Dragonsword: Awakening - Boss Fight Strategies

In this article we will compile helpful boss fight strategies (not simply levelling up and gearing up and overpowering the boss and spamming healing or resurrection food) to help players defeat bosses as early as possible while theoretically underpowered.

Table of Contents


Best Characters

Although we have recommended characters below, our tips will not focus on having either of them necessarily.

Level isn't as important as Gear and Karma, which are interchangeable between characters and can save you a lot of money and reduce the early grind somewhat as a result. It is fairly easy to collect XP for characters and you can be grossly under-levelled and still clear all World Bosses as long as you have decent Gear and levelled-up Karmas.

Break Damage

  • Anything with really good Break damage is useful. When the boss is powering up a big attack, or channeling some ability (usually ending in healing), if you can Break their super-armor, it generally aborts the attack and you don't have to deal with it at all.
  • Break damage varies by attack type but not by critical damage. A critical hit does not seem to increase Break Damage.
  • CORRECTION: The Ruinsbreaker Set increases "Break" Damage but this seems to not include generic break damage to super-armor that every character can do, but only damage by character attacks that have the "Break" trait.

Astria

  • For single targets and chokepoints, Astria is very good. Excellent chance of keeping the target in Break status, and Breaking or attacks on a Broken target tends to cancel any of their moves, even special ones.
  • Her shots Pierce (can hit all targets in a straight line) and have some explosive radius, so you might need to be careful when targeting enemies in a clump when you just want to pull a few at a time (e.g., to isolate the boss by clearing the trash mobs first).
  • Recommended Gear: 2-piece Holy Arbiter, 3-piece Ruinsbreaker.
  • Generally you can start right away with Siege Assault and try to Break the enemy to prevent it from advancing close enough.
    • For overland, Cerese's charged normal attack also has long range, a fairly wide projectile, and hits all enemies in a line. Depending on the type of enemy you can also keep most weaker mobs at bay by constantly Breaking their armor. Good enough for sniping enemy archers/javelin-throwers on towers and at least push them off.
  • Overland enemies are slightly different because they have a maximum range from their spawn point before they will reset. So if you start very far away and they run to you too far, they can reset. If you start closer and push them out too far with your attacks, they can also reset.
  • Her ability to put out Break damage is generally useful to stop special attacks and mechanics such as when a boss does something to heal.
  • Her Exclusive Karma, Wildflowers Blow Through The Wind, lets her fire her full magazine in one charged shot, which saves a lot of time but it is definitely not the same as 10 separate shots.
    • Separate shots can do more damage and more break damage but obviously takes longer and in the meantime an enemy can still advance.
    • For bosses you might want to save time and constantly charge. Having her 2-shot a lower Tier Hunt boss with this ability can save a lot of time compared to farming higher Tiers for more drops per run.
    • For others, use one or two shots first to Break then use charged shot to take advantage of the Ruinsbreaker set.
  • Her Siege Assault mode also:
    • Makes hunting critters (foxes, rabbits, squirrels, even boars) easy because you can snipe them without spooking them and making them run.
    • Makes mining easy because in this mode generally you one-shot any mining node and since ores are collected automatically you can collect them from a great distance.
  • Some Dungeons can be cleared solo with her, e.g., the Residual Worm Cleanup Zone currency farm. In the video below I got lucky with a crit on the boss but sometimes you will have to dodge out after the first shot because it tunnels to your location and you need to finish it off with other attacks. Sometimes you can even get two fully charged shots before the boss even moves. It's doable even without her Exclusive Karma at maximum Ascension.

Dana

  • Generally good overall with her summons Chako as the tank so you can focus on attacking or repositioning. Uptime with Chako can be near-constant and when you don't have Chako in combat (Summon Chako) mode you can bring out Chako in defense mode (Chako Shield) and still use its Signal Skills (Punch or Spin).
  • Chako Spin can gather enemies together, making it very useful for controlling crowds, which Astria is bad at.
  • Her jumping attack Freezy Pop drops an AoE DoT on the second attack (max two attacks before you land) and each tick can help break super-armor, after which the targets are basically stagger-locked if you can keep them stuck in the Freezy Pop.
  • A late-game Hero Quest chain will give you her Exclusive Karma so you don't have to Exchange for it early if you are having trouble getting the materials. The special ability (Chako gets an AoE DoT) is not so critical that you need it right away. Instead, if you have Astria, get her Exclusive Karma first.

