Maupiti Island

Abduction, Mystery And Suspense

About time you took some vacations. Even a successful private investigator such as you needs them from time to time, to forget for a few days all those murders and mysteries. Few will disagree that, to exclude yourself completely from the rest of the world, and even from your very own thoughts, there’s no better option than a trip to a paradisiacal island with its beaches, palm trees, gorgeous women in bikinis and daiquiris. Just close your eyes for a few seconds and picture the scene: the warm sun toasting your skin. A cold breeze blowing the hair on your forehead. The soft sound of palm leaves gently waving in the wind. A gunshot in the distance. A dead body being washed ashore.

Welcome to Maupiti Island.


Before I start with this article I should let you know in advance that I’m intending this to be a tribute piece rather than a review, the reason being that this is a game I have greatly enjoyed in the past and replayed it countless times, so there’s obviously no way I could express an objective opinion about it. Instead, what I will do is mostly explain how it works and its many compelling features. I believe that Maupiti Island has been unjustly forgotten or rather not known well enough. I mean, how can you forget something if you never knew about it first? Also, I feel like I’m in debt with this title, that I owe it something in return for the many hours of fun (by now the best bargain ever) and so many fond memories it provided. Of all the adventure games I have played, this is the one that I keep revisiting often, because it really made me feel as if I had traveled to a paradisiacal island to end involved in a curious mystery and there are still things left to discover. This game is the prime example that you don’t need to have the latest technology to be completely immersed in a virtual world but “merely” a good design and story.

Maupiti Island was the masterpiece of the French-based company Lankhor, a prolific group of developers that published most of their games on the Amstrad CPC (read: prehistorical European computer system). It was a spiritual successor of sorts to their previous sleuthing adventure, Mortville Manor. While that’s another classic of its own league, Maupiti Island had many improvements, the most obvious being the incredible graphics. This is one technical area in which the game was a fierce competitor when compared to any other title at the time it was released: its graphics were truly some of the best ever seen on a computer screen. It was the kind of graphics that made everyone gasp over your shoulder when you proudly showed the game to your family and friends. They were hand-drawn but had a unique photorealistic feel to them and were also quite sharp, even with a 320×200 resolution (read: prehistorical monitors). Only Dark Seed two years later would manage to achieve this level of photorealism in my opinion but with help of a higher resolution. It was also one of the very first games to make extensive use of speech synthesis. Still, no technical prowess could save Maupiti Island from fading into absolute oblivion, in spite of the glaring reviews it received at the time. Sadly, Lankhor has been long out of business by now but will be fondly remembered by many folks. It was arguably one of the most important French game companies and, dare I say it, the only one from that country that truly produced consistently good adventures.

If there’s anything that could qualify as “cult adventure” (after all, the genre has practically become a cult thing by itself) then Maupiti Island is THE cult adventure. Quite a bold statement I reckon, but this long-forgotten gem, being unknown to so many people and yet spawning a huge and loyal following in Europe, has certainly earned this status. Those lucky enough to have enjoyed this game when it was first released two decades ago will likely agree with me: there’s a certain thing about Maupiti Island, about its breathtaking atmosphere and novel game mechanics, that managed to captivate the imagination of gamers all over the world and leave a strong lasting impression on them. Speaking of status, Maupiti Island could also be the bearer of some rather intimidating titles. First, and I’m not joking here, this is easily one of the most difficult adventure game ever. Indeed, I should make this very clear from the go: this game is only apt for masochistic gamers, it’s one of those few titles in which you will have to die and lose many, many times before you beat it. Now, before you begin to scream in disgust and ask why in hell am I even bothering to write about a game like this, be patient and read on: I promise there are good reasons and logic behind its gameplay. Finally, I will drop the bomb and go as far as saying that this remains the best detective adventure ever  made and still the one to be measured against. Even memorable classics such as Cruise For A Corpse were predated and clearly influenced by the novel ideas in Maupiti Island, such as the complex interrogation system, and never came close to reproducing them.

But I’m digressing — I should be talking about the game itself.


