FY26 Results Presentation and Strategy Update
Released
Released
Announcement PDF
ASX:5GG
FY26 Results
Presentation and
Strategy Update
September 2026 · Includes FY26 results, year ended 30 June 2026
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Summary information in relation to Pentanet Limited: This presentation contains summary information about Pentanet
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SECTION 1
FY26 Results Overview
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FY26 KEY HIGHLIGHTS
Growth in higher-margin gaming delivers
improved operating performance
01
Significant improvement
in operating and
financial performance
Group revenue up 8% on PcP to
$24.4 million
Improved profitability with Group
EBITDA1
up 74% to $2.4 million
Net Operating Cash Inflow up 17% to
$1.6 million
Operating leverage & cost discipline
converted growth into profit & cash
02
Higher-margin
cloud gaming drives
operating leverage
Gaming revenue up 16% on PcP to $2.8
million, at a 68% gross margin (up 11pp)
Gaming EBITDA up 61% to $1.7 million,
46% of Group EBITDA, up from 35%
In advanced negotiations with NVIDIA,
under our alliance agreement, to acquire
additional Blackwell servers, expected to
conclude soon2
Alliance partner status enables
GPU upgrade
03
Resilient telco performance
underpins recurring revenue
Steady subscriber growth, supported by
NBN Speed Boost
Higher margin 5G subscribers up 15%
on PcP
A recurring-revenue foundation
underpins future growth
1. EBITDA is a financial measure which is not prescribed by Australian Accounting Standards (‘AAS’) and represents the profit under AAS adjusted for depreciation, amortisation, interest and tax.
2. Negotiations remain ongoing and there is no certainty that an agreement will be concluded.
4 of 33
FINANCIAL UPDATE · FY26 VS PCP
Group results: EBITDA +74%
Group revenue $m
+8%
$20.9m
$22.6m
$24.4m
FY24 FY25 FY26
Consistent revenue growth, up 8% on PcP
and 17% on FY24.
Group EBITDA1
$m
+74%
$1.4m
$2.4m
($1.3m)
FY24 FY25 FY26
From a $1.3m loss to $2.4m, a step-change
in operating leverage.
Operating cash flow $m
+17%
$1.4m
$1.6m
($0.6m)
FY24 FY25 FY26
Operating cash flow of $1.6m, a $2.2m
turnaround from FY24's outflow.
1. EBITDA is a financial measure which is not prescribed by Australian Accounting Standards (‘AAS’) and represents the profit under AAS adjusted for depreciation, amortisation, interest and tax.
5 of 33
FINANCIAL UPDATE · CASH FLOW
Operating cash flow up 17% to $1.6m
$1.6m
Operating cash flow +17%
($2.3m)
Investing, narrowed 16%
~$0
Financing, broadly neutral
$1.5m
Cash at bank
Operating cash flow $m
$1.4m
$1.6m
($0.6m)
FY24 FY25 FY26
A $2.2m turnaround from FY24’s outflow.
Investing: $1.8m intangibles and $0.5m network equipment.
Included in payments for intangibles is the final $1.6m payment
to ACMA for the 15-year Spectrum License.
Financing: $1.2m borrowings repaid, $0.9m of lease payments,
offset by $2.1m financing facility for the final Spectrum payment.
6 of 33
FINANCIAL UPDATE · CLOUD GAMING SEGMENT · FY26 VS PCP
Cloud gaming segment: EBITDA +61%
Segment revenue $m
+16%
$2.4m
$2.8m
FY25 FY26
Revenue up 16% on PcP
to $2.8m.
Gross profit $m
+40%
$1.4m
$1.9m
FY25 FY26
Gross profit up 40% to $1.9m.
Gross margin %
+11pp
57%
68%
FY25 FY26
Margin up 11pp to 68%.
Segment EBITDA1
$m
+61%
$1.0m
$1.7m
FY25 FY26
EBITDA up 61% to $1.7m.
Gaming is now 46% of Group
EBITDA before corporate costs,
up from 35% in FY25.
Bar baselines are truncated to show the change between periods.
