GTA 6 Map Guide: Every Confirmed Location, District, and Landmark in the State of Leonida
The complete GTA 6 map breakdown β Vice City districts, Port Gellhorn, Grassriver swamplands, Gator Keys, Leonida State Penitentiary, 700+ enterable buildings, law enforcement zones, and how the map compares to GTA 5.

GTA 6 Map Guide: Every Confirmed Location, District, and Landmark in the State of Leonida
The state of Leonida is the most ambitious open world Rockstar Games has ever constructed. It covers an estimated 120+ square kilometers of playable landmass β somewhere between 1.5 and 2 times the size of GTA V's San Andreas β but raw size tells only part of the story. What distinguishes Leonida from every previous GTA map isn't scale, it's density. The variety of biomes, the layering of urban architecture over swamp terrain, the physical geography that gives Vice City its character β none of this was possible within GTA V's engine.
This is the complete guide to every confirmed, credibly leaked, and intelligently extrapolated location in the State of Leonida. We'll cover every major district, the regional map structure, the interior access revolution, law enforcement zones, and what the geography means for gameplay.
Last Updated: August 2026 | By Erdousky
Table of Contents
- Map Scale: Leonida vs GTA V's San Andreas
- The State of Leonida: Geographic Overview
- The GTA 6 Community Mapping Project
- Vice City Metro: Every District Explained
- Port Gellhorn: Rockstar's Blue-Collar Counterpoint
- Grassriver and the Swamplands
- The Gator Keys: Island Highway Nation
- Ambrosia and the Rural Interior
- Mount Kalaga National Park
- The Leonida State Penitentiary
- Named Landmarks and Points of Interest
- The Interior Revolution: Over 700 Enterable Buildings
- Law Enforcement Zones and Jurisdictional Mechanics
- How Weather Shapes the Map Experience
- The Rumoured Second State: Gloriana
- Frequently Asked Questions
Map Scale: Leonida vs GTA V's San Andreas
Every major GTA release claims its map is the largest in series history. Most of them are. But the comparison that actually matters is whether the scale translates into meaningfully different gameplay, or just longer drives between identical-feeling content.
Raw Land Area
GTA V's San Andreas: approximately 75-81 square kilometers of land area (estimates vary depending on whether water is included). The catch is that Mount Chiliad and the mountain range around it accounts for a substantial portion of that landmass β terrain that looks impressive from a distance but offers limited interactable gameplay space.
GTA 6's Leonida: estimated 120β160+ square kilometers based on fan-mapping projects using GPS coordinate data extracted from Trailer 1 and Trailer 2, cross-referenced with satellite view analysis of Florida's actual geography and the confirmed locations visible in official materials. This estimate has a meaningful margin of error β Rockstar hasn't confirmed numbers β but multiple independent mapping projects have converged around this range.
For a feel-based comparison, community timing tests measuring end-to-end traversal by car put Leonida at roughly six minutes ten seconds, versus GTA V's roughly three and a half minutes. That is not a scientific measurement, but it captures the difference in scale better than square-kilometer figures alone.
| Estimated Land Area | Estimated End-to-End Drive Time | |
|---|---|---|
| GTA 5 (Los Santos + Blaine County) | ~75β81 kmΒ² | ~3 min 30 sec |
| Red Dead Redemption 2 | ~75 kmΒ² | ~6 min (on horseback) |
| GTA 6 (Leonida) | ~120β160 kmΒ² | ~6 min 10 sec (by car) |
Density vs Emptiness
The more important metric is the ratio of usable, interesting land to dead space. San Andreas had significant dead zones β the Pacific Ocean coast between Los Santos and Paleto Bay, the desert interior of Blaine County, the uninhabited mountain range. These areas served atmospheric and driving purposes but rarely contained meaningful activities.
Leonida's geography compresses its playable territory differently:
- Coastline as activity zone: Both the Atlantic and Gulf-facing coastlines of Leonida are built around accessible beach culture, marinas, and waterfront properties β not empty cliff faces
- Swamps as navigable space: Grassriver isn't a dead zone between cities; it's a distinct biome with airboat routes, wildlife mechanics, hidden structures, and criminal infrastructure
- The Keys as a corridor: The island chain connecting Vice City south to the Gator Keys creates a natural driving/racing/smuggling corridor that functions as its own zone
The result is a map where the space between major settlements is filled with activities, not emptiness.
