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* ''VideoGame/RainWorld'': Monk and Hunter were added as, respectively, Easy and Hard difficulties compared to the baseline Survivor campaign. Averted for almost all regions with the exception of one particular zone, as the progressing infestation of [[spoiler: Five Pebbles facility]] makes it so that Hunter, who arrived first, has to contend with much less corruption than Monk.
* ''VideoGame/MetalGearRisingRevengeance'': On the "Revengeance" difficulty setting, the game compensates by greatly lowering enemy healthpools compared to "Very Hard", while the damage Raiden takes already was extremely high. This results in enemies being easier to burst down before they can get another strike out.
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* In the Immortal Empires campaign of ''VideoGame/TotalWarWarhammerIII'', Karl Franz's campaign is labelled as being good for beginners. And while it is true that [[JackOfAllTrades The Empire's campaign mechanics and units]] themselves are relatively uncomplicated for newcomers to grasp, what the tooltip fails to warn about is that Karl starts surrounded by, and will be quickly at war with any combination of, the following: [[BeastMan Khazrak the One-Eye]], [[{{Plaguemaster}} Festus the Leechlord]], [[OurVampiresAreDifferent Vlad Von Carstein]], [[WhenTreesAttack Drycha, Durthu]], [[OurDemonsAreDifferent Be'lakor]], [[{{Necromancer}} Heinrich Kemmler]], [[ThePrankster The Changeling]] and [[HornyVikings Wulfrik the Wanderer]]. When left to fend for himself, Karl is likely to be wiped out before even turn ''forty''.
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* ''VideoGame/FZero'' (SNES) has the Fire Stingray, billed as an expert machine as it boasts the highest top speed can't turn as tightly as the other three. However, it's also the least drifty, so not only is it the only machine worth using in Time Attack (unless you're doing machine-specific records), it's also the ''easiest'' machine to learn.

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* ''VideoGame/FZero'' ''VideoGame/FZero1990'' (SNES) has the Fire Stingray, billed as an expert machine as it boasts the highest top speed can't turn as tightly as the other three. However, it's also the least drifty, so not only is it the only machine worth using in Time Attack (unless you're doing machine-specific records), it's also the ''easiest'' machine to learn.
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* ''VideoGame/BattleTech2018'' is NintendoHard to begin with, but the listed difficulty for individual missions is calculated based on relative 'Mech tonnages, which is only marginally useful given how much variety there is in both player and AI loadouts.

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* ''VideoGame/BattleTech2018'' is NintendoHard to begin with, but the listed difficulty for individual missions is calculated based on relative 'Mech tonnages, which is only marginally useful given how much variety there is in both player and AI loadouts. The game acknowledges this in the tooltip for the difficulty bar, which explains that the rating is a InUniverse educated guesstimate by your contract handler and shouldn't be considered an absolute.
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* ''VideoGame/WorldOfHorror'' has this come into play with its final unlockable character, [[spoiler:Kana]], who has a special trait called "Always There": in exchange for having their maximum Stamina and Reason reduced to 8, they are immune to any effects that would reduce their maximum Stamina or Reason further. This makes the already existing penalty to their maximum Stamina and Reason less of an obstacle at higher difficulty levels.

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* This happens to some attacks and spellcards in ''Franchise/TouhouProject'', particularly since easier difficulties tend to slow down the bullets, which sometimes just makes the patterns denser, leaves more bullets on the screen, and requires more micrododging. A good example is ''VideoGame/TouhouFuujinrokuMountainOfFaith'', Kanako's last spellcard, on Easy and Normal: [[https://www.youtube.com/watch?v=pKRMW-RWUlc see this video for a comparison]].