1. EBITDA is a financial measure which is not prescribed by Australian Accounting Standards (‘AAS’) and represents the profit under AAS adjusted for depreciation, amortisation, interest and tax.
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OPERATIONAL UPDATE · GAMING
Loyal customers are choosing the premium tiers
Increased Gaming ARPU
/ month
$24 +36% on PcP
$16
FY24
$17
FY25
$24
FY26
Retiring the Casual plan
lifted subscribers into higher-
value tiers.
Higher proportion of Ultimate
plan customers
59% +20pp on PcP
39%
30-Jun-25
59%
30-Jun-26
Ultimate now carries the
majority of the paying base.
Strong loyalty within the
customer base
31,773
~half
returning
Around half of paid activations
are users returning to
the platform.
Registered users demonstrate
future growth potential
840k
registered CloudGG users
Paying subscribers
Registered gamers, demand
awaiting its upgrade moment
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FINANCIAL UPDATE · TELCO SEGMENT · FY26 VS PCP
Telco segment: EBITDA +5%
Segment revenue $m
+7%
$20.2m
$21.6m
FY25 FY26
Revenue up 7% on PcP
to $21.6m.
Gross profit $m
+2%
$9.6m
$9.8m
FY25 FY26
Gross profit up 2% to $9.8m.
Gross margin %
-2pp
48%
46%
FY25 FY26
Margin down 2pp to 46%.
Segment EBITDA1
$m
+5%
$1.9m
$2.0m
FY25 FY26
EBITDA up 5% to $2.0m.
Bar baselines are truncated to show the change between periods.
1. EBITDA is a financial measure which is not prescribed by Australian Accounting Standards (‘AAS’) and represents the profit under AAS adjusted for depreciation, amortisation, interest and tax.
9 of 33
OPERATIONAL UPDATE · TELCO
18,936closing subs at 30-Jun-26
Total subscribers, up 4% on PcP
A resilient, recurring-revenue foundation, with 779 net new subscribers over the year and the
network backbone supporting the broader digital-infrastructure strategy.
12,799
Off-net +13%
1,039
5G subscribers +15%
1.3%
Avg monthly churn, low
$92
Recurring ARPU +2%
$96
Blended ARPU
6,137
On-net subscribers
GROWING OFF-NET
NBN Speed Boost
lifted acquisition
Eligible higher-speed fibre and HFC
connections were automatically
upgraded during September 2025 at no
additional cost.
HIGHER MARGIN ON-NET
Utilisation over expansion
Continued growth in higher-margin
on-net 5G adoption, with utilisation
the strategic focus rather than further
network expansion.
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FINANCIAL UPDATE · LOSS AFTER TAX
NPAT affected by impairment,
but more work to do
As reported Loss widened 55%
FY25
($4.5m)
FY26
($6.9m)
($6.9m) loss after tax and other comprehensive income, against a
$4.5m loss in FY25.
Underlying, excluding
Gen2 Impairment
36%
improvement
FY25
($4.5m)
FY26
($2.9m)
($2.9m) loss excluding the impairment, an improvement of $1.6m on
the prior year.
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FINANCIAL UPDATE · GEN 2 IMPAIRMENT
Gen 2 impairment
Not a pattern
Launching GeForce NOW in a new market meant available capacity on the ground early, skin in the game for where the platform
aims to be. The legacy generation is now impaired, but the residual standing as NVIDIA's continued partner remains, aligned on
the same goals. Current Gen 3 expansion is incremental, in service on delivery, depreciating from day one.
2021
Gen 2 deployed
Capital commitments to meet the
NVIDIA commitment and unlock
exclusivity. New technology, new
market, the platform had to be
prepared for any number of users.
1080P @ 60FPS
2023
Gen 3 deployed
Gen 3 deployed supporting 1440p
resolution, then increasing to 4K.
1440P & 4K
2025
Users migrate
to Ultimate
Across 2025, more users migrated
to Ultimate tier plans and away
from Gen 2 hardware
DEMAND SHIFTS TO GEN 3
2026
Gen 2 end-of-life
Decision made to EOL Gen 2,
setting a clear operational stage for
pure Gen 3 deployments as the
future of where users will reside.
