiers to overwhelm the meager number of defenders that remain after such an onslaught.

Cerberus, with its virtually unlimited resources, has some of the best technology mankind can offer and turns it willingly on fellow man and alien without mercy.

In light of recent events, even the geth are a resurgent force in the galaxy. You need firepower of your own to even begin stopping them all, and armor to survive the inevitable pounding you will receive.

Weapons

Mass Effect 3 provides five types of firearms to use against your foes: pistols, shotguns, submachine guns, assault rifles, and sniper rifles.

In previous games, Shepard’s effectiveness with guns depended largely on what class you chose to play as.

In Mass Effect 3, there are no restrictions regarding what types of guns Shepard can take into combat. If you want to bring a sniper rifle and a shotgun as a Vanguard, go for it.

It is totally possible to run through the entire game with the weapons you are comfortable with.

There is one major factor to consider when selecting your weapons, and that is their weight. Weight directly influences the cooldown times of all the powers Shepard has.

Taking all the heaviest firepower you can muster can increase power cooldowns by up to 200 percent!

On the other side of the spectrum, taking a light loadout can significantly speed up power cooldowns, an excellent bonus for classes and character builds that reward rapid power usage.

Certain passive skills can decrease the weight of a gun or increase total carrying capacity.

Submachine guns have a special mod that can reduce their weight significantly, making room for heavier weapons in a loadout.

Weapons can be upgraded a maximum of five times on a first playthrough in single-player. In successive playthroughs, the limit is raised to 10.

These upgrades can be purchased from the Normandy’s Shuttle Bay. Multiplayer weapon upgrades max out at 10, with no prior restrictions.

Most weapons you unlock in single-player mode will be found during missions. Once Shepard is reinstated as a Spectre, you’ll be able to buy three very special Spectre-issue weapons...at a steep price.

In multiplayer, guns and their upgrades work similarly, though they come fairly randomly through purchases of special reinforcement packs.

Characters in multiplayer are also limited to two guns. See the “Multiplayer” section for more details.

Pistols

Pistols are your most basic firearm, specializing primarily in short- to mid-ranged combat.

They range from rapid-fire semiautomatics to hand cannons with heavy recoil and high damage.

In spite of their size, pistols make remarkably solid backup weapons due to their typically light weight.

Pistols are faster on the draw than other weapons, making them excellent to switch to if a primary weapon is out of thermal clips.

Of special note is the Scorpion pistol, which fires small explosives that adhere to hostiles, with a slight delay before detonation.

Melee combat with pistols can be surprisingly effective, as there are mods that add a shock effect to each swing of the weapon, stunning unprotected targets.

M-5 Phalanx

Availability: Found during “Priority: Tuchanka” (Cure the Genophage)

The M-5 Phalanx is the product of the Alliance’s Offensive Handgun Project, a close-range weapon with no loss of stopping power in comparison with a soldier’s assault rifle.

The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have dangerous big-game animals.

Level I

Level X

M-358 Talon

Availability: Found during “Priority: Citadel” (Visit the Citadel)

The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets.

Its waste heat is so excessive that it carries six separate ammunition blocks, rotating like a 20th-century revolver to prevent shaver jam or misfire due to premature melting of the shot.

Level I

Level X

Arc Pistol

Availability: Found during “Priority: Perseus Veil” (Disable the Dreadnought)

An innovation of Admiral Daro’Xen, the Arc Pistol is a scaled-down Arc Projector that requires only thermal clips to solve its power problems.

The Arc Pistol uses a invisible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up.

Level I

Level X

Scorpion

Availability: Found during “Priority: Sur’Kesh” (Free the Krogan Females)

Originally issued to the salarian Special Tasks Group to allow small units to get much larger enemy forces under control, the Scorpion pistol now sees service galaxy-wide.

It fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact.

When fired into a surface, it turns into a proximity mine.

Level I

Level X

M-3 Predator

Availability: Starting weapon (Prologue: Earth)

A reliable, accurate sidearm manufactured by Elanus Risk Control. The Predator is valued as a powerful, deadly, and relatively inexpensive weapon.

While it is not generally deployed in the military, it’s still very popular in the Terminus Systems.

Level I

Level X

M-77 Paladin

Availability: Spectre Requisitions

The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents.

Surprisingly small for its hitting power, the Paladin is a variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, its shots are unquestionably more powerful.

Level I

Level X

N7 Eagle

Availability: Collector’s Edition

When the Alliance’s Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol.

