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Surviving Mars has always been a game about thin margins and unforgiving systems, but the relaunched version hits differently. Systems that once felt opaque are now sharper, faster, and far more willing to punish sloppy planning. For beginners, that’s intimidating—but it also means the game finally teaches you how to play it if you’re paying attention.

This relaunch isn’t just a coat of paint or a nostalgia pass. Balance tweaks, quality-of-life changes, and expanded mechanics fundamentally alter how your first hours on Mars unfold. If you try to play it like the original release, you’ll burn through resources, spiral into dome failures, and wonder why everything collapsed before Sol 30.

Rebalanced Early Economy Changes the First 20 Sols

The relaunched economy tightens the screws immediately. Funding, rare metals, and early maintenance costs are tuned to force deliberate expansion instead of spam-building infrastructure. You can’t brute-force stability anymore by overbuilding power and hoping exports save you.

For new players, this means every concrete pour and machine part shipment matters. The game now rewards pacing, stockpiling, and redundancy, especially before your first dome becomes self-sustaining. If your early power grid or life support chain fails, recovery is slower and far more punishing.

UI and Feedback Are Clearer, But Less Forgiving

One of the biggest improvements is how the game communicates failure states. Alerts are smarter, tooltips are more detailed, and resource breakdowns give you better intel on where things are going wrong. That clarity is a double-edged sword.

You’ll see problems coming earlier, but the game expects you to act on that information. Ignoring a low oxygen warning or drone hub inefficiency is no longer a minor hiccup—it’s a cascade that can wipe out a dome. Beginners need to treat warnings like hard DPS checks, not background noise.

Sponsors and Commanders Matter More Than Ever

Sponsor and commander choices are more impactful in the relaunch, especially for early-game stability. Bonuses that used to feel minor now directly influence build speed, research pacing, and survival margins. Picking a sponsor with weak early funding or poor logistics can soft-lock new players into constant recovery mode.

This is where many first-time colonists fail without realizing why. Your starting loadout dictates how aggressive or conservative you’re allowed to be. The relaunch makes these decisions less about flavor and more about mechanical identity.

Disasters and RNG Are Tuned to Test Fundamentals

Dust storms, cold waves, and meteor showers haven’t just been scaled up—they’re smarter. Disasters now target weak points in poorly planned colonies, exposing bad cable layouts, overextended pipes, and fragile power grids. RNG still plays a role, but survival is mostly about preparation.

For beginners, this is actually a gift. The game teaches you early that redundancy isn’t optional. If your colony can’t tank a disaster without panic micromanagement, it wasn’t stable to begin with.

Below & Beyond and the Shift in Long-Term Thinking

With the underground layer and expanded progression systems, the relaunch pushes players to think beyond surface-level survival much earlier. You don’t need to engage with every new system immediately, but you do need to plan for them.

New players benefit by understanding that Surviving Mars is no longer just about getting humans to breathe. It’s about building a scalable machine that can absorb new mechanics without collapsing. The earlier you internalize that mindset, the smoother your first successful colony will be.

Choosing the Right Sponsor, Commander Profile, and Mystery for a Stress-Free Start

Once you understand that Surviving Mars punishes sloppy fundamentals, the next step is locking in a starting setup that forgives mistakes instead of amplifying them. This is where sponsor, commander, and mystery selection stop being cosmetic and start acting like difficulty modifiers. The right combo gives you breathing room; the wrong one turns every dust storm into a soft reset.

Think of this like picking a beginner-friendly class in an RPG. You’re not lowering the skill ceiling—you’re giving yourself better I-frames while you learn enemy patterns.

Beginner-Friendly Sponsors That Stabilize the Early Game

For new or returning players, sponsors with strong funding and logistics bonuses are king. International Mars Mission and ESA remain top-tier because they smooth out the brutal early economy, letting you recover from bad placements or delayed research without spiraling. Extra rockets and research speed reduce the pressure to play perfectly in the first 10 sols.

Avoid sponsors that trade funding for late-game power or heavy specialization. Blue Sun and Japan can be incredible, but they assume you already understand optimal build orders and workforce flow. As a beginner, you want consistency, not high-risk efficiency.

If you’re ever unsure, ask one question: does this sponsor help me fix mistakes faster? If the answer is yes, it’s probably a safe pick.