As you may have gathered from the fancy introduction, the story is about a private detective that rather unwillingly becomes involved in a curious mystery on Maupiti Island. The first intriguing events will actually take place during the boat trip to the island and, while we never experience them first hand, we will learn their details by reading diaries and speaking with the rest of the passengers. Suffice to say, the crew consists of some very shady characters, all of them having their own personal reasons for being on Maupiti. Every one of them suspects from each other and, on top of all this, a nasty sea storm lashes the boat and badly damages it. Things won’t get any better after everybody sets foot on the island itself: our unlikely hero (none other than the famous Jerôme Langé) will quickly realize that a female inhabitant called Marie was abducted under the strangest circumstances. Many have their own theories, some will even pursue investigations of their own, but you as Jerôme will attempt to find the ultimate truth by yourself — if not there wouldn’t be any game (doh). The story gets even more complicated when you realize that a previous girl also disappeared without trace and nobody wants to talk about that, there are hints of contraband in the region and even a very old prophecy of ancient natives is thrown in the mix. This paragraph alone should have been enough to make you hug the monitor at once and lick the cold plastic screen (at least that was my reaction) and yes, it’s all true: this really is the ultimate mystery in a paradisiacal island with a more than satisfying outcome.

So much has been argued about pixel-hunting that I think I should explain my views about it.  A proper definition of this popularly unwanted feature would be something like this: “Pixel hunting means moving the mouse painstakingly to reveal a maliciously concealed/hidden hotspot on screen.” The key word here is “maliciously” which means a hotspot that is difficult to find on purpose with no clues whatsoever about its location. However, if the player is suggested somehow that a given screen contains a small object concealed within, then looking for said object wouldn’t be so unfair. This would be particularly true for mystery games which beg for your powers of observation. Now, in the case of Maupiti Island, almost every screen has tiny objects spread everywhere, but to say the game is full of pixel-hunting would be unfair and inaccurate since you as a detective are supposed to thoroughly look for clues. Whether those objects are meaningful or not, that’s up to you to decide. For instance, while searching Marie’s bedroom you can find a cigarette butt with your magnifying glass if you look close enough, which opens a whole new line of interrogation with other characters. Since this is the way the whole thing is supposed to work, I wouldn’t say it qualifies as malicious. All the screens have to be examined from top to bottom, and not with the mouse but with your sight, which makes the game feel quite in fact like an exercise in observation. To make matters worse, the interface doesn’t show a description when you move the cursor over objects which makes the gameplay feel much more challenging. That said, when you find the clues, damn if it isn’t exciting! Important objects appear more sharp and detailed under your magnifying glass and you actually score per each discovered hint, so the impression of a profound achievement is huge. I remember literally jumping out of my chair when I found a crucial clue that was telling me exactly who was involved in a murder.

What still amazes me to this day is just how well executed this game was. You are constantly in control of your actions as many events unfold around you. The liberty you have to explore the island at leisure is intimidating since you can practically visit every location present in the game from the very first moment and in any order you want. You could simply stay in your cabin and wait for the game to end without ever figuring out anything. There are no cutscenes or blatant plot exposition either: it’s up to you to investigate, discover and fit all the clues together. This also means that you have to perform great leaps of reasoning to solve a few mysteries and understand the story, which makes Maupiti Island one of the few games that makes you feel like you’re utterly alone and helpless. It’s not that the game is impossible to finish but it requires something truly rare nowadays: patience… lots of it. Fortunately, both the story and characters are fascinating — everybody is a suspect and seems to conceal dark secrets. I only wish the dialogues would have been better fleshed out since they mostly consist in very short and concise lines.

As mentioned, the interrogation system is marvelous and brings an extreme depth to the game. You can ask nearly a dozen characters what they did or noticed during a specific timeline, their opinion on other characters, show and give them items as well as interacting with them in many possible ways (no, not that way). As you learn new things and meet people, you are able to further discuss about them which makes it necessary to approach characters several times. It’s as complicated as it gets.

The music, while sparse and nearly nonexistent during the game, deserves a special mention too. The main theme is truly evocative with a jazzy feel to it that brings to mind images of Humphrey Bogart in Casablanca (in fact, in Mortville Manor Jêrome Lange looks a lot like him!). It’s a very memorable tune that is bound to keep lingering in your head long after the game has ended. It literally screams “detective story.” Other charming details include a change of color in the interface as you visit each location, such as a green tone when you’re in a muddy pond.

All in all, a game like this would be smashed by nowadays technical standards but, like many older titles, it shines with creativity and great design, as well as a clear willingness to engage in experimental gameplay.