Kalien

  • With Awakening her foxes stay on the field longer and can momentarily draw aggro.
    • This primarily seems to be the case with the Fox Chase skill that summons the single larger fox Sur. It can linger for a while and continue to attack.
    • Not as consistent as Dana's Chako but anything that tanks for you is generally very good especially when the enemy can do enormous damage.
  • Her Dash Attack can put up to two damage-over-time effects on the ground, has no cooldown because it's not a skill, and really helps to build Fire Status and break super-armor.
  • Fox Grab Signal Skill can be activated by Super-Armor Break, which any team can do.
  • Ranged attacker theoretically with a Mount/Grab attack (normally a melee specialty).

Melee Attacker with Grab

  • Generally this is a really good idea when fighting large enemies. Once they grab on, just switch to another character while they distract the boss and lower its super-armor.
  • Not every melee character has Grab, e.g., Theresia.

Early Gear

  • For gear stat analysis, I consulted this video.
  • You can get 5-star Gear early and easily with some grind. The high-tier materials are surprisingly easy to get:
    • Lower-tier materials can be upcycled to the highest tier once you unlock Shanoa as an Alchemist.
    • You can buy materials through the Exchange menu with Adventurer's Emblems.
  • Generally you want a 3-set of Earthshatterer for the Defense Ignore with caveats:
    • It assumes your team procs Signal Skills on other teammates or themselves frequently. For example Dana tends to proc Chako Punch almost constantly. You can therefore get decent uptime on the 3-piece bonus.
    • It assumes you are fighting tough enemies with high defense. Lower level enemies don't have a lot of Defense to ignore anyway.
      • But since tough enemies are the ones you need help with, you can just keep this set on.
  • CORRECTION: Despite what the stat bonus says, the Break Damage only applies to attacks that have the "Breaker" trait, not the generic damage to break super-armor that all characters inflict with all attacks. Therefore it is not a good set for "all" characters. After that, if you want to limit your early grind, a 2-set of Ruinsbreaker for the additional Break Damage is good for all characters.
  • Since a team only has three characters, you only need (3 characters x 3) = 9 pieces total of Earthshatterer. In the early game this will be more than enough and you can add the remaining two pieces that are specific to each character's attack type slowly.
  • Although Attack (ATK+) is strong when your Attack value is low, at some point you will want Attack Power Up (ATK%+) so if you craft 5-star gear, just choose that main stat right away for every piece.

Late-Game Gear

  • There are generic sets that give small bonuses and you cannot craft them so you are reliant on chance to get the main stats you want. Hold on to them when they have the Attack Power Up main stat and keep the 5-star versions.
    • If you use them temporarily, don't worry because Deconstruction is basically lossless and recover everything except Gold invested in improving them.
  • The chance you will use them is pretty small but in rare circumstances there will be no better option than a generic 2-piece bonus on one of these sets though the bonus is small (but consistent).


Weaknesses

Not much data is available yet but undead like Hagen and maybe Barpedin are weak to Fire and this can be helpful for Breaking Super-Armor, which interrupts various moves. Needs confirmation.

Raids

In general, if you are having a hard time, just repeat the easy Raids and use Synthesis on the Runes you don't want to keep to get higher-tier Runes. It takes multiples more runs but at least you can be guaranteed success and inch up your gear.

Gauron

  • Astria can actually kite and shoot. But if your damage output is slow, the bosses will cycle through their more powerful and wider area attacks making it trickier.

  • In Gauron phase 2 (dragon phase) if you keep kiting him eventually he'll put away his weapon, his horns will glow, and he will charge twice (or one if he hits a pillar). Avoid/dodge it and chase him. When he stops, he is briefly incapacitated and you can unload your attacks and then back away if necessary.