Like its predecessor, the Eagle is a compact, fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate.

The Eagle is named after the Desert Eagle, a classic handgun that gained a romantic reputation among gun collectors, thanks to its popularity in 20th- and 21st-century Earth action movies.

Level I

Level X

M-6 Carnifex

Availability: Found during “Arrae: Ex-Cerberus Scientists”

A highly accurate and lethal pistol, the Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists.

This is an expensive and powerful weapon, and its marketing materials feature a charging krogan with the slogan “Don’t you wish Carnifex was at your side?”

Level I

Level X

Shotguns

Providing one of the most powerful close-ranged punches in the game, shotguns are the answer to almost anything that gets too close to you.

Precision is not what these weapons are known for. Combined with an aggressive player and a resilient class build, it’s possible to be nearly unbeatable at close range.

Unfortunately, there are serious drawbacks to these weapons.

They typically do not have large thermal clip capacities, and this can lead to situations where you’re stuck trying to reload the shotgun at the worst time or forced to switch out to a new weapon.

M-23 Katana

Availability: Supplied at the beginning of “Priority: Mars” (First Chance for Hope)

Manufactured by Ariake Technologies, the Katana is a common mercenary weapon and is also popular on colonies with varren infestations. It’s deadly at short range but ineffective at long range.

Level I

Level X

Geth Plasma Shotgun

Availability: Found during “Priority: Rannoch” (Reaper Base)

This three-barreled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns.

A two-stage trigger system allows for either quick-fire capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon.

As the rounds hit the target, they fragment and electricity arcs between the pieces, flash converting the air to conductive plasma.

The resulting impact, heat, and electrical charge overloads shields and causes massive trauma to unarmored targets.

Level I

Level X

Graal Spike Tower

Availability: Found during “Priority: Tuchanka” (Cure the Genophage)

The Graal is one of a long line of krogan weapons used to hunt thresher maws.

Its ammunition consists of oversized fléchettes meant to pierce thresher hide and create deep wound channels that lead to massive blood loss.

For additional firepower, the weapon is double-barreled and, as a last resort, possesses blades to cause internal injuries if the wielder is swallowed by the thresher.

Using a Graal on a humanoid target has predictably grisly effects. Its shots can be charged for more damage.

Level I

Level X

M-11 Wraith

Availability: Spectre Requisitions

The Wraith is favored among mercenaries, pirates, and slavers in the Terminus systems. Its high-impact damage and sturdy construction make it a popular “quick-draw” shotgun.

A variant of the M-22 Eviscerator, the Wraith is in high demand, even though the weapon is banned in Citadel space.

In order to lighten its weight, the Wraith holds fewer shots than the Eviscerator.

Level I

Level X

M-27 Scimitar

Availability: Found during “Priority: Palaven” (Rescue the Turian Primarch)

Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun.

This weapon was created for the Eclipse mercenary band but is rapidly becoming popular with Blood Pack mercs as well.

Level I

Level X

M-22 Eviscerator

Availability: Found during “Grissom Academy: Investigation” (Grissom Academy: Investigation)

The Lieberschaft 2180 shotgun, or “Eviscerator,” is of human civilian design and has a unique ammunition generator.

Where most modern firearms slice ships or pellets from an ammunition block, the M-22 shaves off serrated metal wedges designed to fly aerodynamically.

This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns.

This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries.

Level I

Level X

Disciple

Availability: Found during “Lessus: Ardat-Yakshi Monastery”

Originally handcrafted for the exclusive use of Justicars, the Disciple shotgun’s schematics were finally released to asari commandos after centuries of negotiation.

The Disciple uses shells packed with micro-scale submunitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon.

Level I

Level X

N7 Crusader

Availability: Collector’s Edition

Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the precision and stopping power of the Crusader.

With a design patterned on riot shotguns, this weapon has a moderate rate of fire that rewards careful aiming.

Since this accuracy requires little room for error, the Crusader is primarily used by highly trained soldiers.

Level I

Level X

M-300 Claymore

Availability: Found during “Attican Traverse: Krogan Team” (Investigate Missing Scouts)

The Claymore used to be a hard-hitting but poor-selling shotgun due to kickback problems snapping the arms of anyone but a krogan firing the weapon.

After a rehaul of its kinetic dampening system, the Claymore is being rolled out again.

As a way to lure back customers, the gun’s manufacturer has lowered the shotgun’s selling price without skimping on its stopping power.