Allow me to set this straight: this game is unforgiving — very unforgiving. The world of Maupiti Island is incredibly active and many things are going on in the background while you’re poking around for clues. There are a certain number of crucial events that move forward the story and there is no way you can prevent them from happening. For instance, if you are holding an item that you know beforehand it plays a key part in one of those events (ie: a clue that the murderer drops in a crime scene) you will be killed without warning. Just like that. It actually does make sense if you judge the game in context: you can’t go around picking (or rather stealing) items without knowing their utility. These events happen mostly at night so at least you know when to be careful. Still, night incursions to spy on people are a must to solve the mystery so it’s not like you’re completely safe either.

These sudden deaths can be very frustrating but I can’t see any other way of solving this  design issue considering the extreme freedom you have as the player. Similarly, if you are present during one of those events, you will be knocked unconscious — not even hiding (a rather useless feature of the game) will let you watch it. Also, you have to be extremely careful when dealing with the people in the island: for once, the way you interact with the gameworld makes a huge difference. You might be dumped out of Maupiti for no apparent reason but experience will show that this is nothing else than a natural consequence of your actions. Asking the same questions repeatedly, hitting people (yes, you can and it’s loads of fun), even dropping objects around (those Maupitians certainly like to keep their island clean) will ultimately result in your expulsion. This is what I mean by saying the game is unforgiving: once you do something wrong, there’s no way around it — you will fail.

Taking into account everything I’ve been saying so far, it becomes evident that no normal human being could solve this game in one sitting. Only after a third replay or so the story begins to make sense and you are reasonably able to determine what’s happening on the island. Then you can start solving some puzzles. I wouldn’t say this is unfair because the game is clearly designed to be played this way, but these peculiarities certainly make Maupiti Island a very acquired taste. It should be noted that, once you know exactly what to do, the game can be finished in a few minutes. Of course, you can forget about using a step-by-step walkthrough because you wouldn’t understand a thing. The only way to fully experience what this title has to offer is to slowly and methodically build your way towards the solution.


Like I said, I won’t try to hide my appreciation for this game. It’s a shame that it remains such a curiosity considering its revolutionary features and breathtaking depth and level of detail. Years ahead of its time, it predates most sleuthing adventures developed since then as well as the “pseudo-realtime” nature of games like The Last Express or Blade Runner. I would describe Maupiti Island as the closest thing to a graphical text adventure, boasting plenty of eye candy (at the time) and yet maintaining the level of detail and character interaction that can only be achieved in text-based games. It’s by far the most involving gameworld I have experienced, that’s for sure. Just thinking about all that went behind the scenes makes me feel dizzy: making a highly nonlinear game with a coherent story and no plot holes is already a hard task. Now making one boasting a complex interrogation system, day cycles, the ability to pick everything that isn’t nailed down, spy on characters, beat them and way more is an impressive achievement. The amount of care and detail put into this game simply boggles the mind. Of course, this wasn’t without its cost as the result was a rather clunky and bloated interface, perhaps the only indisputable criticism that can be made about the game.

Also, I can’t help feeling deeply nostalgic when thinking about Maupiti Island. Unbeknownst to an adventure community that was already being fascinated with the hordes of games from Sierra, Lucasarts and all their clones, products that were setting a new trend, this underdog somehow marked the end of an era. I haven’t seen, and it doesn’t look like I’ll ever see again, an adventure game or interactive fiction with the level of complexity of this title. Only a few offerings by Legend Entertainment came close. Whether this is good or bad, this article is no place to discuss it, but it does make you ponder: name one game released in the last twenty years in which you can bribe, contradict, hit and actually get an according response from characters… I thought so.

It doesn’t quite achieve the grandiosity of other contemporary titles but it’s a little world you won’t regret visiting for sure. Maupiti Island remains in my humble opinion one of the most intriguing adventures ever created and certainly one that earned an eternal install in my hard drive. Even long after finishing it, unveiling all its secrets and knowing the twists and turns of the story, there’s still an aura of mystery surrounding the game. I’m convinced that there are some things, be it character reactions or alternative paths, I might never learn about and, while this might unacceptable to some people, to me it’s invaluable because it means the game continues to live on. I’d rather not find about any of them and remember it this way, like an impenetrable fortress. After all, Maupiti Island is supposed to be a mysterious place.