Hunts

In general, if you are having a hard time, just repeat the easy hunts. The harder ones don't really drop anything special that you can get with repeated easy victories instead of wasting your time on a hard Tier and wiping.
For the Nightmare Level 90 versions, if you are not using what the boss is Weak to, building Ailment is very slow and therefore meaningful damage is also very slow especially as bosses regularly cleanse themselves of one status stack at a time.
  • Furcas - Burn, Shock
  • Vanak - Bleed, Poison
  • Barduk - Bleed, Frost
  • Gallore - Burn, Frost
  • Ghoul Greed - Burn, Shock
  • Earthlander - Bleed, Poison

Furcas the Starving Ghost of Corrosion

  • If it flies, chase it (target lock and just follow). It will land safely some distance from you instead of on top of you.
  • If using Astria to start, immediately dodge backwards so the boss doesn't activate quite yet. This generally allows you to squeeze in one more shot before it get close. Astria is good for lower tiers where you want to farm the skill upgrade currency quickly and if you can rely on her siege shots to finish off the boss before anything really happens.
  • For Tier V Level 90 Nightmare:
    • When it flies, be careful because sometimes it will spit a big blob of acid that also stays on the ground.

Vanak the Bloody Hook

  • Per game tooltips, it is vulnerable to being Grabbed by melee characters.
  • You can jump over the red rings when Vanak does its jump attacks (which it will do a lot of at Tier V). If you miss the timing, it's generally bad especially as it likes to do multiple fast jumps.

Barduk the Corrupted

  • If you keep your distance, Barduk has a very dangerous leap:
    • It leaps at you and the camera angle can make really hard to tell approximately when to Dodge when he lands.
    • When it lands, it often goes for the poison breath and it will tracks you with his head so simply running sideways won't help.Once you're in it, it's very hard to get out because you keep taking ticks of damage.
    • There is a short-range poison breath as well as an arena-length breath that is exceptionally dangerous, which is another reason to constantly keep close.
    • Looks like his leap cannot be interrupted (?).
  • If you stay close, Barduk has a number of attacks:
    • Combo bite ending in chewing a character, so don't stand in front of its head.
    • Short-range breath weapon.
    • Tail sweep.
STRATEGY: Stay close (even if you are ranged) and try to keep on his flank, at one of the rear legs.
  • If you are close, Barduk leaps AWAY from you to get distance. Run to close the gap again because it will probably use its breath weapon afterwards.
  • Don't get near his head.
  • If he starts to build up his breath weapon, get to his flank behind his head.
  • He will occasionally stomp if you are on the flank. Minor damage but you still want to Dodge it.
If using Astria to start, immediately dodge backwards so the boss doesn't activate yet. This generally allows you to squeeze in one more shot before it get close. Like Furcas, Astria can help you quickly farm low Tier Barduk for skill upgrade materials.

Gallore the Collapse

  • When it rolls, if you hide behind one of the rocks along the side, it can bounce off and slam into the ground and be stuck for a while.
  • In general, Dodge into/through the attacks.
  • For the fist-charge attacks, generally you want to Dodge as soon as the fist hits the ground.

Ghoul Greed

  • Can basically be kited by Astria if you're careful, even at Tier V Level 90.
    • Once it knows where you are and is too close, hug the walls and circle around to the far side.
    • If you're lucky it decides to just strafe left and right but not actually approach in which case you can just keep shooting.
  • Here is a video for the Achievement (kill with a Surprise Grab).
    • When it charges and runs into a wall it is disoriented and can be "surprised" if it has a question mark over its head, so Charlotte is not strictly necessary.
    • If you simply run far enough away it will also lose track of you (remember what Kalien said during the Main Story Quest about ghouls being blind). A question mark will appear over its head indicating it's lost track of you. Run up behind and do the Grab attack in that state and kill it. If it doesn't die just run away and try again.

Earthlander of the Ravenous Earth

  • For Tier V Level 90 Nightmare:
    • Has an new mechanic where after tunneling or after the head-spin attack, it spits red acid spit that big AOE on the ground. This replaces the vacuum attack from previous tiers.
    • Groggy State: If it does its head spin (?) and hits nothing (hitting Chako does count as hitting something) it is briefly incapacitated but when it recovers it will do its acid spit.

    World Boss

    Aside from defeating each three times for the achievements, you don't really need to fight any specific one. Mostly they are for the Non-Exclusive Karma, but you can indirectly get those by fighting easy World Bosses: farm the easy ones, Disassemble the Karma you don't want for 20 Fragments of Memory each, and trade them for the specific Karma you want at 30 Fragments of Memory each.

    Chronograph of Ages for Karma breakthrough can be purchased with Adventurer's Emblems, which are a common currency you can get from even easy dungeons.