Multiple Urban Anchors
GTA V's San Andreas had one major city β Los Santos. Paleto Bay and Sandy Shores existed as rural communities, not urban centers. The game's entire urban energy concentrated on one metropolitan area.
GTA 6 has at minimum two major population centers:
- Vice City: The flagship metropolis, Miami-scale in population density and architectural complexity
- Port Gellhorn: A second city, smaller than Vice City but distinctly urban β think Fort Lauderdale or Fort Myers in scope
This dual-city structure fundamentally changes how the map functions. The highway connecting Vice City and Port Gellhorn becomes its own zone β a high-speed corridor through varied terrain that has meaning as a route, not just a loading screen transition.
The State of Leonida: Geographic Overview
Leonida is Rockstar's fictional reconstruction of the state of Florida, pushed slightly south and reshaped to concentrate the most dramatically different Florida environments into a playable space.
The state sits in three broad geographic bands:
North: More inland, featuring agricultural flatlands, small rural towns, highways connecting regional hubs, and the beginning of swamp territory as you move south
Central: The swamplands of Grassriver dominate the middle of the state β vast, navigable waterways, dense vegetation, Everglades-scale ecosystem that acts as a physical and cultural dividing line between Vice City's coastal affluence and Leonida's rural interior
South/Coastal: Vice City to the east, Port Gellhorn to the west, the Keys extending south from Vice City β the densest, most activity-rich portion of the map
The GTA 6 Community Mapping Project
Long before Rockstar confirmed a single detail, a community effort had already begun reconstructing Leonida from scratch. The GTA 6 Community Mapping Project started in September 2022, in the immediate aftermath of the infamous development-footage leaks, and has been continuously refined ever since by contributors piecing together trailer frames, leaked coordinate data, official screenshots, and comparisons to real Florida geography.
The project's methodology relies on the same internal coordinate grid Rockstar uses to track player position in-engine. By extracting coordinate data visible in leaked developer footage, mapping contributors β including well-known community figures like DuPz0r β have been able to calculate distances between confirmed locations with surprising accuracy, well before any official map existed.
The most recent widely-circulated update, shared by Reddit user EliteFireBox, compared the rough 2022 outline against a dramatically more detailed 2026 version β complete with motorway layouts, town placements, county boundaries, and the central lake (Lake Leonida, based on the real Lake Okeechobee). The scale and specificity of the update surprised even longtime followers of the project, underlining just how much community reconstruction work has gone into understanding Leonida ahead of any official Rockstar map release.
Rockstar has not confirmed an official map release date, though it's widely expected that one will accompany a future marketing beat closer to the November 19, 2026 launch.
Vice City Metro: Every District Explained
Vice City is not just a city in GTA 6. It is the engine of the entire game world β the source of aspirational wealth, the target of organized crime, the backdrop against which Jason and Lucia's story plays out.
Ocean Beach and Vice Beach Boardwalk
The southernmost tip of the Vice City peninsula replicates South Beach's iconic grid of Art Deco hotels, open-air restaurants, and the famous beachfront boardwalk. Trailer footage shows:
- Pastel-colored building facades with characteristic Art Deco geometric detailing
- Packed sidewalk cafes and outdoor bars with visible NPC crowds
- The boardwalk itself: a paved pedestrian walkway above the sand, lined with palm trees and outdoor fitness equipment
- Luxury vehicle traffic on Ocean Drive equivalent
This district functions as Vice City's social hub β high foot traffic, visible wealth, easily accessible targets, and the kind of ambient activity density that makes GTA worlds feel alive.
Downtown Vice City
The financial core of Vice City is its glass tower district. Trailer 2 shows multiple scenes in what appears to be Vice City's CBD:
- Glass curtain-wall skyscrapers considerably taller than anything in GTA V's Los Santos
- Underground parking structures
- Financial headquarters buildings with security checkpoints
- Street-level commercial activity coexisting with corporate architecture above
Downtown is where the large-scale heists and high-value targets will concentrate. Banks, financial institutions, corporate lobbies, and secure parking structures all have different access requirements and security architectures.