Maupiti Island has been made recently available at DotEmu. However, there is a nasty bug present in older copies (all translated versions) that prevents you from reading any stuff  (diaries, letters, etc) except while inside your cabin. If you already have the game, be sure to install the following patch by replacing the respective file to play more comfortably: Maupiti Island Patch

23 Responses to “Maupiti Island”

  1. Gnome says:

    An epic and mouth-watering piece. Not sure Maupiti Island is for me right now, though.

  2. Roman Age says:

    Thank you very much for this article!
    Maupiti Island is extremmely hard indeed, I know a few people who have spent many hours on it, and none who have been able to see the end until a step-by-step walkthrough was published.
    Anyone who may not know this gem and may feel tempted to give it a try could well be put off by such a fact (you start a game assuming you will not be able to finish it), but that would be to underestimate the whole experience of playing it: you don’t need to finish it in order to enjoy (otherwise nobody would have enjoyed it). I spent a few nights playing Maupiti with a friend, and I can still remember it as quite a unique experience (more than twenty years later), and I will say to anyone: assume that unless you are willing to actively dedicate many months of your life, you are not going to resolve the mystery of Maupiti (and even if you do there’s no guaranty that you will), but you WILL find clues, you WILL progress, some parts of the story WILL unravel and it WILL feels very rewarding, so for me it didn’t feel like it was so hard, as the game being non-linear and the story evolving at its own pace regardless of your actions, you may miss some vital clues, but in a way you don’t know that you’ve missed them, and that doesn’t prevent you from roaming around the island and discover other clues, it never feels like you are stuck. So it’s only a hard game if you see the end as an end in itself!
    I knew some people from Lankhor who did the game, and I’ve heard about someone, one person only, who finished the game before any walk-through was published, and wrote a letter to Lankhor to explain it (and prove it), just to give you an idea of the incredibly difficult task that it is.

    Finally, the version described in this article is the PC version, which was adapted from the atari ST or amiga versions (both identical), some popular computers in Europe at the time, and there are some differences, the graphics having been entirely recreated for the PC (with the exact same layout though), but both of equal outstanding standard. I would say that the sound is not as good on PC though, the music is the same, but much more involved during the game on atari/amiga than on PC, giving a different atmosphere when it’s night time, or when you go back to your cabin after a long day, for instance. Anyway, those are minor drawbacks for the PC version, on the whole the experience is exactly the same.

    Thanks again, and great to have an article in English about this French game, for a change.

  3. Agustín says:

    Wow, Roman Age… thank you for the extensive comment! I enjoyed reading your thoughts on the game and I fully agree with you. Whoever finished it without a walkthrough earns my eternal appreciation.

    You’re right about the differences between the many versions of the game. I remember that Amiga for instance included animations not present in the PC version. I never tried the ST one but I’m positive that Amiga/ST both surpassed PC in terms of sound and music. In fact, they had special sound effects whereas PC had none whatsoever. That said, the graphics on PC were legendary.

    Such great memories from Maupiti Island… it was a joy to write about the game and get in touch with its fans!

  4. Agustín says:

    The patch has been integrated in the DotEmu download, so you’re safe if you get it now :)

  5. Igor Hardy says:

    Your write-up (and Roman Age’s comment) have got me seriously intrigued. This playing style reminds me of Darkseed – of how I had to keep starting that game over from the beginning and repeatedly go through its 3 day cycle until I did get all the necessary actions right. Common sense suggests this way of playing is mad/bad and should be frustrating to the extreme, and yet in that game it was fascinating to play this way. You were really able to appreciate how different events connect through time and that some specific sequences of them are more practical/rewarding than others.

  6. Agustín says:

    Exactly! The problem with Dark Seed is that it’s very linear which made the replays too annoying. It’s different in Maupiti Island because, being highly non-linear and more dynamic as a first-person game, this particular design fits it better.

  7. Roman Age says:

    Igor: I haven’t heard about Darkseed, but if my memory is right, the story of Maupiti Island is also set over a three days cycle (or maybe two days), however in real time it is quite a long time, many hours.
    It doesn’t feel like you need to follow one action after the other during that time, as Agustin said, once you know what to do to finish the game, it can be done very quickly, just a matter of completing a few actions on some secret places. And that can also be done at any time during the game, not necessarly at the end of the two or three days cycle.
    However, in order to understand the story and find the clues that will take you to the end, it takes a lot of searching, talking, reading, finding objects, those are not so much actions that need to be done, there are just clues for you to understand, and it is not linear in the way that for the most part you can discover those clues in any order and at any time.