    Andras the Cave Predator

    • When it climbs to the ceiling it will start to heal but you can still harm it. Break its white bar to make it fall prematurely and be momentarily incapacitated.
    • Does huge damage so really, really try to avoid getting combo'ed.

    Barpedin, the Crushing Darkness

    • When it creates the area-wide wind column attack, either Break his super-armor or ride your mount and get under a LOW ceiling AND a barrier (to prevent you from getting sucked back out from under your low ceiling).
      • The wind will carry you up and then dump you for fall damage so a low ceiling limits how high you can go.
      • If you are carried up, turn off your mount so that when you fall you can mount up in mid-air (?)
      • Not clear if the amount of initial damage you take is limited by height.
      • It's quite easy to end up moving outside the arena and reset the boss so try not to do that.
      • On the southeast side of the ruins are low ceilings and wide walls just outside the central courtyard. If you fight the boss there you can already be in position to resist the vacuum attack.
    • When it creates the vacuum vortex, get on your mount and run behind a wall so you can't be pulled in or dodge madly until you are far enough away it can't pull you.

    Flaming Ash Feather Lavanis

    • A melee character can keep it on the ground with a Grab Attack.

    Hagen

    • A very short and to the point video guide for Hagen about what you are supposed to do about its healing mechanic.
    • Basically has a confusing healing phase. The boss glows green and is linked to a fast-moving ghost.
      • That green flying ghost can be targeted but that apparently does nothing.
      • The ghost moves to approximately where it will possess a clone (that glows green) and when it arrives it is briefly incapacitated, which is your window to attack quickly.
      • Fire or Shock Ailments can interrupt this healing phase making it a straight attack on the boss. In the video below you can see around 00:31 when Kalien gives the boss a Fire Ailment (not just accumulating Fire status) that the process is stopped (the green connecting beam ends).
      • The invulnerability/healing phase can be pre-empted. In a video below you can see it's possible to two-shot Hagen with Astria before it glows green and links to a clone.
        • It's not entirely clear the reason for this. Could be it was too far away to start its combat sequence entirely. Sometimes it could be it was still in the animation for some other move like an attack and does not cancel to the healing phase. Could be there is a minimum amount of time before it can activate the healing phase.
    • When it completes its healing phase, it basically swaps places with its clone. So if you just stay where you are, let the boss come to you, and keep fighting it, eventually it will either choose a clone that is at your current location or move all the clones there after repeated healing phases. Then you don't have to go looking for them. But this can result in taking a long time to kill the boss.
    • Has a very dangerous teleport attack if you are far away. It arrives with an AOE burst that does a lot of damage.
    • It can possess a character and also inflict a lot of damage. Looks like other players have to break the Boss's super-armor to interrupt this.


    Horg the Roamer

    • North of the boss is an area quest to defeat the boss. Appears only during daytime and when the boss is alive.
    • Boss sometimes sleeps under a tree and has the Knockdown status.

    Hungry Eyes Octavia

    • The leap seems to be blockable if you can put some trees in between you and the boss. The boss can't leap through the trees so it lands more or less in place instead of right on top of you. When the boss starts jumping, keep moving to put a barrier in between.
      • In the middle of the clear lane between the trees is a stand of trees and some rubble you can use to block the boss while shooting back.
      • South of the fast travel point is also a stand of trees just below the ridge but keep to the southeast or sometimes the boss will wander too far and reset.
    • Seems vulnerable to Break Damage more than other bosses.

    Karon the Tyrant

    • Starts sleeping on its nest and if you get close enough from behind, melee characters can immediately Grab.
    • Circling around the pillar for respite seems good especially if you have Dana with the Chako summons that can draw aggro. Becomes ranged tank and spank.
    • When it flies, typically if you hide behind a pillar it will smash into it and be incapacitated briefly.

    Pankirus the Spectre of Thirst

    • When it starts its raid-wide ground AoE, get to the edge of the map (use your Familiar to run) and you can also climb up the sides of the wall to wait it out. If you have a ranged character you can keep attacking.
    • After the fight there is a wind tunnel to help you get to the top of the crater sides.

    Scraping Brack

    • Standing on the ridges while it is below in the chasm can sometimes protect you from his chain attack which passes under you. It can still throw rocks and if you are close to the edge it can charge and hit you.
    • On the ridge, if it can see you it tends to hug the edge so you can use ranged attacks at it because it's tall. Meanwhile it will be unable to climb up directly and has to go to one end of the ridge and use the slope.