($4.0M) IMPAIRMENT
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SECTION 2
Inside the Segments,
and the Strategy Ahead
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LEADING-EDGE TELCO & DIGITAL INFRASTRUCTURE
The Infrastructure that underpins segments
National connectivity layer
National connectivity infrastructure across multiple data centres,
built to support the internet services and low latency Cloud Gaming.
Our network is engineered at a national level for very high-
bandwidth low-latency applications.
Telco subscriptions
Telco infrastructure, towers, spectrum, fibre backhaul, with NBN
connectivity. National reach would enable new product bundles for
consumers and enterprises.
Gaming subscriptions
NVIDIA GPU infrastructure, the deployment and monetisation of
GPU-based systems. Cloud gaming in Australia and New Zealand
peaks in evenings and on weekends.
Data centre infrastructure Telco revenue Gaming revenue Interstate fibre Subsea fibre
National connectivity · cloud gaming in AU & NZ
14 of 33
THE BUSINESS TODAY · STRATEGIC OVERVIEW
Current Pillars vs Strategic Value
Looking at each segment today, and their trend.
MATURE EMERGING
CASH GENERATING
CASH BURN
Fixed Wireless
CASH GENERATING
Enterprise NBN
Cloud Gaming
CASH GENERATING
Now Trajectory Gaming NBN Fixed Wireless Enterprise
Note: positioning is indicative and reflects strategic direction based on H1 FY26 performance and management commentary.
15 of 33
THE BUSINESS TODAY · NBN LANDSCAPE
The NBN landscape
Over 100 active RSPs compete on the same wholesale infrastructure, with differentiator typically being price.
Active RSPs, market entrants over time
107
22
55
10
2017 2018 2019 2020 2021 2022 2023 2024 2025
Total active retail RSPs (est.) RSPs at all 121 POIs
Source: ACCC NBN Wholesale Market Indicators Reports.
Cheapest introductory price by speed tier
Best available intro offer (AUD/mo), retail pricing falls, while wholesale
pricing increases
$0
$30
$60
$90
2020 2021 2022 2023 2024 2025 2026
NBN 25 NBN 50 NBN 100 → 500 NBN 250 → 750
Source: Finder, WhistleOut, April 2026.
What this tells us
Increasing competition, lower prices, compressing margins. The NBN market
is a volume game built for national operators with an edge. As a regional
operator our edge is defined by local service, but strategically limits growth
to a smaller market.
Where we see opportunity
The higher serviced local operator heritage stays. But a configuration
change would enable national connectivity, as a low-overhead gaming ISP
for CloudGG users. Revenue growth by enabling our existing gaming
database connectivity directly, for the best experience. Customer acquisition
without marketing spend.
16 of 33
THE BUSINESS TODAY · FIXED WIRELESS
Fixed-Wireless Network to Hold
Proven high-margin economics, when competitive
Perth metro
Fibre-backhauled towers engineered
to never be the constraint. Speed is set
by interchangeable radios depending
on their generation.
Highest GP margin
Fixed-wireless, fixed costs, supporting
the highest GP margin segment. But
rely on a competitive product offering
in market.
Growth declining
NBN's fibre upgrades and speed
boosts have sharply shifted the $-per-
Mbps landscape against our current
wireless offering.
Built for the moment it flips
Wireless speeds climb with every
hardware generation. Today's plans
trail NBN on speed, but that gap
closes over time.
COST VS SPEED, CURRENT PRICING, AND WHERE CPI TAKES IT
$80
$100
$120
$140
C
o
s
t
/
m
o
n
t
h
200 400 600 800 1000
Speed, Mbps
NBN 100 · $100
+CPI every year ↑
Fixed Wireless 200 · $109
our pricing, holds
NBN 1000 · $115
+CPI every year ↑
Potential future product
Illustrative. CPI arrows assume year-on-year increases; NBN wholesale pricing is at NBN's discretion.