Little Haiti and Little Havana
Little Haiti in GTA 6 mirrors its real Miami counterpart β a densely populated residential and commercial neighborhood defined by its distinctive painted murals, local businesses, Caribbean cultural influences, and proximity to both Vice City's wealth and its criminal underbelly. Little Havana returns as well, carrying forward its cultural identity from the 2002 original with a modernized, more detailed treatment. Confirmed trailer footage shows:
- Colorful building facades with visible mural art
- Street-level commerce: markets, repair shops, local restaurants
- Residential density that creates natural cover and NPC interaction
- Proximity to waterfront access points
Starfish Island and Western Isle Residential
GTA Vice City (2002) established Starfish Island as Vice City's ultra-wealthy residential district β an island of gated mansions connected to the mainland by causeway bridges. GTA 6's Vice City is expected to maintain some version of this geography, with high-value residential properties, private docks, and security systems that require planning to penetrate. The Venetian Islands are also confirmed as part of Vice City's layout.
Port Vice City and the Docks
Vice City's working port district β described by Rockstar as the "cruise ship capital of the world" in-universe β is where cargo ships dock, containers are processed, and the legitimate economy's underbelly is exposed. From trailer footage:
- Container cranes and port infrastructure
- Industrial-scale warehousing
- Ferry and cruise terminals and maritime traffic
- The kind of dock environment that serves both legitimate commerce and the smuggling operations that underpin GTA 6's criminal economy
The Arts District and Nightlife Corridor
Trailer footage includes extended sequences in what appears to be Vice City's entertainment and arts district β neon-drenched streets, nightclub entrances, live music venues, rooftop bars, and the kind of flashy street-level culture that defines Miami's nightlife reputation. This will be the center of GTA 6 Online's nightclub business mechanics.
Port Gellhorn: Rockstar's Blue-Collar Counterpoint
Port Gellhorn sits on the western coast of Leonida, positioned as Vice City's working-class counterpart and modeled loosely on the Tampa/St. Petersburg and Panama City Beach areas of Florida. Where Vice City is neon and aspirational, Rockstar's own location description calls Port Gellhorn "Leonida's forgotten coast" β cheap motels, closed attractions, and empty strip malls, "fuelled by malt liquor, painkillers, and truck stop energy drinks."
The Strip Mall Economy
Port Gellhorn's commercial architecture is built around Florida's suburban retail template:
- Convenience stores and gas stations: Accessible robbery targets with minimal security but immediate police response, ideal for Jason and Lucia's lower-risk criminal operations
- Pawn shops: Dual function as both robbery targets and legitimate sell-points for stolen goods
- Auto repair shops: Cover for stolen vehicle operation and chop shop integration
- Check cashing and payday loan businesses: Thematic elements reflecting the economic vulnerability of Leonida's non-coastal population
Gellhorn Raceway
Multiple trailer frames show what appears to be a dedicated racing circuit in the Port Gellhorn area β both tarmac and dirt track segments visible. This will serve as both a story location and an accessible free-roam/online racing venue.
Industrial Port Infrastructure
Like Vice City's docks, Port Gellhorn has working port facilities β smaller scale than Vice City's container terminal, oriented toward fishing industry, smaller cargo vessels, and the kind of maritime traffic that blends legitimate and criminal activity naturally.
Trailer Park Communities and Rural-Urban Fringe
On Port Gellhorn's outskirts, trailer communities and rural-fringe residential areas create the transition zone between urban Leonida and the swampland interior. These communities appear in trailer footage and have significant story relevance β they're the world Jason comes from before the game's central events. Rockstar's own tagline for the area β "jump on a dirt bike and hold onto your wallet" β captures its tone.
Grassriver and the Swamplands
Grassriver (referred to in some official materials as "Grassrivers") is GTA 6's Everglades β a vast, ecologically complex swampland that occupies the central-south interior of the state. It is not empty space. It is a distinct biome with its own activities, culture, wildlife, and criminal infrastructure.
Airboat Navigation
The primary mode of transport through Grassriver is the airboat β flat-bottomed, propeller-driven boats that can traverse the shallow, vegetation-dense waterways of the swamp. Trailer footage confirms airboats as a vehicle class, and the swamp environment is clearly designed around their use.
