Book Description
Broadcast News Writing Handbook will make students and professionals better writers and better broadcast journalists. With 50 years of combined broadcast journalism experience, the authors discuss how to write, how to craft language, and how to be effective story tellers. Some of the topics covered: Deadly Copy Sins and How to Avoid Them, Interviewing: Getting the Facts and the Feelings, Producing TV News, and Writing Sports Copy.
Customer Reviews:
great text.......2002-02-12
This handbook is a wonderful reference for broadcast writing and offers good general tips as well. The authors bring personal experiences to the book, and though I read this for a college journalism course, it was an enjoyable read and I intend to keep it on hand as I begin my uphill climb in the TV news world.
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Broadcast News Writing, Reporting, and Producing, Fourth Edition
Ted White
Manufacturer: Focal Press
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Associated Press Broadcast News Handbook
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It Takes More than Good Looks to Succeed at TV News Reporting
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Sound and Look Professional on TV and the Internet
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Make it Memorable
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Writing Broadcast News, Rev. Ed.
ASIN: 024080659X |
Book Description
Broadcast News Writing, Reporting, and Producing, Fourth Edition examines the skills, techniques, and challenges of writing and reporting for broadcast journalism. Along with complete coverage of the fundamentals, the text presents up-to-date examples and issues through actual scripts and interviews with the people who bring us the news.
The book emphasizes real-life situations, and examines the problems that reporters, writers, assignment editors, and producers face every day. Each chapter contains exercises for writing, review, and discussion so that students can learn and apply what they've read.
This new edition contains material on embedded journalists, their preparation (journalist boot camp), including the late CNN reporter David Bloom, and their impact on the news. It includes new examples of tabloid journalism and expanded information on the state of terrorism and crime reporting today.
Ted White has been a broadcast journalist since starting his career as a copy boy for The Voice of America while in college as a journalism student. He worked for CBS, ABC, and CNN as well as other major radio and TV stations in NYC where he was a writer, reporter, editor, and producer before becoming a college professor at Southern University in Baton Rouge, Louisiana.
*New information on embedded journalism
*Expanded information on crime reporting
*New examples of tabloid journalism
Book Description
Broadcast News Handbook enables students and professionals to become better writers and better broadcast journalists. Backed by 50 years of combined broadcast journalism experience, the authors provide helpful discussions on crafting language and becoming an effective storyteller. Topics addressed include "Deadly Copy Sins and How to Avoid Them"; "Interviewing: Getting the Facts and the Feelings"; "Producing TV News"; and "Writing Sports."
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Broadcast News Producing
Bradley E. Schultz
Manufacturer: Sage Publications, Inc
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Associated Press Broadcast News Handbook
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ASIN: 1412906717 |
Book Description
"Having worked closely with Brad Schultz, I know he has important insights to pass along to students in the area of broadcast news production. This seems to be a fairly comprehensive effort that covers many of the aspects of news production that other texts have ignored. I think it will be a tremendous help to those who are interested in this part of the broadcast journalism industry."
-Dr. Joe Foote, Arizona State University and Past President of the Association for Education in Journalism and Mass Communication
"Brad Schultz has brought his solid professional experience to bear in putting together a highly readable how-to for students aspiring to take their place behind the camera.
Broadcast News Producing is full of useful tips as well as providing important grounding in the fundamentals of producing a successful newscast."
-Beth E. Barnes, University of Kentucky
Broadcast News Producing is one of the first comprehensive texts in its field. While until now most broadcast journalism textbooks have been geared toward students who want careers on-camera,
Broadcast News Producing goes behind the camera to teach students the hows and whys of putting together compelling news programs for television, radio, and the Internet.
This text lays the groundwork for good producing, giving the reader an insider's perspective on newsroom structure and the producer's role. It takes students step-by-step through the producing process, providing a guide to putting together a successful newscast. The book also addresses critical issues that face today's producers, including ethics, newsroom leadership, staff management, resource management, newsroom relationships, and career planning.
Key Features
- Combines the practical skills and techniques needed in today's broadcast news production with timely theoretical and ethical issues facing producers.