Commander Profiles That Reduce Micromanagement Load

Commander profiles define how hard the game fights you while you’re learning core systems. City Mayor is one of the strongest beginner options because cheaper buildings directly translate into faster recovery and cleaner layouts. It’s essentially a permanent early-game buff to your margin for error.

Rocket Scientist is another solid choice, especially if you tend to overextend. Faster rocket turnaround and cheaper launches help stabilize supply chains when you misjudge resource needs. It’s forgiving in a way that rewards learning instead of punishing experimentation.

Profiles like Futurist or Astrogeologist are powerful, but they demand tighter planning and better dome specialization. They shine once you know what you’re doing, not while you’re still learning why your colony keeps running out of machine parts.

Mysteries to Pick—and Which Ones to Avoid Early

Mysteries are the hidden boss fights of Surviving Mars. Some are narrative-driven and forgiving, while others are brutal stress tests that assume system mastery. For a stress-free start, choose mysteries like The Inner Light or Wildfire, which unfold gradually and give you time to react.

Avoid mysteries that introduce sudden colony-wide threats or heavy RNG spikes. Marsgate and Last War can overwhelm new players by stacking multiple failure states at once. These mysteries don’t teach fundamentals—they punish you for not already knowing them.

If your goal is stability, pick a mystery that complements slow, methodical growth. You want tension that teaches, not pressure that overwhelms.

Synergy Matters More Than Raw Power

The real secret is how these choices interact. A strong sponsor can offset a weaker commander profile, and a forgiving mystery can cover early inefficiencies in your build order. Beginners often fail by picking individually strong options that don’t actually work together.

A safe, proven combo like International Mars Mission with City Mayor and a low-pressure mystery creates a learning sandbox with real consequences, not a survival horror scenario. You’ll still face disasters and shortages, but you’ll have the tools to recover instead of restarting.

Surviving Mars doesn’t reward ego picks. It rewards setups that let you learn, adapt, and stabilize before the game starts throwing its real challenges at you.

First Rocket Priorities: Early Cargo, Drone Setup, and Map Scanning Fundamentals

Once your sponsor, commander profile, and mystery are locked in, the real game begins with your first rocket. This is where most new colonies quietly fail, not because of bad long-term planning, but because of a shaky opening loadout. Think of the first rocket as your opening build order in an RTS: if it’s wrong, everything downstream becomes harder to stabilize.

Early Cargo: What You Bring Determines What You Can Fix

Your first rocket should prioritize flexibility over ambition. Concrete and metals are tempting, but machine parts, polymers, and electronics are the real choke points early on. You can’t fabricate them immediately, and every broken building or malfunctioning drone eats into your limited stockpile fast.

A strong baseline loadout includes extra machine parts, polymers, and at least one additional drone hub or drone prefab. New players often underestimate how many drones they’ll need, then wonder why construction stalls or maintenance spirals out of control. Drones are your APM; without enough of them, even perfect planning falls apart.

Avoid overloading on fuel or prefabs you can’t power yet. A shiny Moisture Vaporator doesn’t help if you don’t have the polymers to maintain it. Early survival is about keeping systems online, not racing toward advanced infrastructure.

Drone Setup: Control Radius Is Your Real Early Game Limiter

Your initial drone hub placement matters more than almost any early building decision. The hub should sit where it can reach concrete extractors, your landing pad, and your first power and life support cluster without stretching its radius thin. Every second drones spend traveling is lost efficiency you can’t afford early.

Don’t spam buildings outside your drone coverage just because resources are visible. This is a classic beginner trap that leads to half-built structures and idle drones stuck pathing across the map. Expand coverage deliberately with additional hubs or rover support, not wishful thinking.

If you brought a RC Commander, use it aggressively in the opening hours. It’s not a backup tool; it’s a force multiplier that lets you bootstrap construction before your drone economy stabilizes. Treat it like a temporary hero unit that carries your early game.

Map Scanning Fundamentals: Information Is a Resource

Before you commit to long-term layouts, scan aggressively around your landing zone. You’re not just hunting for rare metals; you’re scouting for terrain that supports clean pipe and cable runs. Flat land near concrete deposits and water sources saves you future maintenance and sanity.