Airboat routes thread between:
- Fishing communities built on elevated platforms above the water line
- Hidden structures accessed only by water β cabins, processing operations, storage facilities
- Wildlife-dense corridors where alligators are visible in water and on bank surfaces
- Underground (or under-vegetation) passages that create navigational complexity
Wildlife and Ecosystem
Grassriver's wildlife is considerably more active than anything in GTA V's rural Blaine County. Confirmed or strongly indicated wildlife:
- Alligators: Visible in trailer footage in both water and bank environments; interact with NPCs and players
- Snakes: Pythons (Florida's invasive species problem) referenced in official materials
- Birds: Egrets, herons, ibis visible in aerial trailer shots of swamp environments
- Deer and boar: Standard North American fauna for rural areas
Wildlife in Grassriver isn't just atmospheric β animals interact with the physics and AI systems, creating emergent moments (an alligator disrupting a police chase, a python encounter affecting traversal) that add life to what could have been a dead zone.
Grassriver Communities
The human communities within Grassriver range from legitimate fishing villages to off-grid settlements to facilities that don't show up on official maps. Story missions will take Jason and Lucia deep into swamp territory β the penitentiary is accessible through or near Grassriver, and the area's isolation makes it valuable for criminal operations that need to stay hidden from Vice City law enforcement.
The Gator Keys: Island Highway Nation
South of Vice City, a chain of islands extends into the ocean β Rockstar's version of the Florida Keys, renamed the Gator Keys (officially "Leonida Keys" in some Rockstar location materials). Connected by a long causeway highway system that runs above open water for miles at a stretch, the Keys are one of GTA 6's most distinctive geographic elements, and directly story-relevant: Rockstar's own character bio for Jason Duval notes he "ended up in the Keys."
The Overseas Highway Equivalent
The real Florida Keys are connected by US Route 1, which runs 113 miles from mainland Florida to Key West through 42 separate bridges. GTA 6's Gator Keys compress this into a shorter, more playable version, but maintain the essential character:
- Driving the Keys highway means extended sections over open ocean with no exit
- Police chases on Keys bridges become claustrophobic one-way confrontations
- Vehicle escape becomes impossible without a boat departure at the nearest dock
- The ocean itself is accessible from bridge edges β a vehicle launched over the barrier rail becomes an instant maritime situation
Marine Activity Hub
The Keys environment is specifically designed for maritime gameplay:
- Boat races: Natural racecourse territory between islands
- Deep sea diving: Underwater wrecks, submerged structures, and ocean floor content accessible by submarine or scuba
- Drug smuggling routes: The Keys' isolation and ocean access make them a natural throughput point for contraband moving between Leonida and offshore contacts
- Fishing industry: A legitimate cover economy of fishing boats, processing facilities, and marina infrastructure
Key West Equivalent
The southernmost island in the Keys chain functions as a small, characterful town β the Florida equivalent of a beach resort community with year-round tourism, a distinct local culture, and the end-of-the-road feeling that defines Key West. Expect a dense cluster of bars, restaurants, and marine services at the bottom of the map.
Ambrosia and the Rural Interior
Between Vice City's coastal glitz and Grassriver's swamp, the interior of Leonida contains agricultural and rural communities that Rockstar uses to give the state its social and economic breadth.
Ambrosia is Rockstar's officially-named inland county, described in Rockstar's own location materials as a place of "American industry and old school values," where "the Allied Crystal sugar refinery provides the jobs, while the local biker gang provides almost everything else." It corresponds loosely to Florida's Okeechobee / Central Florida agricultural interior. Key features:
- Citrus grove agriculture and sugar refining (Florida's iconic farming economy)
- Small-town commercial district: diners, farm supply stores, local banks
- Dirt road access to outlying properties
- Proximity to Grassriver's northern boundary
- A resident biker gang with significant local influence
Rural Leonida serves as the transition zone between coastal crime and interior lawlessness, a space where law enforcement coverage thins out and certain criminal operations can function with less oversight.
Mount Kalaga National Park
Confirmed via official Rockstar screenshots, Mount Kalaga National Park is a mountainous, forested region that stands out against the rest of Leonida's otherwise flat, swamp-and-coast geography. Since real Florida is famously flat, Kalaga represents a deliberate piece of artistic license on Rockstar's part β an acknowledgment that a completely flat state-sized map risks visual monotony over dozens of hours of play.
Official screenshots show dense forest terrain and elevation change unlike anywhere else in the confirmed map, giving Leonida a topographical contrast point that no previous GTA map has needed.