  8. Forest Trees says:

    Maupiti Island was one of the first first-person point-and-click adventures I have ever played in my life. After that experience, no adventure ever appeared to be hard.

    I was 1991., the Earth was being roamed by dinosaurs, and Amiga 500 was THE ultimate gaming machine. The graphics of Maupiti was something to look upon in awe. I played it on TV, and the rendering quality was superb – no emulators, no monitors of today, cannot bring that quality back. Sure, you can play it on your monitor, but the graphics would appear clumsy, clunky, and chunky – something that simply could not be seen on TV screen. And as for the music – the MUSIC! – sometimes, I still hum the introductory tune, the one with the saxophone, and the samples of sea waves splashing over the shore. It possessed a certain dream-like quality… Unfortunately, the PC version with its clumsy MIDI music is something of a let-down.

    The world depicted in Maupiti Island was, simply, ALIVE- the quality that a very small number of games could boast to have. I followed people. I wrote schedules of their movement. Was he at the pier at 7 o’clock? Has she been there? What were they talking about? The hidden motives, secret conversations, desires, actions, plottings…

    (…In a letter that Mr. Jerome reads in his cabin, at the beginning of the game, a friend invites him to a monastery somewhere in Japan – an obvious setting for a sequel – and it is a true pity that it never got released.)

  9. Agustín says:

    Hey Forest Trees, thank you so much for your impressions of the game. Of course I agree with everything you said! As I mentioned before, I always preferred the PC graphics over the Amiga (which indeed remains the ultimate gaming machine ;)) but I admit the MIDI music was lacking.

    I definitely must try the game on a TV someday… an *old* TV!

  10. Gsr says:

    Great great article! Having played the game a bit back on the Amiga, I’ve always loved its atmosphere. Played it a bit again recently, with plans for more exploring. Your article has given me a better understanding of the game – which I am sure will allow me to avoid frustrations and just enjoy its atmospheric world instead. :) Thanks a lot!

  11. Agustín says:

    Thank *you* for such praise! As you know, this article has been many moons in the making, so I’m thrilled to hear that so many people enjoyed it. Indeed, the atmosphere in Maupiti Island remains legendary :)

  12. Dav says:

    Hi people! Anyone knows where to find the walktrough (solution) for Maupiti Island in the english language? On youtube there is the solution (in 4 parts) but it is in french.

  13. Agustín says:

    Hi there! I once had a very lengthy solution in English but it must lost around my archives (I’m sure it’s *somewhere*, but it could take me days to hunt for it!). So I found this link of a step-by-step solution. It’s not great but at least it’s something:

  14. Interesting article.
    An entertaining read but even though you were selling it in every sentence it really does not seem like the kind of game for me.

    I could not comprehend putting more then a handful of days into the playing of a single game let alone a month.

  15. Marius says:

    Wow.. I’m sitting here right now almost pinching myself to find out if I’m dreaming. I have now played the game all the way through for the very first time, after I got a hunch to see if there finally were a walkthrough available out there after all of these years, which it was!! Yay!!

    I also came across your article here and I must say that it is incredibly well written, and almost every, single word of it is as if I’m thinking it myself. I have no idea how many hours I spent on my Amiga countless years ago, also a lot of the time with my friend, trying to figure out this intriguing plot, writing pages upon pages with overview of all the clues, full schedules of the characters, their connection to one another, time lines, etc. And I can absolutely relate to the “jumping out of the chair”-feeling you got when you suddenly discovered a new clue after all that searching!

    But up until now, this game was still the one unsolved mystery that we never managed to solve. It was good to see though, that we had actually found out everything – we just hadn’t put it all together regarding the codes (which I still don’t feel I’ve understood completely after played it though once, so I’m going to have to spend some time really grasping all of that now before I can really feel “complete” with it – if I ever will..). :)

    Anyway, my friend is going to fall off his chair as well when I tell him that we’re finally able to play it all the way through, and it is great to see that there are more of us out there. I’ve mentioned this game to some of my other buddies up through the years, but usually they have never heard of it at all.