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* ''Franchise/TouhouProject'':
**
This happens to some attacks and spellcards in ''Franchise/TouhouProject'', the series particularly since easier difficulties tend to slow down the bullets, which sometimes just makes the patterns denser, leaves more bullets on the screen, and requires more micrododging. A good example is ''VideoGame/TouhouFuujinrokuMountainOfFaith'', Kanako's last spellcard, on Easy and Normal: [[https://www.youtube.com/watch?v=pKRMW-RWUlc see this video for a comparison]].comparison]].
** Sometimes, on higher difficulties spellcards get replaced by ones that don't work quite the same way as the previous versions (ranging from difference in how the bullets are spawned to straight up not having much in common with the other version). There are cases where the version on higher difficulty is actually easier to deal with, or at the very least easier to get into the "flow", such as Marisa's Lunatic version of Shoot the Moon compared to Normal's Eartlight Ray.
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* ''VideoGame/BaldursGate'' in the ''Enhanced Edition'' introduced a NintendoHard mode called "Legacy of Bhaal", which buffs to outrageously high levels the stats of every single creature in the game (including the rats in the prologue...) except for the player's party. Normally this is accurate. However, this buff applies to summoned creatures too, and there is no distinction between those evoked by the AI and those by the player - you basically have a MightyGlacier meat-wall always at your disposal. Furthermore, you can use charm or domination spells to mind control, even if temporarily, tougher enemies, which in certain encounters is so broken that rather than an EasyLevelTrick it is often considered a CheeseStrategy.
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* The 4/20 challenge in ''VideoGame/FiveNightsAtFreddys'' (in which, on Night 7, you set all four animatronics to their maximum AI level of 20), has a quirk when it comes to Bonnie and Chica that has lead some to speculate that setting their AI level to 18 or 19 might actually be harder than putting it at 20. The numbers are used to determine whether, at set intervals, an animatronic will move; 1 means a 5% chance, while 20 means a 100% chance. When those two specific animatronics are outside your office, they will remain in place until their next successful movement check, and on 4/20 mode that is guaranteed to be after about 5 seconds. On a slightly lower AI level however, they have a chance to stay outside the office for an extended period of time, wasting power and putting you at the mercy of the RandomNumberGod.

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* The 4/20 challenge in ''VideoGame/FiveNightsAtFreddys'' ''VideoGame/FiveNightsAtFreddys1'' (in which, on Night 7, you set all four animatronics to their maximum AI level of 20), has a quirk when it comes to Bonnie and Chica that has lead some to speculate that setting their AI level to 18 or 19 might actually be harder than putting it at 20. The numbers are used to determine whether, at set intervals, an animatronic will move; 1 means a 5% chance, while 20 means a 100% chance. When those two specific animatronics are outside your office, they will remain in place until their next successful movement check, and on 4/20 mode that is guaranteed to be after about 5 seconds. On a slightly lower AI level however, they have a chance to stay outside the office for an extended period of time, wasting power and putting you at the mercy of the RandomNumberGod.
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* ''VideoGame/WorldOfWarcraft'': Back in ''Wrath of the Lich King'', 25-man raids were intended to be harder and more rewarding than their 10-man counterparts, giving loot with higher item levels than the latter. This is mostly true but there are some encounters that are actually easier on the 25man setting simply because more people are present to handle things, whereas in a 10-man raid the relative importance of each individual is increased, and losing a single person can potentially spell doom for any boss attempt. In ''Cataclysm'' and ''Mists of Pandaria'', the two raid sizes were presented as roughly the same difficulty, before the flexible raid difficulty was introduced at the end of the latter expansion.

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* ''VideoGame/WorldOfWarcraft'': Back in ''Wrath of the Lich King'', 25-man raids were intended to be harder and more rewarding than their 10-man counterparts, giving loot with higher item levels than the latter. This is mostly true but there are some encounters that are actually easier on the 25man 25-man setting simply because more people are present to handle things, whereas in a 10-man raid the relative importance of each individual is increased, and losing a single person can potentially spell doom for any boss attempt. In ''Cataclysm'' and ''Mists of Pandaria'', the two raid sizes were presented as roughly the same difficulty, before the flexible raid difficulty was introduced at the end of the latter expansion.
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* ''VideoGame/WorldOfWarcraft'': Back in ''Wrath of the Lich King'', 25-man raids were intended to be harder and more rewarding than their 10-man counterparts, giving loot with higher item levels than the latter. This is mostly true but there are some encounters that are actually easier on the 25man setting simply because more people are present to handle things and losing a single person tends to make less of an impact on the overall performance. In ''Cataclysm'' and ''Mists of Pandaria'', the two raid sizes were presented as roughly the same difficulty, before the flexible raid difficulty was introduced at the end of the latter expansion.