A MOMENT IN TIME, NOT STRUCTURAL
Wholesale NBN pricing has climbed annually with CPI and is expected to continue. Wireless speeds keep improving, and pricing is entirely ours. When a competing
gigabit product can lead the market on price, the investment decision reopens. Until then we maintain, not expand.
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THE BUSINESS TODAY · CLOUD GAMING
Cloud Gaming, still early days relatively,
but highest growth potential identified
What makes gaming the priority is the structural moat, margin profile, and external forces now accelerating the market toward exactly what
CloudGG provides.
Early days, proven economics
~10,000 paid users: modest scale, but the unit economics already work 68% GP margin: demonstrable healthy margins
ARPU doubled in under 4 years ($12 → $24) as users shift to higher plans EBITDA positive in isolation even at current scale
Industry tides are turning
GPU prices surging: RTX 5080 at $2,000-$3,000 AUD makes cloud gaming the
rational alternative1
Supply constrained: AI demand pulling consumer GPU supply out of market
Next consumer GPU launch: 2027 at earliest, a long window2
Blackwell upgrades can support better efficiency, ARPU, and workloads
The moat
NVIDIA GeForce NOW Alliance Partner for Australia and New Zealand since January 2021. Every gamer who wants GeForce NOW comes through CloudGG.
1. GeForce RTX 5080 Specs and Prices (Australia).
2. DropReference, 'GPU drought 2026: why Nvidia and AMD are not releasing anything this year', 15 July 2026.
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SECTION 2.1
NVIDIA GeForce NOW alliance
GeForce NOW Alliance Partner for Australia and New Zealand.
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NVIDIA GEFORCE NOW ALLIANCE
Pentanet is a GeForce NOW Alliance Partner
GeForce Now Alliance Partner in Australia
and New Zealand
Sole operator of GeForce NOW in Australia and New Zealand,
entrusted by NVIDIA since 2021. Our telecommunications
backbone and gaming heritage have delivered the platform to
the region for five years, with one goal: GeForce NOW in the
hands of every ANZ gamer.
Why the alliance matters
The platform that won
GeForce NOW is the world’s most advanced cloud gaming platform, with
performance no rival matches.
Operating moat around our territory
Only operator of GeForce NOW in Australia and New Zealand, a moat that allows
us to focus on providing the best service for users, not competition.
Every GFN user is ours
Every Australian and New Zealand gamer who wants GeForce NOW comes
through CloudGG, 100% of the region's GFN demand lands on our platform.
Inside the NVIDIA ecosystem
The alliance puts us inside NVIDIA's ecosystem, access to GPUs and supply, with
the green light to grow capacity.
Increasingly strategic
We've been aligned with NVIDIA since before the AI era, and five years of
operating history keeps us an active, valuable partner.
20 of 33
NVIDIA GEFORCE NOW ALLIANCE
GeForce NOW, cloud gaming, growing worldwide.
What GeForce NOW is.
NVIDIA GeForce NOW streams high-performance games from our local
NVIDIA GPUs to any device, no local hardware, no downloads. It links to the
games you already own on Steam, Epic and Xbox. Pentanet is the sole
Alliance Partner for Australia and New Zealand: every regional GFN user
comes through our CloudGG platform.
HOW CLOUD GAMING WORKS
The game runs in the data center and streams to your screen
Your screen
Internet
< 30 ms round trip
Our NVIDIA GPUs
in the data center
46m registered users globally since launch
1m
2020
10m
2021
20m
2022
25m
2023
46m
2026
Runs natively on every screen
Windows macOS Android TV
Android Chrome Safari
Source: NVIDIA GeForce NOW milestone announcements, 1m at public launch (Feb 2020), 10m (2021), 20m (2022), 25m (2023), 46m (2026).
21 of 33
NVIDIA GEFORCE NOW ALLIANCE · SINCE 2021
Five years of GeForce NOW in ANZ, by numbers
39,432,197
Unique sessions
Individual game sessions
served across ANZ.