    I also agree completely, this is one of the greatest games of all time! You wouldn’t think.. 2-3 days being played over and over and over and over again, no moving graphics, pixel-hunting, etc, etc, but no other game has ever, and will ever, give me that much excitement, joy, frustration, anger, – and satisfaction again! And you did a great job at capturing all of the reasons why in this article!

    Marius, Norway

  16. Agustín says:

    Hey Marius! Thanks for the incredible post! This must be by far the most popular article on the blog :)

    I understand what you mean by finding the clues but the inability to putting them together. I too found most of them at first but still couldn’t make it to the final moments. You must perform a great leap of logic to connect everything… and the best part of it is that it all makes sense in the end.

    I’m very glad you enjoyed the article. Maupiti Island remains a timeless, immersive experience!

  17. Just thought I would mention that for anyone looking for this game it is ridiculously cheap on
    $3, normal every day price.
    I have bought a few games from them in the past and their whole payment/download/install system seems to be pretty top notch.

  18. Nowhere Girl says:

    I’m just trying this game out and my main opinion is: the graphics are awesome, but the interface is just terrible. I can’t understand how to play, especially how to interact with found objects (for example examine the jewel box hidden in Marie’s room). It’s really a shame because it makes gameplay very frustrating – you can’t even get frustrated about the complicated plot until you figure out how to play. If I don’t, I’ll just watch sceneries. ;) Anyway, interfaces which were both complex and intuitive have been made – “Lost Files of Sherlock Holmes”, for example – and in “Maupiti Island” I start with not having a clue about how to play. A feeling typically rather limited to arcade games…

  19. Agustín says:

    Yes, the game can be an acquired taste alright. The interface was poor: they attempted to include as much depth as possible, which resulted in an extremely convoluted interface.

    Give it another chance when you can. As complex as it is, in the end you get used to its interface :)

  20. Sheikh says:

    i want to fly for this island guide me how to travels .
    I am in Pakistan Now

    Nasirmiraj[email protected]

  21. Kif says:

    Can you post all the images ?Please .

  22. Rami says:

    I’m a few years late with this comment, but thank you very much for this wonderful tribute. You managed to capture the essence and elegance of Maupiti Island exactly the way it deserves!

    This game is simply unique in terms of both the atmosphere and gameplay mechanics. I played this game for the first time in 1991 (on Amiga 500), and since then I’ve returned to Maupiti every now and then for almost 25 years. I tried to solve this game for years without reading the walkthrough, but it proved out to be simply impossible. After reading the solution I was still puzzled with lots of things – and the mystery continues to surround this little island. If someone actually solved the game without any help…he or she deserves my eternal respect!

    This game must be one of the hardest – or THE hardest – adventure game ever made. I took notes and even wrote all the events down, but the main puzzles were just way too much to handle! I would never have figured them out by myself! Also the interface is not very conventional, which adds to the difficulty in some parts (for example using items after you’ve picked them up). On the other hand the interface made it possible for example to open, push, raise and turn the same object – sometimes with different results!

    The thing I love most about Maupiti Island is the atmosphere. Even though there are no moving graphics, you really get a sense of being there. I don’t know what it is…the characters, the locations, the day cycle, the dialogue, the sound effects? It just seems so real! Just like you said, you don’t need great graphics (although the graphics look fine to me even today) to be immersed! And even though the island is small and you have only about 36 in-game hours to solve the mystery, the number of things happening and the absolute freedom of choice makes the game world very extensive. I’ve played lots of games in my life, but I’ve never experienced anything even close to this. I’ll surely remember Maupiti Island for the rest of my life!

    Thank you again for this article and thanks to Lankhor for creating such a unique game. I wish there were more games like this. And I’m sure I’ll keep returning to Maupiti for at least another 25 years :)

    Rami, Finland

  23. Felipe says:

    Hace más de 20 años, me pasé horas y horas y nunca conseguí terminarlo. Es uno de los mejores juegos que han pasado por el teclado de mi añorado Amiga 500. No se porqué me he acordado de el pero no recordaba el nombre, así que he puesto “amiga 500 mistery island”, y me apareció esta página en las primeras entradas.
    Confieso que no he terminado de leer el artículo, porque no sabía si se resolvía en el texto el misterio de Maupity Island, que prefiero que siga sin revelar, por si algún día…

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