- Serves as a guide to running campus radio and television programs, complete with step-by-step instructions and examples on how to run a news program from start to finish.
- Reinforces teaching points through graphics, tables, charts, and photos.
- Gives readers an insider’s view of broadcast production through question-and-answer interviews with current and former broadcast news producers.
- Focuses separate sections on producing news programs for television, radio, and the Internet; and on producing specialized broadcast news segments such as sports, weather, live reports, debates, roundtable discussions, and call-in shows.
Broadcast News Producing is an ideal textbook for undergraduate journalism courses in broadcast news and mass communications. It is also recommended as a reference for secondary school and college newsrooms, where it can be used as a guide to running a campus news program.
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Crafting the News for Electronic Media: Writing, Reporting and Producing (Radio/TV/Film)
Carl Hausman
Manufacturer: Wadsworth Pub Co
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ASIN: 053414358X |
Book Description
The Temple of Elemental Evil is one of the most well-remembered adventure series from the early days of the Dungeons & Dragons roleplaying game. Now, veteran designer Monte Cook revisits this legendary setting in an all-new adventure written for the D&D(r) game. Players will enjoy countless hours of play as they race against an evil band of priests attempting to unleash the dark god upon the world.
"Return To" products are tremendously popular adventures that revisit the most infamous dungeons from the early days of the D&D game. Seasoned D&D veterans will enjoy the nostalgia of returning to the games they played years ago, while newer players will appreciate the chance to play in these legendary settings.
Customer Reviews:
Great Adventure, Spotty campaign.......2003-05-20
Although I agree with most of the feedback that this is a great module (the dungeon levels are excellent and well-documented). I would point out that the overland maps, while beautiful, are NOT TO SCALE and DO NOT MESH with the Living Grayhawk material. Also the maps and sketch of Hommlet DO NOT MATCH the old AD&D module (esp regarding terrain). Unfortunately this is typical of the Dungeons and Dragons product line. For example, the text says it's 30 miles to Verbobonc, but the overland map shows 90. There are no details about the river that flows past Hommlet, nor the one that flows past the moathouse. Nor are there any roads shown for the route to Rastor. While this is fine for hack and slash GMs who don't care about realistic whole-world detail, the more discerning GM will spend hours remapping and/or rescaling all the overland areas. Because there are no published detail maps for the world of Grayhawk, the GM must make his own maps, and face the prospect of reworking them later to fit future modules into the campaign. All-in-all, this is really just a case of poor editing. I would suggest dropping this module into your own campaign world and forgetting the World of Grayhawk altogether, since it so inconsistent and patchy. You may have to redo one or both of the two overland maps, but at least you can make it mesh.
an adventure all nighter.......2002-09-28
Of all the 3rd edition adventures, i must say this is simply the best!
I just got this book and it kept the players wide awake all night long.
The enemy encounters are real challenging and you should be well prepared.
The plots, items, spells, and new templets are great.
This will get you WAY up after you have finished.
This book, its worth EVERY cent!
regards,
A satisfied costumer
Excellent product, but be careful.......2002-07-05
First of all, let me say that this is easily the best module I have ever gotten my hands on for Dungeons and Dragons. It is very well written, provides everything in great detail, and is a hell of a lot of fun to run. As the DM of my home campaign, i must issue a few warnings to those who want to use this adventure. My campaign is set in the Forgotten Realms and thus I needed to do a fair bit of conversion to set the adventure in Faerun, but in the end it was well worth it.
DMs should remember before running this adventure that it is intended to be the backbone of an entire campaign, and if you run the entire thing, it most certainly will be just that. After conquering the Temple, your PCs will have saved the world (hope I'm not spoiling this for anybody), and the question for the DM is simply: Where do I go from here? Frankly my PCs are a bit disenchanted with the entire "Save the world, um, again" theme. I'll still give it five stars since it is the best module available as far as content is concerned, just make sure you want your campaign to be remembered as "When we did the Temple of Elemental Evil".