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* ''VideoGame/WorldOfWarcraft'': Back in ''Wrath of the Lich King'', 25-man raids were intended to be harder and more rewarding than their 10-man counterparts, giving loot with higher item levels than the latter. This is mostly true but there are some encounters that are actually easier on the 25man setting simply because more people are present to handle things things, whereas in a 10-man raid the relative importance of each individual is increased, and losing a single person tends to make less of an impact on the overall performance.can potentially spell doom for any boss attempt. In ''Cataclysm'' and ''Mists of Pandaria'', the two raid sizes were presented as roughly the same difficulty, before the flexible raid difficulty was introduced at the end of the latter expansion.
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* ''VideoGame/DevilMayCry'':
** Heaven Or Hell difficulty, where [[OneHitPointWonder you die in one hit]], but so does everything else. Contrast with the more traditionally difficult Hell And Hell, where only ''you'' die in one hit.
** The PC version of ''VideoGame/DevilMayCry4'' had the Legendary Dark Knight difficulty which took the overall difficulty down a notch and made all enemies die a lot faster but greatly increased enemy numbers. Apart from being generally easier, your area-affecting attacks would hit most of the clustered demons, resulting in them dying fast and you getting a crapload of [[RankInflation style points]] for every attack.

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* ''VideoGame/DevilMayCry'':
The difficulty modes in the ''VideoGame/DevilMayCry'' series are generally arranged easiest-to-hardest from top-to-bottom order in the menu lists. However, later games may feature these two modes listed below the [[HarderThanHard "Must Die" difficulty]], but tend to be actually "easier" than what's above them due to some gameplay changes.
** Heaven Or Hell difficulty, where [[OneHitPointWonder you die in one hit]], but so does everything else.else, which means you can just easily shoot and OneHitKill everything quickly from a distance with your guns/ranged weapons. Contrast with the more traditionally difficult Hell And Hell, where only ''you'' die in one hit.
** The PC version and ''[[UpdatedRerelease Special Edition]]'' of ''VideoGame/DevilMayCry4'' had the Legendary Dark Knight difficulty which took the overall difficulty down a notch (comparable to the Son of Sparda difficulty) and made all enemies die a lot faster faster, but spawn greatly increased enemy numbers. Apart from being generally easier, your area-affecting and crowd-control attacks would hit most of the clustered demons, resulting in them dying fast and you getting a crapload of [[RankInflation style Style points]] for every attack.attack, hence you'll easily farm a lot of Red Orbs here. This mode returns in the ''Special Edition'' of ''VideoGame/DevilMayCry5'', but its non-indicative difficulty nature remains the same.
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Wiki Word correction (although it still worked before, apparently).


** The UpdatedRerelease, ''Mushihimesama Futari Black Label'' offers God difficulty, which replaces previous versions' [[HarderThanHard Ultra]] difficulty. Despite the name of the difficulty, it's actually ''easier'' than Ultra mode; there is more slowdown, far more chances to cancel bullets, enemies don't let off as many suicide bullets as they did in Ultra, and the TrueFinalboss, likely due to an oversight on the developers' part, has safe spots in her final attack.

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** The UpdatedRerelease, ''Mushihimesama Futari Black Label'' offers God difficulty, which replaces previous versions' [[HarderThanHard Ultra]] difficulty. Despite the name of the difficulty, it's actually ''easier'' than Ultra mode; there is more slowdown, far more chances to cancel bullets, enemies don't let off as many suicide bullets as they did in Ultra, and the TrueFinalboss, TrueFinalBoss, likely due to an oversight on the developers' part, has safe spots in her final attack.
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* ''VideoGame/IcewindDale'' increased enemy stats at higher difficulties, but also gave proportionally more xp rewards since you faced tougher foes. This was easily exploited to level up your party with ease, particularly when abusing the poor AI to effortlessly kill waves of mooks.
** Going solo might seem more difficult, until you realize that the xp won't be split among party members. You will get an overleveled character very soon that can effectively solo most encounters. And for those which are really hard... this will force you to actually use many items that you usually forget about, increasing your tactics.
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* ''[[VideoGame/RollerCoasterTycoon Roller Coaster Tycoon 2]]'' has a menu option titled "Harder Guest Generation". At a glance, this seems to just be a difficulty modifier that makes it harder to attract new guests to your park, but it's actually a bit more complicated than that. The real purpose of the option is to fix the common GameBreaker strategy of building lots of tiny rollercoasters, which thanks to the guest generation algorithm makes it extremely easy to attract guests, making the game much easier in exchange for your parks looking blatantly unrealistic. What "Harder Guest Generation" really does is nerf most sources of guest generation, while ''tripling'' the appeal of long rollercoasters, encouraging players to build more realistic rides instead. As long as you are aware of that, "Harder Guest Generation" can actually make it easier to generate guests.
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* In ''VideoGame/{{Borderlands}}''' DLC, ''Mad Moxxi's Underdome Riot'', after Round 1 Moxxi will randomly choose an effect (or effects) with which to make the next wave harder. One example of this is by making the enemies have double shield strength. Which doesn't come into play if you're only fighting Skags (with no shields) or have Mordecai's Trespass skill maxed (which ignores shields). Granted, it's not making things easier, but it's not making them harder either.