Prioritize scanning sectors that extend logically from your starting area, not random distant tiles. Early expansion should feel like controlled creep, not YOLO exploration. Every revealed anomaly is a potential tech spike, and early breakthroughs can smooth out mistakes later.

Don’t ignore deep scanning once it unlocks. Finding underground water or additional concrete before shortages hit lets you pivot instead of panic. The players who stabilize early aren’t lucky; they’re informed.

Common First Rocket Mistakes That Snowball Fast

Overcommitting to rare metal extraction is one of the fastest ways to destabilize a colony. Export income is useless if your life support collapses because you skipped maintenance resources. Cash flow matters, but uptime matters more.

Another frequent error is underestimating power redundancy. Dust storms and cold waves don’t care that your grid looked efficient on paper. Build with failure in mind, not perfection.

The first rocket isn’t about winning the game. It’s about giving yourself room to recover when Mars inevitably punches back.

Building Your First Dome the Right Way: Layouts, Lifesupport Loops, and Early Housing

This is the point where Surviving Mars stops being a logistics sim and starts testing your ability to think like a systems designer. A dome isn’t just a building; it’s a commitment to oxygen uptime, water pressure, power redundancy, and colonist sanity. If you rush it or slap it down without a plan, the game will punish you quietly and relentlessly.

Your first dome should feel boring, controlled, and slightly overbuilt. That’s how you know you’re doing it right.

When to Place Your First Dome (And When Not To)

Do not place a dome just because you can afford it. Place it when your power grid is stable, your water source is confirmed, and your maintenance economy can absorb a spike without collapsing. A dome magnifies every weakness in your infrastructure.

Ideally, your first dome sits close to concrete and water, even if that means delaying colonists by a Sol or two. Long pipe runs increase leak risk, and leaks during early cold waves are how runs die. Short, clean connections beat perfect-looking terrain every time.

Think of the first dome as a beachhead, not a capital city. You’re establishing survival, not flexing efficiency.

Lifesupport Loops: Stop Building Single Points of Failure

Your dome should never rely on a single pipe or cable. Ever. Loop your oxygen, water, and power lines so that one break doesn’t cascade into mass suffocation while drones panic-repair under a dust storm.

This isn’t optional optimization; it’s baseline play. One extra pipe segment is cheaper than losing a founder and tanking morale across the dome.

If you’re unsure whether you’ve looped correctly, zoom out and deliberately trace failure scenarios. Ask yourself what happens if this exact segment breaks during a disaster. If the answer is “everything shuts off,” rebuild it now, not later.

Interior Layout: Functional Beats Pretty

Inside the dome, resist the urge to over-specialize. Your first dome should be self-sufficient, not efficient. That means housing, basic services, and one or two workplaces that don’t spike stress.

Triangle or oval domes are forgiving for beginners because they give you flexible slotting. Put living quarters first, then infirmary, then grocer or diner. Colonists without services spiral fast, and sanity loss is the hidden DPS ticking your colony down.

Avoid cramming every slot. Empty space isn’t wasted; it’s future-proofing. You will unlock better buildings, and deleting structures costs both resources and momentum.

Early Housing Choices: Comfort Over Density

Apartments look tempting because they pack colonists efficiently, but they are a morale trap early on. Low comfort means higher sanity loss, more breakdowns, and worse productivity when you can least afford it.

Living quarters are the correct play for your first dome. They’re forgiving, cheap to maintain, and give you breathing room while you learn how colonists behave. Founders don’t get perks or flaws for a reason; the game is already telling you to keep things simple.

Once your service coverage is airtight and your comfort numbers are stable, then you can start thinking about density. Early game is about stability, not min-maxing population per hex.

Services, Shifts, and Avoiding the Death Spiral

An infirmary is non-negotiable in your first dome. Even if you think you don’t need it yet, you will. Sanity damage stacks invisibly, and by the time colonists start breaking, you’re already behind.

Run services on minimal shifts at first. Overworking buildings early is a classic trap that looks productive but quietly drains sanity. A fully staffed diner isn’t worth it if everyone inside is one bad RNG roll away from a meltdown.

Your goal is to end each Sol with colonists slightly bored but mentally intact. That’s the difference between a colony that scales and one that collapses the moment Mars rolls bad weather.

Managing Power, Water, and Oxygen Before They Collapse Your Colony

Once your dome isn’t actively melting down, the real killer moves in quietly: utilities. Power, water, and oxygen don’t fail loudly at first. They chip away at your colony until one bad Sol turns a minor deficit into a full wipe.