Definitely Worth The Time.......2002-06-18
I recently finished the original 1985 version of the Temple of Elemental Evil. For a DM who only plays for about 10 days total per year, this took years for us to complete. Near the end, we were like, man, when is this going to be over!? HOWEVER... this was definitely the coolest adventure I've ever been involved with. If you love solving puzzles, exploring rooms, killing weird monsters, and finding excellent treasure, this is without a doubt the greatest adventure you could possibly get. It's not too bad on a DM, either, since everything is well laid out and explained in marvelous detail. Keep in mind, this adventure will take you from low level way up the ladder, so there won't be much room for side adventures, although you might want to make a couple side adventures anyway to break some of the monotony, which may occur at times. Overall, assuming the new adventure is basically the same thing as the original (which I'll bet it is), I think you will be very pleased.
An excellent adventure........2002-05-21
This is definitely the most enjoyable store bought module I've adventured in. Our group has had a lot of fun going through this one.
There are two main features to this module that I enjoy the most:
1. Encounters are challenging.
There appear to be very few of what I call "fluff" encounters. Most of them fully challenge the abilities of our group. In this respect, it gives everyone a chance to contribute to the success of the encounter, not just the fighter type characters. Rouges, wizards, clerics and bards can all play an important role. (Our bard has been especially helpful.)
2. Role playing opportunities.
This adventure is not just a dungeon crawl with only combat. There are a number of encounters that can give the player characters a chance to practice role playing.
I'd rather not say much more, because I don't want to spoil any surprises. I'll just add that there appear to be some plot lines that could extend beyond this adventure. Perhaps WotC is planning a sequel?
Book Description
A sinister force, long thought destroyed, stirs in the land. As a she-demon bent on wreaking worldwide havoc struggles to escape her prison and a foul demigod plots to bend her to his will, a band of desperate heroes must infiltrate the very heart of darkness in a daring attempt to stop them both.
Customer Reviews:
Not very good...could have been way better........2006-03-09
I did not like this book, despite the content. I was looking forward to it very much, having played D&D for over 20 years.
First, the author has little ability to create good characters. I didn't care for any of them. Plus, he just throws things in or leaves you wanting more. There was a cool scene where the good guys capture some bad guys and they were going to interrogate them....could have been a great scene, but the author basically stated, "the bandits were charmed, the alliance got their info, and then they sent the bandits on their way."
The author needs to expand on dialogue and characterization.
Boring!
Good book if you liked the AD&D module.......2006-03-05
I stopped reading these Dungeons & Dragons novels about the time I finished high school (1993). I saw this book and had to get it since I have played the AD&D Temple of Elemental Evil adventure so many times with my friends.
The good: The author doesnt stray far from the information in the module, so it brings back a lot of memories. But thats about where the good ends...
The bad: I have no interest in being a literary critic, usually I either like a book or I don't. But with this book I found myself thinking about how poorly written it was. I mean its really bad. There is no character development. This book could be used in a literature class as an example of bad writing.
But I am still giving this book 4 stars. Mainly because the author stuck to the facts in the module. And I was able to enjoy it for that reason despite the poor writing and shallow characters. My recommendation for others is if you enjoyed the AD&D adventure, this book might be fun. If you arent familiar with the adventure, don't bother with this book.