Level I

Level X

Submachine Guns

Occupying a middle ground between pistols and shotguns, the submachine guns provide close- to midranged lethality, coupling well with ammunition powers like Cryo or Incendiary ammo.

SMGs suffer during sustained fire, rapidly becoming inaccurate over longer distances.

However, SMGs can absolutely rip apart armor, making them solid choices once the shields and barriers of a target are stripped away.

Of all the weapon types, SMGs benefit the most from being combined with special ammunition, as their high rates of fire ensure that the effects of each ammo type “stick” much sooner.

It’s not uncommon to see an SMG kitted out for reduced weight alongside heavier guns within a player’s arsenal.

M-25 Hornet

Availability: Found during “Priority: Citadel” (Visit the Citadel)

The Hornet is a long-range submachine gun created by Cerberus. It is standard equipment for Cerberus troops, who are trained to handle the recoil from the gun’s three-round bursts.

Cerberus designed the Hornet to conserve ammunition and provide cover fire during prolonged conflicts.

Level I

Level X

M-4 Shuriken

Availability: Found during “Priority: Mars” (First Chance for Hope)

As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire.

Level I

Level X

M-9 Tempest

Availability: Found during “Tuchanka: Turian Platoon” (Extract Turian Survivors)

Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone’s arsenal.

This fully automatic submachine gun is punishing up close but becomes less accurate at long range.

Level I

Level X

M-12 Locust

Availability: Found during “Priority: Horizon” (Investigate Sanctuary)

The Kassa Fabrications Model-12 Locust is a compact submachine gun developed for the Alliance but now favored by gang enforcers and hit men.

Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locus delivers longer range and more accurate fire than others in its class.

Level I

Level X

N7 Hurricane

Availability: Collector’s Edition

While some militaries pass on the Hurricane because of its lower accuracy, the Alliance feels the gun’s rapid firing rate offers excellent suppressive fire.

A disciplined marksman can use the fully automatic submachine gun to chew through targets with alarming speed.

Alliance officers were so pleased with field results that the Hurricane is now many squadrons’ standard-issue SMG.

Level I

Level X

Assault Rifles

The workhorse weapon of the game, the assault rifle can perform adequately at every range. These rifles enjoy decent rates of fire, good stopping power, and solid accuracy even at more extreme ranges.

There’s a lot of variety in the available ARs as well.

For example, the M-96 Mattock boasts good killing power, high accuracy, and semiautomatic capability that rewards players who can keep putting rounds into critical spots on a target, even while on the move.

Meanwhile, the starting M-8 Avenger provides full auto capability that remains surprisingly accurate even for longer bursts.

Because of the generally high accuracy of these weapons, adding a scope or stability mod is highly recommended, giving many of these weapons near-laserlike precision.

M-8 Avenger

Availability: “Prologue: Earth”

The Avenger is a common, versatile, military-grade assault rifle manufactured by the Elkoss Combine. It’s accurate when fired in short bursts, and deadly when fired on full auto.

The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade.

Level I

Level X

Geth Pulse Rifle

Availability: Found during “Priority: Perseus Veil” (Disable the Dreadnought)

Geth pulse rifles are comparable to a standard stock assault rifle but are finely balanced with low recoil and incredibly high accuracy.

The pulse rifle fires a rapid stream of lightweight slugs that are wrapped in a phasic envelope to increase their damage.

Level I

Level X

M-96 Mattock

Availability: Found during “Grissom Academy: Investigation” (N7: Cerberus Abductions)

A medium-range, semiautomatic rifle, the Mattock is a hybrid weapon with an assault rifle’s low heat production and a sniper rifle’s punch.

Marksmen favor its increased power over that of an assault rifle to bring down hardened targets.

Its lack of a full-auto setting is advertised as a feature rather than a shortcoming, as it curbs a soldier’s tendency to spray inaccurate fire under stress.

Level I

Level X

Phaeston

Availability: Found during “Tuchanka: Turian Platoon” (Extract Turian Survivors)

Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun.

Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision.

Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry’s primary go-to weapon.

Level I

Level X

M-15 Vindicator

Availability: Found during “Priority: Mars” (First Chance for Hope)

A battle rifle that fires in three-round bursts, the Vindicator is favored by assassins and elite mercenaries and is deadly at any range.

Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is popular in the Terminus systems.

Level I

Level X

M-99 Saber

Availability: Found during “Priority: Horizon” (Investigate Sanctuary)

A heavy-duty semiautomatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as “the Big Iron” for its sheer stopping power.