1,016,597,458
Minutes played
Minutes of gaming streamed
since launch.
16,943,290
Hours played
Rendered in our data centre,
session by session.
1,934
Years of playtime
Equivalent to one person
gaming 24/7 since the height
of the Roman Empire.
840,000 REGISTRATIONS - ONLY 1.2% ACTIVELY PAYING AT A TIME
GPU consumption for gaming runs on a
flat subscription.
Millions of GPU hours consumed, much of it free game time invested in
market awareness. Users habitually pay, use the platform, deactivate, then
return - depending on content and where the value proposition sits for their
unique use.
THE POTENTIAL GAP
Flat subscriptions might not be for everyone.
Although churn often leads back to a returning customer, our user behaviour
suggests there is a value proposition gap for the casual user, or the seasonal
gamer - where monthly economics don't work for how they consume the
platform, triggering the churn.
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SECTION 2.2
A look at the gaming
market and its direction
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HIGH-GROWTH MARKET
82% of Australians play video games1
AUSTRALIANS WHO GAME1
82%
▲ up from 81%
AVERAGE GAMER AGE1
35
years old
PLAYERS AGED 18+1
81%
an adult market
GAMING HOUSEHOLDS1
89%
have devices
Key findings, IGEA / Bond University 20251
Australians accessing gaming (Jun 2025) 17 million
YoY participation growth +3.9%
Average years playing 14 years
Households with 2+ devices 74%
Households with PC as gaming device 58%
Female players (first-time majority) 51%
PC gaming penetration1
58% of gaming households own a PC, the direct conversion pool for
cloud gaming.
Console 87%
Smartphone 71%
PC / Computer 58%
PC players are the cohort whose hardware-refresh economics CloudGG inverts.
1. IGEA / Bond University, Australia Plays 2025 (May 2025). n=1,241 Australian households. Margin of error ±2.7%.
24 of 33
HIGH-GROWTH MARKET
Two customer types
THE MILLENNIAL GAMER
The incumbent gamer
The generation who grew up building their own gaming PC.
Already our core purchasing demographic, our highest ARPU users come
from this cohort. They grew up building and owning gaming PCs. Some
users resist defaulting to cloud gaming, but are facing a hardware reality
that compels value reconsideration.
Psychological barrier to cloud Eroding
Hardware ownership cost Increasing
Tolerance for upgrade cycles Shrinking
Current purchasing capacity Active and represent highest ARPU
GENERATION Z
Digital Natives
The generation who never owned a DVD player.
A younger demographic who entered gaming through the cloud from the
beginning. No attachment to owned hardware, no perception that “real
gaming” requires a PC. Cloud gaming is simply how they play, and their
purchasing power is growing.
Psychological barrier to cloud None
Gaming participation (ages 15-24)1
94%
Subscription-native behaviour Default
Current purchasing capacity Growing each year
The shifting equation
The cost of owning gaming hardware keeps climbing while the case for it keeps shrinking. Cloud gaming now matches owned hardware at 4K/120fps, the last
technical objection is gone, and with no new consumer GPU generation expected until 2027. Meanwhile GeForce NOW plays on any screen, with no need for
downloads, upgrades or maintenance, delivered affordably.
1. IGEA / Bond University, Australia Plays 2025 (May 2025).
25 of 33
HIGH-GROWTH MARKET
Hardware at home is becoming more expensive
Consumer GPU launch price by generation (AUD MSRP)1
xx60 Entry xx70 Mid xx80 High-end xx90 Flagship
RTX 30 (2020) RTX 40 (2022) RTX 50 (2025)
The price of the flagship tier has more than doubled over three generations. AI demand is
structurally decoupling GPU pricing from gaming value.
MEMORY MARKET PRICES
+200%2
Market-wide increase
Compound price increase across the computer memory market
since the start of 2025.
+90-95%3
Bulk prices, Q1 2026
Quarterly prices memory makers charge large manufacturers, the
steepest single-quarter rise on record. Storage chips up 55-60%.
$140 → $3924
PC memory kit at retail
Retail price of a standard PC memory kit, late 2025 to August
2026, nearly 3x.