I REALLY REALLY wanted to like this book, but..........2006-01-25
How in the world (or Oerth, for that matter) can the main characters fall in love in less than 18 hours of story-time? That's right, less than 18 hours (and 48 hours into the story they share a KISS, "'Be careful,' she said, and leaned in to kiss him once, softly, on the lips."): the novel starts off at sunset, and suffice it to say, with no spoilers, stuff happens; the main character gets to town just after sunset; more stuff happens; meets the co-main character for all of ten minutes, and during a fight where they exchange: seriously, 12, TWELVE, words! they fall in love?!? The next morning they meet again, have maybe a full paragraph of conversation, another battle, someone dies and suddenly I'm reading a Dawson's Creek episode! I AM NOT KIDDING!! Reid is a pretty good writer, and his work is easy and fun to read, and yes, I read the whole novel; I have to say, except for this absolutely incongruent and totally unnecessary blossoming love between the druid and the elf, it's an OK book. Don't expect anything new, and you'll never read this one again: it's no Black Wizards (Doug Niles) or Time of the Twins (Weiss & Hickman), but it's diverting and somewhat engaging, thus the tree stars. Borrow it, or if seven bucks is no big deal, buy it with moderate expectations. Another bothersome element, and a small spoiler here: At the beginning, the elf and his master are on the way to Hommlet. They've been riding for three days straight, in the rain and early spring chill. At sunset they are attacked by a small platoon of Gnolls, all of which they kill, but the master buys it with an arrow to the heart. Insert sappy ellipses-full death scene. The elf has an emotional outburst before deciding to continue on. He has his master's horse and takes it with him to Hommlet, but decides that, instead of also taking his master, he'll just bury him in place; that's right, don't forget it was sunset, overcast and early spring when the battle started; so it's gotta be dark by now, but the elf still decides to dig a hole, and with what I still haven't figured out...so he digs the hole, gathers a bunch of rocks for a cairn, plants his boss, and soldiers on to Hommlet. Now he has already said that Hommlet is an hour away, nonetheless, he gets there and it's still light...?...he goes inside and despite his grief (and he's gotta be exhausted, right?) he's able to laugh at jokes and eat three chicken pot pies (or the Oerth equivalent); then engage in another battle (with seven-foot + bugbears and such!), put out a raging fire; sleep for a few hours, then get up the next morning and STUDY HIS SPELLBOOK while eating a very English breakfast, later joining the other adventurers and engaging in lively and jocular conversation (while falling in love with a woman he'd be hardpressed to remember the eye color of, at this point, having only been near her for twenty minutes of story time)...I could go on and on (and the "By Cuthbert"-s and "Boccoab!"-s get very tiresome every three pages...), but why bother? I think you get the point...for good, mature, structured, modern D&D fiction (no cliches, or worse, cliche language and romance)check out the new Watercourse trilogy (and be appreciative of the Ayn Rand Fountainhead allegories).
"The dead priest's fingers still twitched, ..........2005-02-08
...perhaps struggling even in death to finish the casting that could not be completed in life."
The Temple of Elemental Evil starts off incredibly well (i.e. with the twins!), but then all of a sudden there is a blunder; Iuz, the Demigod, communicates with his high priest through "a small bell sitting upon his writing desk" (???) pp 2. I did not know that deities used bells to inform their clerics that it was time for communication...
This is just an early example of the many mistakes made throughout the book.
In addition, the writing is rather poor and the dialogues could have been a lot better.
To start with, Lanithaine's death took place as if he were a novice, a first level character (!!!); one arrow (!!!) was enough to dispose of the veteran wizard? Hmmm... After serving with the original group that assaulted (and defeated) the forces of Evil ten years back, this was hardly the death this character deserved. Sacrificing himself against Lareth/Hedrack or to seal the portal to the demoness Zuggtmoy or to destroy her altogether would have been a much more likely and heroic death.
In the first third of the book, there is too much of Shanhaevel thinking to himself about everything and anything, over and over... It becomes tiring, not to mention annoying!
Moreover, though adopted by a human at a young age, Shanhaevel, is not very elf-like; the way he carries himself, the way he thinks and acts. A human would be more suited for the role. Why did Shanhaevel have to be an elf if he was not going to be anything like an elf?
Also, did his master not have his spellbook with him when he died, for Shanhaevel to take after his death? What about magical items? His master had ventured into the Temple ten years ago and he doesn't have as much as a ring to show for it? Just his horse???
In addition, the conversation/dialogue that follows Melias' fall is laden with romance and drama better suited to a lame soap opera and not the novelization of one of the best modules of all time! The elf, who is behaving more "irrationally" than a human, and has close to no elven personality traits is acting/behaving like a love struck teenager who cannot tell when it is time for romance and when it is time for business/ serious work, not to mention that he is way too insecure and eager to "make friends," as if he were "special..."
On page 130, the paladin says "I like the idea of waiting" rather than exploring the barn house and seeking out a possible secret passage into the Temple! That was the PALADIN talking, ... when those are words expected from the thief!
