Sunday, August 19, 2012

Wiered to a Maze: Pixel Saturnalia and Refacement (Part One)

Re-face
Imagine a life without dreams, without the human face—the world of genetically programmed babies, peculiar journeys, shadow reading, unfathomable powers, petals of time, tradition retold, soul searching, scientific visionaries, life won from the whirlpools of oblivion, reunion with the the beloved, magical-erotic mathematics, games eating the gamers, compulsory (compulsive) domino (gamers), researchers on a mission of the Truth, academics on the quest, and corporate monsters. Imagine a dream. The picture you have created is the world of Jeff Noon’s novels Pollen (1995) and Nymphomation (1997).
Imagine a world of wicked pimps and zombie johns. Imagine a ghost town of tormented, ravaged souls. Imagine a community evicted onto the social margins in the name of the newly established order. Imagine persecution of the dispossessed in the name of Mammon. Think of a pilgrimage to the shrines where saturnalian deities are worshipped through a babylonian randomness of semantics. Envision a necroagony of addiction to dehumanizing hollowness. Imagine carnality robbed of the bodily—an individual devoid of substantiality. Hear a threat to silence. Visualize the communication channel contaminated by humiliating noise crippling human dignity. Imagine a city as an abyss, wide-open, devouring the detritus of what used to be the definition of a human being. Picture enslavement by a belief that the wonder of meaning is not that it is. Welcome to Stewart Home’s 69Things to Do with a Dead Princess (2002) and Down and out in Shoreditch and Hoxton (2004).
Dystopian as they may appear, the novels can be read as postfuturist phantasmagoric journeys. The term postfuture is adopted from Noon (“How to Make a Modern Novel” 2001) and sampled with Fredric Jameson’s syntagm “archaeologies of the future” (Singular Modernity: Essay on the Ontology of the Present 215) to suggest a transformative approach to writing-reading and cultural realities. It is read as the paradigm that assumes both a critical approach to and investment in tradition—the ways it is being lived and remixed. The fusion of Noon’s and Jameson’s ideas symbolizes the oscillation between melancholy and hope at the intersection of the time axes. Additionally, implicit are Jameson’s ideas from Postmodernism, or, the Cultural Logic of Late Capitalism (1991) about the mutual conditioning between commodity culture and discourse pertinent to it. The emphasis is mass culture’s threats to the human face and fulfilled/fulfilling life.
The analysis is contextualized within McKenzie Wark’s Gamer Theory (2007) that explores living under the spectacle, contestable limits of control, and the boundaries of freedom. Through the prism of Jean Baudrillard’s America (1989) and Radical Alterity (2008) are thematized depersonalization and dehumanization in media-saturated corporate culture, while Felix Guattari’s The Three Ecologies (1999) is the context for rethinking individuality and communality through the remix in the three spheres: environment, society, and subjectivity (economy, ecology, and ethics).
Exploring the unverbalized, this chapter looks at the ways in which a social commentary is delivered on through the tone and characterization. While acknowledging overt socio-political references in the novels, I choose to emphasize the tacit layers in order to offer an interpretation of the literary elements in a key accordant with Baudrillard’s vital point--recognizing and accepting the other with true interest. Closely related to this subject matter is Svetlana Boym’s take on technology and the modern-day predicament from “Nostalgic Technology: Notes for an Off-Modern Manifesto.” Some of her ideas are implemented in the reading to show the lateral paths of reawakening cultural activism and reclaiming human dignity.
Playful literary and theoretical vernaculars are read as forms of resistance to manifold control. Fusing the quest and activism through the written word and other forms of creation, simultaneously redescribing the boundaries of traditional disciplines, genres, media, and self. Focusing on the elements of quest narratives and cultural activism, turntablist poetics draws on the mutable notions of traditional categories and a presumption that new expressive modes emerge in the intersections between the textual, audio, and visual. It flashes out reading-writing tactics as the remix of existing idiosyncrasies. Storytelling born in the remix addresses the question of cultural exclusion, at the same time, delineating the possibilities of thinking, creating, and living differently from the imposed patterns. The remix is typically perceived as a form of music making, just as storytelling is traditionally understood to belong solely in the world of letters. DJ interventions reconfigure these boundaries, thereby accentuating the flux and interconnectivity, cultural exchange between and among fellow humans.