The Leonida State Penitentiary
The correctional facility where Lucia is first introduced β serving time when we meet her in Trailer 1 β is referred to in some community materials by the name Kelly County Prison, while more recent references describe it as the Leonida State Penitentiary. It's not yet confirmed whether these refer to the same facility under different working names, or two distinct locations; treat both names as referring to the same story-critical prison until Rockstar clarifies.
Its geographic placement matters: situated somewhere in the interior of the state, accessible from both Vice City and the surrounding rural areas but isolated by design.
The penitentiary will feature as a story location, but its presence on the map also means Rockstar has modeled a full correctional facility β guard towers, cell blocks, outdoor yards, administrative buildings, perimeter walls β all of which are accessible in some form during story missions. Whether free-roam access to the penitentiary grounds is possible outside of missions has not been confirmed.
Named Landmarks and Points of Interest
Beyond the major districts, several specific named landmarks have been confirmed or credibly identified across leaks and official materials:
- Vice City International Airport (VCI): A major aviation hub on the outskirts of Vice City, modeled with realistic multi-terminal security and sprawling runways β a notable departure from GTA V's comparatively easy-to-infiltrate airport
- A major stadium complex: Modeled after real-world venues like Miami's Hard Rock Stadium, expected to host in-game events ranging from demolition derbies to mud-bogging races
- Lake Leonida: The state's central lake, based on the real Lake Okeechobee, forming a major inland geographic anchor
- The Hamlet racetrack: A dedicated motorsport venue referenced in community mapping and trailer analysis
- Multiple drawbridges: Connecting Vice City's various islands, these function both as traversal chokepoints and potential police-chase set pieces
The Interior Revolution: Over 700 Enterable Buildings
In GTA V, the overwhelming majority of buildings were inaccessible. You could see a skyscraper's lobby from the street but couldn't walk through the front door. Interiors were reserved for mission-specific locations and a handful of designated accessible businesses.
GTA 6 fundamentally changes this. Leaked internal development documents referenced over 700 enterable interior spaces β a number so dramatically higher than GTA V's interior count that it represents a different philosophy of world design.
What This Means in Practice
Commercial interiors: Supermarkets with full aisle layouts, stock shelves, registers, and back office areas. Restaurants with dining areas, kitchen spaces, and staff AI. Pharmacies, hardware stores, electronics retailers β all modeled and accessible.
Nightclubs and entertainment venues: Multi-story clubs with main dance floors, VIP sections, DJ booths, private rooms, and distinct architectural personalities that make each venue feel like a real place rather than a game asset.
Corporate and office buildings: Reception lobbies, open-plan office floors, executive suites, server rooms β providing mission-relevant infiltration spaces that GTA V's locked office towers never could.
Residential properties: Apartments, motels, and houses accessible as safehouses, as robbery targets, or as environments for story sequences. The ability to hide inside a motel room during an active police pursuit β switching outfits, waiting for the wanted level to drop, planning the next move β creates gameplay that wasn't structurally possible in GTA V.
Criminal facilities: Chop shops, pawn brokers, black market vendors β all physically represented spaces with counter interactions and inventory mechanics connected to Jason and Lucia's criminal economy.
Law Enforcement Zones and Jurisdictional Mechanics
GTA 6's law enforcement system is fundamentally rebuilt around witness-based reporting and jurisdictional geography.
Witness Reporting vs Omniscient Police
In GTA V, committing a crime in a deserted alley instantly generated police awareness. Wanted stars appeared regardless of whether any NPC could have seen you, called the police, or reported your location.
In GTA 6, crimes must be witnessed. If a crime occurs without a witness, law enforcement is not automatically alerted. Witnesses observe the crime, decide to report it based on their own AI courage and urgency calculations, and then use in-game mobile phones to call police. That call generates a wanted star β but the police response targets the location of the witnessed crime, not the player's current position.
This creates a genuine stealth calculus: commit the crime somewhere without witnesses, and escape without being seen.