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* In ''VideoGame/{{Borderlands}}''' ''VideoGame/Borderlands1''' DLC, ''Mad Moxxi's Underdome Riot'', after Round 1 Moxxi will randomly choose an effect (or effects) with which to make the next wave harder. One example of this is by making the enemies have double shield strength. Which doesn't come into play if you're only fighting Skags (with no shields) or have Mordecai's Trespass skill maxed (which ignores shields). Granted, it's not making things easier, but it's not making them harder either.

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this is conflating two things - sure, NG+ Hard mode games are easier than regular diffculty, but normal New Games without importing a save file are much, much, much harder on Hard mode.


* ''{{Franchise/Castlevania}}'':
** ''[[VideoGame/CastlevaniaOrderOfEcclesia Order of Ecclesia's]]'' Hard Mode places a level cap. But it also gives you a NewGamePlus. It turns out health and mana are meaningless; your glyph setup and knowing how to approach enemies is key. A cap of Level 1 isn't that much harder than a Cap of 50.
** ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair's]]'' Dracula has the Demonic Megiddo attack, a powerful move that can only be avoided by running to the corners of the boss room. In Hard Mode, the attack gains fire pillars that appear in the safe spots during the attack's wind up, forcing the player to wait until the last possible second to run to safety. This makes the move harder to dodge, but it also functions as a ''much'' more obvious telegraph that Demonic Megiddo is coming than the InstantRunes that are the only other warning.

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* ''{{Franchise/Castlevania}}'':
** ''[[VideoGame/CastlevaniaOrderOfEcclesia Order of Ecclesia's]]'' Hard Mode places a level cap. But it also gives you a NewGamePlus. It turns out health and mana are meaningless; your glyph setup and knowing how to approach enemies is key. A cap of Level 1 isn't that much harder than a Cap of 50.
** ''[[VideoGame/CastlevaniaHarmonyOfDespair Harmony of Despair's]]''
''VideoGame/CastlevaniaHarmonyOfDespair'' 's Dracula has the Demonic Megiddo attack, a powerful move that can only be avoided by running to the corners of the boss room. In Hard Mode, the attack gains fire pillars that appear in the safe spots during the attack's wind up, forcing the player to wait until the last possible second to run to safety. This makes the move harder to dodge, but it also functions as a ''much'' more obvious telegraph that Demonic Megiddo is coming than the InstantRunes that are the only other warning.
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** Similarly, in some older arcade games (''VideoGame/MsPacMan'', for instance) the cabinet can be set to a difficulty by the owner. While it isn't universal some players find the fastest speed to be much easier than the slower ones.

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** Similarly, in some older arcade games (''VideoGame/MsPacMan'', for instance) the * ''VideoGame/MsPacMan'': The cabinet can be set to a difficulty by the owner. While it isn't universal some players find the fastest speed to be much easier than the slower ones.
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Not an example. The tricks that allow a Lv 1 playthrough, including Limit Glove, work just as well at any level.


* ''VideoGame/FinalFantasyIX'' players will sometimes go through the game without gaining a single point of experience, competing it at level one. Through creative use of abilities, spells and equipment, most early bosses can actually be killed ''faster'' than if one were to play through normally. Quina's Limit Glove Blue Magic deals 9999 damage if s/he has 1 HP remaining, which is enough to one-shot everything until Oeilvert, by which time Zidane and Freya are able to do the same with their own attacks.
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* In ''VideoGame/PacMan Championship Edition DX'', it's somewhat easier to get higher grades (which are based on your ranking percentile rather than an absolute scale) on the harder and later courses like Half, because there are less players making a serious attempt on those courses than on the earlier and more popular courses such as Championship II and Highway.