Moreover, on the same page the party of six is divided in half with ALL the warriors inside the barn house, and the spellcasters with the thief located outside, as if they were morons; the first rule of adventuring is ALWAYS to provide your spellcasters with defensive muscle.
Furthermore, "In his estimation, there were possibly a hundred or more, plus maybe a total of dozen ogres, trolls, and even what looked like a giant." pp151-152
By the time the six companions were done with them (!!!) with regular arrows, one fireball, one sleep spell, one stinking cloud and one lightning bolt, "the few left alive were fleeing into the woods" (???) pp160 Is there something wrong with the picture here?
The chances of a human priest (Lareth) worshipping Lolth are slim indeed, as for the Spider Queen herself accepting a MALE and a HUMAN are way less than slim!
As for the romance it just did not feel right; it was rather forced.
On page 247 there is the cherry on the cake: Shirral and Shanhaevel making out in the midst of battle with skeletons and ogres all about! Mercy...
Furthermore, as other readers have also pointed out, the characters have "bonded" way too soon.
On the positive side, what with the AMAZING cover art and the bedroom scene with the twins, the book opens with a bang, immediately catching the reader's interest and attention.
Thomas M. Reid has done a FANTASTIC job of keeping a balance between what is suitable to young readers and what to adults! Subtle, and not so subtle, hints is exactly what many of us fans out there who are now in our 30's would like to see more of-something a bit more spicy than the usual. In short, Mika and Astelle steal the show!
Moreover, there is great use of familiar spells throughout the book, thus boosting interest, while the thief's humor is refreshing.
In conclusion, there is the great quote on page 252 "Our sorrow at committing even the lesser evil is what separates us from evil."
Though the potential for a great book was definitely there it fails to take off. A shame really... Nevertheless, Thomas M. Reid does a FANTASTIC job of establishing a cliffhanger for a sequel.
In a nutshell, it's an ok book, and that's about it; it lacks that extra something to put it over the top. No masterpiece here...
I liked it, but it wasn't the best book I've ever read.......2003-09-19
I picked up this book after having played the game more times than I can count (mostly running it). There are several things I really enjoyed about the book, but others that made me feel a little disappointed.
The good:
1: It was great getting a refresher in the structure of the temple, and it brought back a lot of memories. It also gave me some interesting ideas.
2: It was not written in the typical preteen fashion that many books derivative of the games are.
3: It was entertaining.
The Bad:
1: Not the greatest character development -- it seemed a bit rushed.
2: Anyone who's played the game will recognize that this went entirely too easy and quickly to even compare.
3: A bit too many stereotypical elements.
All in all, if you love the game, you will enjoy the book. If you are just looking for a good fantasy novel, try Tolkein or Alexander.
Book Description
BradyGames' The Temple of Elemental Evil: A Classic Adventure Official Strategy Guide provides a complete walkthrough for every quest, including all side quests! Comprehensive stats for every creature and weapon. Complete character coverage including specifics on every class, race, feat, skill, spell and more. Full explanations of the various party dynamics. Full-color format captures the rich design and style of the game!
Customer Reviews:
Temple of Broken Dialog Options.......2005-12-10
Don't get me wrong - I loved Troika, and I play lots of D&D games, so I'm pretty surprised to be giving such a low rating. The game is very ambitious, but the flexibility of choice isn't matched by the programming of the game.
The two most glaring problems are the dialog options and the turn-based combat. The dialog options don't follow a set structure (that is, the "exit dialog" conversation might be any one of the options; typically it would be the last). As for the combat, there is no way to see melee or ranged dice rolls, so it is difficult to tell what is happening in combat.
Even the most hardcore D&D/Gary Gygax fan will find this a bit slow moving and boring, except when he is forced to reload over and over.
Customer Reviews:
Sort of a letdown................2002-02-26
I would have to agree with the person who found it "disappointing". Village of Hommlet has always been one of my favorite all-time modules. But the Temple module was somewhat of a letdown. First of all, I found they ramped up the difficulty from VOH a little too quickly assuming you run the modules in sequence as was intended. Also, the Temple module seemed to need a lot of fleshing out, as the "Do your homework" reviewer covers quite amply. But that's just it, if I was going to do all the work that he talks about to flesh out the module and make it good, I would just create the adventure from scratch myself and not even bother buying the module.