1. NVIDIA / AMD AUD MSRP by generation. · 2. DRAMeXchange spot market data (2025-2026); IDC Global Memory Shortage analysis (2026) · 3. TrendForce DRAM/NAND contract price forecasts
(Jan-Feb 2026) · 4. Tom's Hardware RAM price index (Aug 2026).
26 of 33
HIGH-GROWTH MARKET
Consumer unit-economics
favour GeForce NOW for gaming
Analysing cloud gaming subscription costs vs hardware ownership break-even.
Yr 0 Yr 4 Yr 8 Yr 12 Yr 16 Yr 20 Yr 24
TYPICAL USER HARDWARE REFRESH CYCLE, ~5 YEARS
Budget build
$2,500 up-front
10.4 yrs
6.9 yrs
5.2 yrs
Mainstream build
$3,500 up-front
14.6 yrs
9.7 yrs
7.3 yrs
Flagship build
$5,500 up-front
22.9 yrs
15.3 yrs
11.5 yrs
$20/mo $30/mo $40/mo Typical hardware refresh cycle
Monthly pricing examples are for illustrative purposes.
What the data shows
LOW CASE, BUDGET BUILD
Even at the lowest ARPU, a $2,500 build takes 10.4
years of subscription to break even, over five years even
at $40/mo.
HIGH CASE, FLAGSHIP BUILD
A $5,500 flagship build takes 22.9 years to break even at
$20/mo, and still 11.5 years at $40/mo.
Every GPU price rise pushes break-even further out, the window where
ownership makes financial sense keeps shrinking.
27 of 33
NVIDIA GEFORCE NOW ALLIANCE · THE PIPELINE
The market we've already captured
All figures are unique users, each person counted once per stage.
1,159,935
Opted-in email
addresses
Contactable opted-in email addresses across ANZ
840,000
Registered CloudGG
users
Have ever activated a plan, largely trials
493,000
Have played a session
62% have played on the platform
83,000
Have used a paid plan
This is our known paying subscriber base we see as the biggest opportunity
~10,000
Monthly active paying
~1.2% at a time , Different users paying, returning month in, month out
83,000 paid users are already in the base
83,000 gamers have already paid to play on the platform, ~10,000 are active in any one month, a
rotating mix who return as content and seasons bring them back. The audience is proven; the next
step is increasing capacity, closing the value gap with plan structures and GPU tiers that fit how each
user plays.
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SECTION 2.3
Strategic Focus on Highest
Return Opportunities
Increase scale and utilisation of NVIDIA GPU infrastructure.
29 of 33
THE PLAN · ON A PAGE
Four strategic focuses.
$
01 · TELCO
Predictable cash engine
~19k subscribers, ~$96 ARPU, 1.3% churn. Its job is cash generation, not
growth, measured on EBITDA and cash conversion, funding the GPU build-out.
HOLD
02 · FIXED WIRELESS
Held for its moment
Built and paid for; no new capital flows in. NBN pricing rises with CPI each
year, widening the future price gap, gigabit-class wireless hardware can trigger
re-entry.
03 · NBN ENABLEMENT
National reach, already paid for
A configuration change, not a build. CloudGG users become the acquisition base
for Australia's purest gaming ISP. Low margin, but low-touch revenue growth.
+
04 · GPU EXPANSION
'Triple down' on Blackwell
Every incremental dollar of free cash is prioritised toward NVIDIA GPU capacity,
servers added incrementally to the existing deployment, with cadence set
by demand.
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THE PLAN · 04
Incremental deployment
of capital moving forward
Blackwell, incrementally
Our Gen3 existing architecture is fully forward-compatible with Blackwell servers,
enabling modular, just-in-time scaling without upfront capital over-expenditure.
Straight into service
Every server deployed goes directly into service generating revenue. No need for over-
provisioning, preserving margin.
GEN 2 · THE OLD WAY · 2021
IN USE UPGRADE · ADDED AS ONE BLOCK
One large capital purchase, day one, hardware not in
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