Think of utilities like aggro in a raid. Ignore them for too long, and they all turn on you at once. The goal here isn’t peak efficiency, it’s buffer and redundancy.

Power: Plan for Night, Not Noon

Solar looks amazing on day one, and that’s exactly why it traps new players. Panels pump energy during daylight, then your entire grid faceplants the moment the sun dips. If you don’t have batteries online, you’re already gambling with colonist lives.

Always build power storage before you expand generation. A good rule is at least one full Sol of battery coverage for your current load. If your grid survives a night with margin, you’re doing it right.

Wind turbines are your early-game insurance policy. They’re immune to night cycles and keep critical systems alive when solar drops. Dust storms hurt them, but dead colonists hurt more.

Water: The Slowest Failure Is the Deadliest

Water shortages don’t instantly kill your colony, which makes them more dangerous than power cuts. Production stalls, services fail, and sanity loss creeps in Sol by Sol. By the time warnings pop up, you’re already behind.

Moisture vaporators should never be running at 100 percent capacity. That’s not efficiency, that’s fragility. Build extra vaporators early, even if they feel wasteful, and store surplus water whenever possible.

Water towers are mandatory, not optional. One tower can save an entire colony from a pipe break, dust storm, or maintenance gap. If you only build one utility storage early, make it water.

Oxygen: Redundancy Over Optimization

Oxygen is the most binary system in Surviving Mars. You either have it, or colonists start suffocating. There is no recovery window once things go wrong.

Moxies are cheap, fast, and perfect for early domes, but they need maintenance and power. Build at least one more than you technically need. That extra unit is your I-frame when something breaks at the worst possible moment.

Always connect domes with oxygen storage before expanding population. Tanks buy you time to react, repair, or reroute. Without them, one leak can hard wipe your founders in minutes.

Grids, Cables, and Why One Big Network Is a Trap

New players love clean, unified grids. Veterans know better. A single massive power or life-support network means a single failure point can cascade across your entire colony.

Split grids whenever possible. Isolate domes, production clusters, and remote extractors so a pipe leak doesn’t nuke everything at once. Think of it like compartmentalizing damage in a ship.

Redundancy looks inefficient on paper, but Mars doesn’t care about spreadsheets. It cares about dust storms, cold waves, and RNG events hitting when you’re not ready. Build for failure, not perfection.

Colonists 101: Specializations, Sanity, Comfort, and Avoiding Early Mental Breakdowns

Once your life-support grids are stable, the real game begins. Colonists aren’t passive resource generators; they’re volatile, stat-driven units with morale meters that will absolutely sabotage your run if ignored. Early Surviving Mars isn’t about maximizing output, it’s about keeping people functional long enough to scale.

If power, water, and oxygen are the hardware, colonists are the software. And buggy software crashes fast.

Specializations: Right Worker, Right Building, or Don’t Bother

Every colonist specialization exists to amplify one system, and mismatching them is one of the fastest ways to tank efficiency. Engineers belong in factories and power buildings, botanists in farms, scientists in labs, and medics in infirmaries. Using unspecialized workers is fine early, but it’s strictly a stopgap.

Non-specialists working advanced buildings take massive performance penalties. That means fewer resources, slower research, and more shifts needed to hit the same output. More shifts equals more sanity loss, which snowballs into bigger problems.

Avoid overbuilding workplaces early. Empty jobs create stress as colonists scramble for work during shifts they’re not suited for. Fewer, fully staffed buildings beat sprawling, half-filled ones every time.

Sanity: The Hidden HP Bar That Actually Kills Colonies

Sanity is the stat new players underestimate the most. It drains from disasters, working outside, long shifts, and unmet needs. When sanity hits zero, colonists suffer mental breakdowns, shutting down buildings or wandering uselessly while systems fail.

Working outside domes is brutal on sanity, especially during dust storms and cold waves. Prioritize dome-contained jobs early and automate extractors before pushing population. Every outside shift is a DPS race against your own morale.

Heavy workloads are a trap. They look efficient on paper, but the sanity damage isn’t worth the short-term gains. Normal shifts keep people stable, and stability is what lets you survive RNG spikes.