The critique includes the issues such as the misconceived totality of discourse, commoditized emotionality, vulgarized sexuality, afflicted playfulness, blinding noise, bewildering spirituality, oscillations between melancholy and hope, singularity and communality, reactionary and transformative vocabularies and practice. The reflections outline the vision of resingularized humans, engaged in creation and activism, galvanized by and fertilizing solidarity and creation—the rebirth of the human face through alternations of noise and silence. The phenomenon in question is called refacement and is understood as the reemergence of selfless fellow-humans, enduring the hindrances to patient, persistent creation of a free culture based on love and trust.
Wi(e)red
Once upon a time in the postfuturist wild, wild Manchester the city exists more on the virtual maps of xcab drivers--the system run by shady powers--than in actual lives of its dwellers. When one is expelled from the map, his, her, or its existence is uncertain. Breathing is virulent due to the hayfever vurtbomb sent from Juniper Suction, a virtual land of recorded dreams, a replica, looking down and rendering the notion of reality ridiculously redundant. The sneezing bomb launched from Vurt is about to explode. The pandemic vurtuality is conquering the zones of temporarily safe breathing. Tiny traces of the human are mercilessly marginalized.1
Jeff Noon’s phantasmagoric cityscape is a hybrid of cultures, myths, species, and emotions. For example, John Barleycorn, one of the Vurt bosses, is an evocation of the old English pagan saint of crops and harvest sacrificed to ensure the next year’s fertility. Crossed with the ancient Greek Cronus and Hades, this divinity from the replica world envies humans their mortality and uses it as a means of control against off-Vurt breeds. He is the demon husband of Persephone, the refigured Greek goddess of the Underworld, a flower-tongued assassin, and the seed of the Vurt hayfever, infecting the off-Vurt crossbreeds such as robodogs, doghumans, robocops, dodos, shadowcops, and zombies. The novel draws forbidden, guerilla quest paths. It portrays search for one’s missing half, shadow-tracking the memories of tragic romances, smoke-seeking dead lover’s last thoughts, rebirth of mothers through a reunion with daughters, reanimated after suicide attempts. It also inspires reinventing humanity through the life contested between the hypercontroled Vurt zones and scarce pockets of temporary freedom.
The fictitious ghetto echoes the real Music City’s (Manchester’s) heyday. It gives off the smell of beautiful flowers of creation emerging from the soil of economic recession and social turmoil. From the mid 1970s to the mid 1990s that Manchester was the epicenter of lowkey creative responses against growing consumerism. It was a haven for lyrical, cynical, fun-loving, taciturn, flamboyant, freedom-and-experiment-starved outcasts. The performers include Joy Division, The Smiths, The Fall, New Order, Quando Quango, The Stone Roses, Happy Mondays, Inspiral Carpets, Oasis, and the acid house scene. Anchored in Anthony Wilson’s Factory Records and the Fac 51 Haçienda (a.k.a. The Haçienda) nightclub, new aural blood was, at least temporarily, reconfiguring the center-periphery relationship in the U.K. Originally an indie music sanctuary, the scene turned into a self-consuming empire--a party Titanic disappearing in a merciless mixture of unfortunate circumstances including corporate mismanagement, criminality, and conformism.
After the business closed, the building changed the owner. Today the Haçienda is transformed into the Haçienda Apartments, breeding the real estate property instead of music. In memory of the Madchester days, in 2007 Urbis Centre organized the 25th anniversary exhibition dedicated to the Haçienda. Curated by Andy Brydon, it showed original objects from the club, rare videos and recordings, and hosted talks and lectures revisiting the life of the community. Ironically, the exhibition center itself is a cultural yesteryear. At the beginning of 2010 it left the building to be replaced by the new National Football Museum in 2011.