    Sudden Missions

    You have to attack the boss (don't have to kill it) before you can track it in the Mercenary Guide. In the slides below are all locations of the 40 Sudden Mission bosses.


    Except for Fragment of Sacred Stones, none of the Sudden Mission bosses are particularly important because all the drops can be gotten elsewhere either directly or through Exchange.

    Fragments of Sacred Stones have limited sources and are used to Ascend characters. Every 200 units can be converted in the Exchange for one Stigma Awaken Stone and six Stigma Awaken Stone are required to fully Ascend one character (total 1200 Fragments).

    The following Sudden Mission bosses drop Fragments of Sacred Stones:
    • Acidic Slime Drazel
    • Aela, the Wings of Collapse
    • Autophagist Gult
    • Bargon, Wings of the Wild
    • Cragmo, the Earth-Splitter
    • Sand Claw Dragus
    • Spark Droplet Murto
    • Sticky Slime Frunk
    The Anonymous Artisan's Crafting Tool is also a fairly good drop because of the Exchange cost. The following drop Artisan's Crafting Tools:
    • Braheim, the Heretic's Guide
    In the late game, you will need piles of Shape Grinders (and a ton of gold) to optimize the substats on your gear but early on this won't be critical. However they are much faster to do than the Ashen Ruins dungeon. The following drop Shape Grinders:
    • Abaddon, Wraith of Destruction
    • Bone Commander Malaka
    • Corroded Knight Kalvaros
    • Faint Veil Sher
    • Grak the Bloodmaw
    • Hidden Hunger Vargul
    • Reska, the Buried Blade
    • Soulwarden Zermoor
    • Void Twilight Nor
    If you are not in range of the Sudden Mission notification, you will not get the daily mission reward. When you leave the area, you don't get a notification you are out of range, so don't start too far.

    Typically there is a lore entry "Records of Okram" nearby near Bounty Hunter Weldon if he's around. It describes special mechanics of the boss.

    The daily bonus reward is basically the same whether you fight a low level or high level one, so unless you are in a hurry to get certain materials, there's little point fighting a really tough boss when you can clear an easy one and grind elsewhere.

    Abaddon, Wraith of Destruction

    • According to the Records of Okram, attacking the goblins will also hurt Abaddon, however they need to be possessed by Abaddon first and once destroyed Abaddon is ejected and temporarily incapacitated.

    Autophagist Gult

    • Destroy the slimes it creates before the boss can absorb them and heal. Or, destroy the boss before it can absorb its slimes to fully heal.
    • Per the book on the ground near Bounty Hunter Weldon, use Shock Attacks against the small slimes. They basically take no damage but suddenly die once enough Shock has built up for the Shock Ailment.
    • If you use Fire attacks on the small slimes, they cannot gain the Fire Ailment but you instead damage them and can kill them.

    Bargon, Wings of the Wild

    • If it or any of the other two lesser dragons basically hits a wall (e.g., flies into, lands on, charges into) they will be momentarily downed and incapacitated. If you fight near obstacles, this is remarkably easy to arrange.
    • When the Lesser Dragons are not nearby, at various points around the perimeter there are big worms that reveal themselves when you get close and could really complicate a fight.
      • If Bargon moves into their location, they erupt from the ground and attack Bargon instead.
      • If you move far enough away they return to the ground (reset).
    • The worms are fairly easy to kite - they constantly spit (like Cragmo) so just move and wait for a pause to shoot.

    Blood-Red Commander Bespina

    • Per the Okram book, Fire can clear the pollen but this is not necessary if you simply avoid the pollen and don't get the Bleed status.

    Bone Commander Malaka

    • Entrance to the underground is in the ruin right in front of Weldon.
    • Per the Records of Okram near Weldon, if you can Break it while it is digging through a bone pile you can interrupt it and incapacitate it briefly.
    • Killing Malaka also destroys all the skeletons it created.