Comfort: Services Are Not Optional Flavor

Comfort determines whether colonists recover sanity and whether they decide to have children. Low comfort means constant morale bleed and population stagnation. High comfort stabilizes everything without micromanagement.

An infirmary is mandatory in your first dome. It restores sanity, treats flaws, and acts as a safety net when disasters stack. Skipping it is gambling with a full colony wipe because one dust storm rolled badly.

Basic services like diners, grocers, and space bars aren’t luxuries. They’re sustain tools. Colonists without access to services spiral fast, and spiraling colonists break colonies.

Traits, Flaws, and Why Early Filtering Matters

Not all colonists are created equal. Idiots cause accidents, renegades spread negative morale, and alcoholics drain sanity without proper services. Early on, you don’t have the infrastructure to manage high-maintenance people.

Use passenger rocket filters aggressively. Prioritize youths, adults, and specialists you actually need. Reject traits that add risk until your colony can absorb mistakes without collapsing.

A smaller, healthier population is vastly stronger than a bloated dome full of ticking time bombs. Growth comes later. Survival comes first.

Avoiding the Mental Breakdown Death Spiral

Mental breakdowns don’t happen in isolation. One colonist breaking down can shut off power, halt food production, or disable a vital building. That failure causes more sanity loss, triggering more breakdowns. That’s the death spiral.

The fix is proactive stability. Redundant services, reasonable workloads, and sanity recovery options keep small problems from cascading. Think of it like crowd control in a raid; you don’t wait for adds to overwhelm you before reacting.

If your colony feels calm, you’re doing it right. Mars punishes greed and rewards patience, especially when it comes to the fragile humans you’re trying to keep alive.

Research, Funding, and Rare Metals: How to Avoid the Early-Game Resource Trap

Once your colonists are mentally stable, the next threat isn’t a disaster or a trait roll. It’s economic collapse. Surviving Mars quietly punishes players who overextend research, burn funding too fast, or mismanage rare metals before the colony can stand on its own.

This is where many first runs die, not with explosions, but with a slow, unrecoverable resource bleed.

Research Is a Snowball, Not a Sprint

Early research feels deceptively safe. You drop a Research Lab, assign some scientists, and the tech tree starts rolling. The trap is assuming more research is always better.

Each Research Lab eats power, maintenance, and worker sanity. If your research output outpaces your infrastructure, you unlock tech you can’t support and buildings you can’t maintain. That’s negative value disguised as progress.

Prioritize survival techs over flashy unlocks. Low-G Amusement, Soil Adaptation, and upgrades that reduce maintenance or power draw will stabilize your economy far more than advanced factories you can’t afford to run yet.

Sponsor Funding Is a Lifeline, Not an Income Stream

Your starting funding exists to buy time, not to bankroll a sprawling colony. Every resupply rocket you call in is a reminder that you haven’t stabilized yet.

New players often panic-spend funding on comfort buildings, extra drones, or premature expansions. That feels good in the moment, but it leaves you broke when something actually goes wrong, like a dust storm disabling power or a dome running out of food.

Use funding surgically. Spend it to fix bottlenecks you cannot solve locally, then stop. The goal is to reach a point where rockets are optional, not mandatory.

Rare Metals Are Your Real Early-Game Economy

Rare metals are the closest thing Surviving Mars has to a gold mine. They convert directly into funding and keep Earth-dependent colonies alive.

The mistake is treating rare metals like a bonus resource instead of a priority. If you have a deposit within reach, it should be exploited early, even before expanding population. A single rare metals extractor can fund multiple resupply missions if managed correctly.

Don’t overstaff it, and don’t rush upgrades. Keep it stable, powered, and maintained. A broken extractor during a funding drought can end a run faster than a meteor strike.

Export Smart, Not Greedy

Exporting rare metals too aggressively creates a hidden risk. If you drain a deposit early and don’t have another lined up, you lose your economic safety net.

Balance exports with stockpiling. Keep enough rare metals on hand to survive emergencies or sponsor goals that require them. Think of exports like a cooldown-based ability; powerful, but dangerous if spammed without foresight.

Scan aggressively for future deposits while your first extractor is running. Knowing where your next income source is matters more than squeezing every last unit out of the current one.

Don’t Let Research and Economy Desync

The most common early-game failure is unlocking systems your economy can’t support. Advanced buildings increase maintenance costs, consume polymers and electronics, and demand skilled workers you might not have.