Jurisdictional Response
Leonida's law enforcement is divided by geography:
- Vice City Police Department (VCPD): Jurisdiction covers Vice City's metropolitan area. High patrol density, helicopter availability, SWAT capability for higher wanted levels
- Leonida State Highway Patrol: Jurisdiction along state highways and rural roads. Muscle car-equipped units, spike strip deployments, roadblock expertise
- County Sheriffs (Port Gellhorn / Interior Counties): Jurisdiction in suburban and rural areas outside city limits. Lower density, truck and SUV-equipped, cooperative but slower response
- Coast Guard: Maritime jurisdiction, responding to maritime crimes in the Keys and Port Vice City coastal zones
- Federal Response: At maximum wanted levels, federal agents operate across all jurisdictions
This means the tactical approach to escaping a wanted level changes depending on where you are. A Vice City escape requires different strategy than a Grassriver swamp escape β and deliberately crossing from one jurisdiction's hot zone into another's territory is a viable tactic.
How Weather Shapes the Map Experience
Leonida's dynamic weather system doesn't just affect how the map looks. It affects how it functions. A full breakdown is available in our Hurricane Weather System Guide, but the geographic implications are worth covering here:
- Vice Beach flooding: Category 3+ storm surge submerges the lowest-elevation sections of Vice Beach, rerouting traffic and creating wading-depth water obstacles on streets that are normally high-traffic
- Grassriver expansion: Heavy rainfall causes swamp waterlines to rise, expanding the navigable airboat network and cutting off some dirt road routes
- Keys bridge visibility: Hurricane-force winds reduce the Keys causeway to near-zero visibility, making it one of the most dangerous driving environments on the map
- Port Gellhorn industrial: Storm surge in low-lying industrial areas creates hazardous flooding with floating industrial debris
The Rumoured Second State: Gloriana
One detail that has circulated persistently in the community β not confirmed by Rockstar but appearing consistently enough to mention β is evidence of a second state in the game's world.
Fans have pointed to what appears to be "Gloriana State" on in-game license plates visible in trailer footage. Gloriana would be based on Georgia, placing it to the north of Leonida. If accurate, this would suggest either that GTA 6's playable world extends north of Florida into Georgia-inspired territory, or that Gloriana represents a post-launch expansion area β new regions added after release the way Rockstar has added to GTA Online over the years.
Rockstar has not mentioned Gloriana in any official capacity. It remains speculative, but it's speculation grounded in visible evidence rather than pure wishful thinking, which is why the mapping community continues to track it.
Frequently Asked Questions
How big is the GTA 6 map compared to GTA 5?
Estimated 1.5 to 2 times larger in terms of playable landmass, based on fan-mapping of trailer footage coordinates β somewhere in the 120β160 square kilometer range versus GTA V's roughly 75β81 kmΒ². More importantly, Leonida's density of activities, enterable buildings, and distinct biomes means the usable space is proportionally larger than the raw number suggests. GTA 5's map had more dead zone territory (Mount Chiliad interior, uninhabited desert) relative to total size.
Is the entire map available from the start of the game?
Rockstar hasn't confirmed map gating. GTA V's map was fully open from early in the story. Historical GTA pattern suggests most of Leonida will be accessible without significant story progression, with only specific high-security locations (military installations, the penitentiary) restricted.
Can you fly between Vice City and Port Gellhorn?
Yes. Helicopters and small aircraft will provide the fastest transit between major map locations. The drive between Vice City and Port Gellhorn via highway is estimated at approximately 8β12 minutes at normal driving speeds.
Is there an ocean floor to explore?
Yes. Submarine and scuba diving gameplay returns from GTA V, with the underwater environment around the Keys specifically designed for exploration β sunken ships, coral reefs, and hidden content accessible only underwater.
How many enterable buildings are in GTA 6?
Leaked figures reference over 700 interior spaces, though "enterable interior" varies in scope β from full multi-floor buildings to a single accessible room. The total accessible interior space is dramatically larger than GTA V's.
Is there a second state beyond Leonida?
Not confirmed. License plates referencing a "Gloriana State" have fueled speculation about a Georgia-inspired region either at launch or as a future expansion, but Rockstar has not addressed this rumor directly.
This guide will be updated as new information about GTA 6's world is confirmed. GTA 6 launches November 19, 2026 on PlayStation 5 and Xbox Series X|S.
Written by
Erdousky Β· Founder & EditorLifelong gamer, longtime GTA player, and the sole writer here. Has built a handful of small unpublished games, which is mostly what makes the technical side of Rockstar's work so interesting to write about.
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