Each M-99 Saber is designed specifically for its owner, making it one of the Alliance’s more expensive weapons.

Level I

Level X

M-76 Revenant

Availability: Found during “Priority: Citadel” (Visit the Citadel)

The M-76 Revenant unleashes a storm of deadly high-velocity slugs. It has low accuracy but a high thermal clip capacity and packs considerable firepower.

This weapon is protected against replication by sophisticated Fabrication Right Management (FRM) technology. Only the richest and most powerful warlords can afford the Revenant.

Level I

Level X

M-37 Falcon

Availability: Found during “Priority: Cerberus Headquarters” (Assault the Illusive Man’s Base)

This Alliance rifle launches 25-mm mini-grenades. Lighter and more accurate than most grenade launchers, the Falcon burns through specialized ammunition and standard thermal clips.

A field fabrication kit generates this ammunition, leaving the clips as the rifle’s only limitation.

Level I

Level X

Sniper Rifles

Accurately firing from great distances is the job of the sniper rifle. Favored by the Infiltrator class the most, many sniper rifles provide single, powerful shots before charging a new thermal clip into place.

There are some semiautomatic rifles that make for great midranged weapons. While the sniper rifle is typically meant for longer ranges, it’s possible to use them in close quarters.

This is especially true during single-player, where mods exist to slow down time and allow for lethal snapshots to a target’s weak points.

In multiplayer, you lose out on the time dilation effects, but if a player has the reflexes for it, sniper rifles can be remarkably flexible.

M-13 Raptor

Availability: Found during “Priority: Sur’Kesh” (Free the Krogan Females)

The Raptor is a human version of a turian weapon developed for conflict on the low-gravity world Amar.

Fighting at longer ranges than expected, the turians optimized a low-recoil semiautomatic rifle with a scope and issued it to their regular infantry; this created a hybrid weapon that was half assault rifle and half sniper weapon.

Cerberus assigns the Raptor to Nemesis snipers.

Level I

Level X

M-97 Viper

Availability: Found during “Priority: Palaven” (Rescue the Turian Primarch)

The Viper is a semiautomatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal clip ejection, shortening the Viper’s reload time.

This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye.

Level I

Level X

N7 Valiant

Availability: Collector’s Edition

The Valiant is a sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven.

This streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting.

Although this comes at the cost of reduced capacity and rate of fire, most soldiers find the increase in precision and quick reloading time a worthy trade-off.

Level I

Level X

M-92 Mantis

Availability: Found during “Priority: Mars” (First Chance for Hope)

The Mantis is a powerful sniper rifle able to take out most targets in a single shot. It’s incredibly accurate at long range, but the rate of fire is slow.

Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups.

Level I

Level X

Javelin

Availability: Found during “Rannoch: Admiral Koris” (Save the Admiral)

Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds.

Like a high-pressure water jet, the ferrorfluid cuts through nearly anything it hits with so much heat that it resembles a beam of light and causes terrible wounds.

Level I

Level X

M-29 Incisor

Availability: Found during “Tuchanka: Bomb”

The Incisor is a sniper rifle designed to overload active defenses.

Firing three shots with each pull of the trigger, the Incisor was initially advertised as having negligible recoil, although under real combat conditions, the second and third rounds frequently climb in difficulty.

The noise of the burst is comparable to a single rifle shot in duration, making it no easier to locate the sniper by sound.

Level I

Level X

M-98 Widow

Availability: Found during “Priority: Thessia”

Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle.

Their goal was to retain the geth weapon’s considerable firepower while reducing its recoil so that the gun could be fired without breaking a nonsynthetic’s arm.

After much trial and error, one company finally produced a usable model rolled out to the galactic market.

Level I

Level X

Black Widow

Availability: Spectre Requisitions

The Alliance wanted to reduce the reload time of the original Widow Rifle, without sacrificing its stopping power.

The solution was to increase the number of shots the gun could fire before it needed a fresh thermal clip. Heavy for a sniper rifle, the Black Widow’s firepower more than compensates for its encumbrance.

Level I

Level X

HEAVY WEAPONS

Heavy weapons make a return to Mass Effect 3, with a twist. In single-player, heavy weapons are no longer selected prior to a mission; they are entirely situational and must be found and used in the field.

They are typically located in places where judicious use of their power can make life much easier...and much harder if you miss your mark.

In multiplayer, all characters have access to the Cobra Missile Launcher, but ammunition for this weapon is limited and cannot be replenished midmission. For more details, see the Multiplayer section.

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