The part of the city called Hulme, the club’s afterparty zone, underwent a radical transformation as well. In the 1960s it was an innovative urban architectural project. The Crescents were designed to modernize the area and ensure good standard of living and quality of life for the predominantly working class demographics. However, contrary to the initial ideas, the housing soon proved not to be as affordable as originally planned. During the decades of 1970s, 1980s, and 1990s the neighborhood was transformed into an infamous squatter community that was going to be gentrified in the following years. Fortunately, some neighborhoods in Manchester today are negotiating the new aesthetic in a slightly different way. For example, the Northern Quarter, defining its identity between a tourist attraction and the authentic groove: the cozy, smoke-free staleness of the previous night’s evaporations in a secluded pub welcomes a passer by, protecting him or her from afternoon drizzle.2
Outside of such pockets, the city is transforming into another massage3 in the global spectacle--a glossy surface, a battlefield for designer capitalist conquerors, and the arena of ecstasy.4 It is also a place on the map of the giant dreamer, negotiating its postcolonial identity between the imperial myth of an unrivaled power and an Orwellian neocolonial reality. In the global power ring the U.K. participates in creating the culture that urges one to choose the postfuture one wants to live.
Cultural critic Jon Savage observes the empire’s anticlimactic moment at the time of the Silver Jubilee of Elizabeth II, the Queen of the United Kingdom of Great Britain and Northern Ireland on June 7th, 1977: “Here was the blind superiority that had characterized the English world-view after the Second World War; here was a concentrated doze of all the unappealing traits – snobbery, insularity, xenophobia – that rendered England’s continued claim to be a world power meaningless” (England’s Dreaming: Anarchy, Sex Pistols, Punk Rock, and Beyond 352). Like the pagan divinity, sacrificed to ensure the next year’s harvest, the eroding imperial myth is expected to catalyze the emergence of new, preferably myth-free, realities. Meanwhile, it resembles Singland in Pollen, agonizing between Columbus’s maps and the Unbeknownst.
Remixing history through history, the participants in contemporary culture resemble Boda, the shadowcop in Pollen. She is on the mission to find her daughter. However, the prerequisite for this reunion is defeating John Barleycorn and Columbus, the rulers of the city maps. Barleycorn himself explains that humans invented him out of fear of death. As a response, Boda undergoes a redemptive trial of deathlike deselfing, after which she is restored and reborn in her daughter’s body. Having untied Barleycorn’s and Columbus’s knots, she breaks the pollen spell and makes the city breathe again. This act can be read as a redescription–emptying--of self, the much needed act in the culture of megalomaniacal power addicts. It is the subject’s realization and acceptance of human limits, implying humility in some, but not all the gamizens. Vurt does something qualitatively different from the self-cancellation through the sublime:
Dialectically, in the conscious sublime, it is the self that touches the limit; here it is the body that is touching its limits, ‘volatilized,’ in this experience of images, to the point of being outside itself, or losing itself. What you get is the reduction of time to an instant in a most intense final punctual experience of all these things, but it is no longer subjective in the older sense in which a personality is standing in front of the Alps knowing the limits of the individual subject and the human ego. On the contrary, it is a kind of nonhumanist experience of limits beyond which you get dissolved. (Jameson on Jameson: Conversations on Cultural Marxism 46)
The following sections show this state of the vurtual sublime, dissolvement of the powers for resistance in pixelated discourse of saturnalian noise. In contrast, the remix is purging poetics of silence that creates room for the refacement and the potential for waging “war” in a new voice.