    Braheim, the Heretic's Guide

    • Per the Records of Okram, a character who mounts the summoned ogre can make it attack Braheim but this is not immediate or guaranteed.
    • If the ogre is defeated, Braheim just summons another.
    • Its teleports are not entirely random: The various locations it can choose are from a fixed list.
    • If you Break his super-armor while he's summoning the ogre, the summons fails. It seems he won't try again until his super-armor is restored.
    • If you stay at the entrance behind the status, the ogre can't come up the stairs and Braheim won't teleport up there either. He can still sometimes get line of sight with his orb attack. When Braheim is close to death, go back into the arena to make you are in range for the daily reward before killing him.

    Corroded Knight Kalvaros

    • This boss only appears "at night" but this can be confusing to many players because "night" doesn't look very dark and even when it looks like "nighttime" you still have to wait a while and there's no in-game clock.
    • When other skeletons appear in the graveyard, the boss will also appear, so when you Fast Travel to the cemetery you can easily tell whether the boss will be there or not.

    Cragmo, the Earth-Splitter

    • If you keep your distance and just circle around the nest, it will just spit poison you can easily run out of (no sprinting required), three poison globs in rapid succession then a brief pause in between.
    • If you step onto the next it will try to do a head-spin attack but generally there is enough time to just back off and not be hit. In this way you can make it stop spitting and give yourself some time to make attacks.

    Faint Veil Sher / Void Twilight Noir

    • As soon as it vanishes, start running because it will teleport to your location and attack.
    • If you are far enough away, it won't immediately try to teleport so you can certainly try to two-shot it with Astria.

    Gordun the Crushing Ironclad

    • Ranged attackers can cheese it outside the enclosure, just stay away from the opening (where the goblins are seated).

    Grak the Bloodmaw

    • Location is locked until quest 59.
    • If you tap the skeleton and are far enough away, it fights Grak. But if you get too close they both turn on you.
    • The location can be tricky to find so here's a video:

    Gromkar the Charging Earth

    • According to the note near Weldon, it is easier to Break when it is charging, stops charge and makes it vulnerable briefly. However the spin charge is so fast it might be safer to just dodge.

    Hungry Hound Snark

    • You can try cheesing him at the ledge to the south of the camp. Tab target and use ranged attacks.

    Murdoch, the Iron-Plated Captain / The Ambitious Snig

    • Not clear if Snig attacks Murdoch but it also vanishes if Murdoch is killed.
    • If you walk around outside and rear of the round building, sometimes Murdoch will spot you and try to attack you through the wall. It CAN throw boulders at you. You can counterattack with area effects such as Dana's Freezy Pop. If you stand closer to the building you can trigger the Sudden Mission quest to get the daily reward.

    Opportunist Grimick

    • If you stand on the ledge, it typically cannot come up and can still charge but hit the wall and daze itself after a couple of tries.

    Piercing Zektar

    • The Okram book near Weldon can be hard to see as it's the same colour as the tiles on the floor. It's north-east-east of Weldon.
    • The notebook says to dodge Zektar's dive and then attack. You don't have to successfully dodge to activate the vulnerability to damage.

    Skullhead Lukaki

    • The wooden walkway seems like a good position to cheese him with ranged attacks.

    Sticky Slime Frunk

    • If you stand on the ledges overlooking the pool, it tends to attack or roll into the side of the ledge harmlessly but it will eventually find it's way up onto the ledge.
    • Or you can snipe from mountainsides.
    • The only real tricky part here is suddenly running into deep water which limits your mobility.

    Soulwarden Zelmoor

    • Weldon and the Records of Okram are up the western stairs.
    • Location is locked until quest 59 and you can reach the Tomb of Greed / Eroded Underground Cemetary dungeon. After quest 59, additional doors (and monster-guarded chests) in the area open making access to the underground bosses easier.
    • At some point it will become green and spectral and have an immense Super-Armor boost. Inflict Fire or Shock Ailment to remove this invulnerability phase.
    • The invulnerability/healing phase seems to be time and/or distance related. If you are far enough away it might not immediately trigger. If you can kill it before the immunity phase, it won't happen at all. E.g., If you two-shot it at a distance with Astria.

    Trickster Monchacha

    • Pretty straightforward boss where you can Break its armor while its eating. It's not total healing if you don't, and you can still attack the boss while it eats, and it only eats a limited amount before going to the next location.
    • What makes the fight complicated is it runs around a great distance and if you just follow you can end up alerting gnolls on towers that throw spears at you, or other wargs are pulled into the fight. Clear them first (especially the towers) to have a less chaotic time.

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