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* In ''VideoGame/PacMan Championship Edition ''VideoGame/PacManChampionshipEdition DX'', it's somewhat easier to get higher grades (which are based on your ranking percentile rather than an absolute scale) on the harder and later courses like Half, because there are less players making a serious attempt on those courses than on the earlier and more popular courses such as Championship II and Highway.
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* The Hidden Mansion mode in the European version of ''VideoGame/LuigisMansion''. The Poltergust's improved performance more than makes up for the more powerful ghosts.

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* The Hidden Mansion mode in the European version of ''VideoGame/LuigisMansion''.''VideoGame/LuigisMansion1''. The Poltergust's improved performance more than makes up for the more powerful ghosts.
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*** Several chapters in the supposedly-hardest difficulty, Hector Hard Mode, are arguably a drop from their normal mode counterparts, due to attempts to change an enemy's design that actually make them weaker. The most common manifestation of this is switching out a more mundane weapon for a WeaponOfXSlaying--on the one hand, it lets the enemy get the drop on a unit they have effective damage on (i.e. a Hammer against a Knight), but on the other, these weapons are heavy and inaccurate, meaning that if the player simply checks the enemy weapon and sends any other unit type after the enemy, they'll be barely any threat whatsoever.

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*** Several chapters in the supposedly-hardest difficulty, Hector Hard Mode, are arguably a drop from their normal mode counterparts, due to attempts to change an enemy's design that actually make them weaker. The most common manifestation of this is switching out a more mundane weapon for a WeaponOfXSlaying--on the one hand, it lets the enemy get the drop on a unit they have effective damage on (i.e. a Hammer against a Knight), but on the other, these weapons are heavy and inaccurate, meaning that if the player simply checks the enemy weapon and sends any other unit type after the enemy, they'll be barely any threat whatsoever. HHM's version of "Kinship's Bond" is especially notable, as it arms almost every enemy with a Reaver weapon. While these reverse the weapon triangle, they also ''double'' its effects, so they're easier to take down if you're using the right weapon.
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** In ''VideoGame/Persona4'' you can now take your whole party to the bonus boss. Sounds like it would be easier, right? [[https://www.youtube.com/watch?v=XUj97ejr-xk&playnext_from=TL&videos=UrHqSDoZDeE&feature=rec-LGOUT-exp_stronger_r2-2r-7-HM Nope, knowing her attack cycle lets you switch persona to absorb most of her attacks]] (Allies get in the way of this) and makes it far easier (which [[NintendoHard isn't saying a lot]]).

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** In ''VideoGame/Persona4'' you can now take your whole party to the bonus boss.superboss. Sounds like it would be easier, right? [[https://www.youtube.com/watch?v=XUj97ejr-xk&playnext_from=TL&videos=UrHqSDoZDeE&feature=rec-LGOUT-exp_stronger_r2-2r-7-HM Nope, knowing her attack cycle lets you switch persona to absorb most of her attacks]] (Allies get in the way of this) and makes it far easier (which [[NintendoHard isn't saying a lot]]).



* In ''VideoGame/ShinMegamiTenseiIV'', the {{Final Boss}}es are at level 99. However, several high-end {{Bonus Boss}}es, such as the Fiends, are pegged at level 80-90. Anyone who goes into these bonus bosses expecting them to be easier due to being rated lower than the final bosses will be in for a massive rude awakening.

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* In ''VideoGame/ShinMegamiTenseiIV'', the {{Final Boss}}es are at level 99. However, several high-end {{Bonus Boss}}es, {{superboss}}es, such as the Fiends, are pegged at level 80-90. Anyone who goes into these bonus bosses superbosses expecting them to be easier due to being rated lower than the final bosses will be in for a massive rude awakening.
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** ''[[TheVeryDefinitelyFinalDungeon Final Front]]'' somehow manages to be several orders of magnitude easier than the Normal Campaign version by virtue of Sturm starting with fewer bases, the side teams starting at the top of the map instead of the bottom (allowing them to coordinate a nice pincer strike with the center team instead of just ramming into Sturm's iron wall of troops and cannons in the NC version) and the Black Cannons facing up instead of down (the gimmick being that three pipe seams block the way to the cannons' weak point in HC... a gimmick that Grit completely negates with even a basic Artillery). The HC version of the map is actually quite fun, encouraging unique tactics and thinking outside of the box when coordinating your three armies. The NC version, in stark contrast, is nothing but a long, drawn-out slog with Sturm lording every advantage he could possibly have over you. The difficulty gap is so vast and counterintuitive that it honestly makes one wonder if the two maps were accidentally swapped from what they were intended to be.

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