Before researching something new, ask a simple question: can my current resource income support this without calling Earth? If the answer is no, delay it.

A colony that researches slower but stays solvent will always outperform a tech-forward colony that’s constantly one disaster away from bankruptcy. Mars doesn’t reward ambition without infrastructure to back it up.

Common Beginner Mistakes That Kill Colonies (and How to Recover When Things Go Wrong)

Even if you nail your early economy, Surviving Mars has a habit of punishing small oversights with cascading failures. The good news is that most colony deaths come from a handful of repeat mistakes, and almost all of them are recoverable if you act fast and understand the underlying mechanics.

This is where new and returning players usually lose runs, not because of bad RNG, but because they misread how systems interact under pressure.

Overbuilding Before You Can Maintain It

The fastest way to brick a colony is building faster than your maintenance economy can handle. Every new structure adds upkeep costs, and those costs don’t care whether the building is being fully utilized or not.

When polymers, machine parts, or electronics hit zero, buildings don’t just slow down, they start breaking. Once breakdowns chain, drones get stuck repairing instead of hauling, power grids destabilize, and production stalls across the map.

Recovery starts with triage. Pause construction immediately, shut down non-essential buildings, and salvage what you don’t need. Scrapping a half-used structure to recover parts can stabilize a colony faster than waiting for a resupply rocket.

Ignoring Power Redundancy Until It’s Too Late

Many early colonies die during their first dust storm or cold wave because power grids were designed with zero margin for error. Running at 95 percent capacity looks efficient, but Mars punishes efficiency without buffer.

When power drops, everything suffers at once. Life support fails, domes lose comfort, and colonists spiral into sanity loss faster than you can react.

If you’re already in a power crisis, prioritize life support over production. Shut down factories, research labs, and extractors temporarily. Colonists can survive without funding; they cannot survive without oxygen.

Letting Dome Comfort Collapse

New players often underestimate how brutal low comfort is. A single badly designed dome can tank your entire population growth through earthsickness, sanity damage, and failed births.

The mistake is treating comfort buildings as optional flavor instead of core infrastructure. No grocer, no diner, no infirmary means colonists are constantly rolling negative checks.

To recover, stop expanding population and fix the dome first. Add service coverage, reduce overcrowding, and make sure work shifts aren’t overloading the same specialists. A stable dome is worth more than three half-functional ones.

Specialist Mismatch and Worker Overload

Throwing warm bodies at jobs feels intuitive, but Surviving Mars heavily penalizes mismatched specialists. Non-specialists produce less, gain sanity damage, and burn out faster, especially on heavy workloads.

This becomes lethal when critical buildings like infirmaries or extractors are understaffed or staffed incorrectly. The colony doesn’t crash instantly, it bleeds out slowly.

Recovery means reshuffling, not expanding. Close excess buildings, consolidate workers into fewer, fully staffed structures, and retrain colonists when possible. Fewer buildings at 100 percent efficiency always beat more buildings limping along.

Panicking and Calling Earth Too Often

Resupply rockets feel like a safety net, but overusing them masks systemic problems. If you’re constantly importing basic resources, your colony isn’t stable, it’s on life support.

Worse, relying on Earth delays learning how to fix internal inefficiencies. You don’t see the problem because the game keeps bailing you out.

If things go wrong, use one targeted resupply to buy time, not to reset the run. Then fix the root cause, whether that’s production balance, maintenance coverage, or workforce allocation.

Expanding Domes Before Securing Resource Flow

More domes mean more mouths, more life support demand, and more maintenance. Expanding population without securing metals, concrete, and polymers is a classic snowball failure.

The recovery move is counterintuitive but effective. Stop accepting new colonists, disable birth if necessary, and let the colony stabilize at a smaller size while you rebuild resource flow.

A compact, efficient colony scales better than a sprawling one held together by constant crisis management.

In the end, Surviving Mars isn’t about playing perfectly, it’s about recognizing failure states early and responding decisively. Mistakes will happen, systems will break, and disasters will stack. What separates failed colonies from successful ones is knowing when to pause, simplify, and rebuild smarter than before.

Mars rewards patience, planning, and restraint. Master those, and the planet stops feeling hostile and starts feeling conquerable.

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