Disappointing.......2001-03-24
After reading the VILLAGE OF HOMMLET module way back when, I thought the TEMPLE edition would be even better. It wasn't.
VOH had context to the village . . . it breathed as if it were alive . . . there were little motivations on the side going on with the villagers and the dungeon was well thought out for a first level group.
But, TOEE, was VOH plus the big trip to the temple. And, for the most part, I found TEMPLE to just be a room filled with different types of monsters. It was like this: kill monster, look for traps, get booty . . . repeat process.
Wouldn't recommend unless your group is hack and slash only.
Temple of Elemental Evil: Do your homework........1998-07-25
We started "Temple" about 3 years ago. I found it to be the most rewarding campaign i have ever attempted to DM. I created entire personalities for each and every person included in the module as well as a plethora of my own. I have complex relationships, seasonal changes, and multiple plots and goals for players. I developed trade routes, weapons smugglers, betrayors, unknown allies, demonic possession, third competing adventuring party, I rebuilt Nulb from scratch, expanded on the intricate relationships between rival/allied factions within the temple, etc. The list goes on. That's why i say... Do your homework. Take as much time as you need. Some of the party members have decided to stay back from other adventurers and build a life there in Hommlet. The potential for growth, leadership, commerce, and adventuring is high. There is no limits to what you can do with T1-4 so don't waste it. Do other smaller scale adventurers to appease characters as ! they travel to unknown destinations. But when you're prepared, fate will lead them to Hommlet. Make your Elder very dynamic with ties that go back to the great war. Kelno, Falrinth, and others play a very proactive role. Don't have them sit around waiting for characters to storm their base of operations. Iuz and Zuggtomuoy are impatient employers and demand results. Take some of the encounters from "The City of Greyhawk" boxed set, and include them as well. I have local nomadic tribes that see lots of enemy movement at night. Give PC's the opportunity to ally with them. Climax with a full scale comfrontation, then as the armies are repelled (god willing) the PC's storm the Temple to deliver the final blow to the weakened evil minions. When the crushing fatal blows are delivered, the PC's must dash from the Temple as the Nodes collapse and attempt to suck the Temple and it's contents into the void it creates. PC's must escape or be wisked away to who knows wh! ere. My hat is off to Mr Mentzer. Great Module, but the mo! re you read it, the more you realize that Frank wasn't the creator. He was the framer of that area. You create it. Have fun... and do your homework.
Customer Reviews:
Simply the best module ever written for AD&D.......1999-11-19
This module has everything you need for a good Dungeons and Dragons campaign -- a good story, well-thought-out villains, etc. Only I6 Ravenloft comes close. This is, hands down, the best.
One of the best modules ever written........1999-10-21
This work is in my opinion a masterpiece of the AD&D game. It's a shame it is out of stock with the publisher. There is enough information and adventuring in this module to last for months.Dm's should do their homework before running this module because it is full of many factions and groups all striving for control of the Temple. Hack and slay won't work with adventurers in this place. The group I DMed were confident in the beginning and made the fatal mistake of being too bold and brash where more stealth was needed. In the end they were all destroyed,but for one female illusionist who managed to escape with nothing but her figurine of wondrous power(an owl). A fantastic work worth it's weight in gold. A good DM will make this module a fun and challenging adventure that will be remembered for a long time.If anyone has an extra copy they are willing to sell let me know!!
An adventure for all levels..........1999-10-09
This is the perfect mod. for all levels of characters. Higher lvl's will have a breeze at first, but when in the temple the adv. begins. It's viewed for 1-8 lvl. for a party of 8-12. Although I have DM'd 10 party's and no one has ever lived. The pluses include at lvl. 4 of the temple a guest apperance by ST. Cuthbert and Izu the old. For you folks not acquainted with these two, they are "old school" gods. As you may have heard of the mace of ST. Culthbert. If you want to really chalenge a party this is the perfect adventure. Also can be used for 15+ lvl. just limit there magic, or number of magic items allowed. After all it is pretty hard to defeat gods.............
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Books Index
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