(The) Noise
5
On Friday nights in Manchester,6 some time now in the future of the past, gamers do not “face the Alps.” Instead, they stare at the screens. Their personalities are dissolved in the nonhumanist experience, but such a sacrifice does not relieve them from craving the intensities of flashy surface:”The people of good Mazechester, wild-eyed and lost” (Nymphomation 319). There are moments that create an impression of uncontested unity, undivided commitment, and unquestioning determinacy. Only, the cohesion has nothing to do with fellowship. Also, the integrity is temporary; it lasts for a couple of hours. The magical hour is when the lottery, a domino game called nymphomation, is played. Hypnotized, Mazechester’s gamizens dive into a computer screen, TV, or radio. Strangely, the fact that each of them is simultaneously focused on similar objects does not make the game a communal experience. It is all about scoring, actually. However, such a singular goal by no means informs a sense of individuality. It is not so much about choosing to participate in the game. It is, actually, being thrown into it:
Ever get the feeling you’re playing some vast and useless game whose goal you don’t know and whose rules you can’t remember? Ever get the fierce desire to quit, to resign, to forfeit, only to discover there is no umpire, no referee, no regulator to whom you can announce your capitulation? Ever get the vague dread that while you have no choice but to play the game, you can’t win it, can’t know the score, or who keeps it? Ever get mad over obvious fact that the dice are loaded, the deck stacked, the table rigged and the fix – in? Welcome to gamespace. (Gamer Theory [1]7)
Welcome to the nymphomation--the bone-domino world of reversed gazes, hyperreal horizons of (dis)appearance, organic adverts throwing gamers into the gameweb, magical-erotic mathematicians of a maze. The cyberpunk aspect of Noon’s envisioning lifespace colonized by Vurt resonates with Wark’s (2007) portraying computer games conquering the gamers’ world (Gamer Theory [ 015] ) and causing redescriptions of both. Wark investigates the inversion of realities and hardships entailed by such shifts. The main difficulty of living in the world that has repudiated the distinction between the original and a replica results from the assumption on which the dismissal is based: repudiating the notion of the original, thereby rendering replica redundant. Hence, the proliferation of realities is disabled at the expense of everything else. As a result, nothing is real enough. More precisely, having experienced the reality of gamespace from within, the world without doesn’t appear to be any more real than the game. Simultaneously, the game does feel real enough to keep captive those ecstatically euphoric gamers. Nothing more. Or, so the game has it.
Wark criticizes the military-entertainment complex that redesigns humans according to the logic of computer games. What makes such a world specific is: (a) That it transforms play into a game, thereby rendering freedom, spontaneity, and creation robotic, manipulated, competitive, utilitarian, and goal-oriented; and (b) That it is everywhere; (c) Well, almost.
Play becomes everything to which it was once opposed […] The utopian dream of liberating play from the game, of a pure play beyond the game, merely opened the way for the extension of gamespace into every aspect of everyday life. While the counter-culture wanted worlds of play outside the game, the military – entertainment complex countered in turn by expending the game to the whole world, containing play forever within it. (Gamer Theory [011-6])
Wark’s vision exposes global capitalism transforming individuals into robozombies whose existence is reduced to craving and scoring instantaneous gratifications. Although, while engaged with the game, the nymphomation gamers feel hyperexcited, the sentiment is controlled through suspense and focuses on anticipating the outcome of the game--the flash, the climax of euphoric fantasies. This also means that anything anywhere outside that Friday night hardly exists. Such are the troublesome affective responses of these hyperorgasm junkies. The joy of immersing oneself in the process is superseded by stunningly challenging self-perpetuating and self-consuming endeavors aimed at proving one’s existence. The nature of the phenomenon is presented in Jean Baudrillard’s America (1986): “Do we continually have to prove to ourselves that we exist? A strange sign of weakness, harbinger of a new fanaticism for a faceless performance, endlessly self-evident” (21).
It is small wonder that such futile activities make an individual feel displaced and overwhelmingly bored. Thus, gamizens find themselves in atopia—a nonplace such as the Manchester of Nymphomation. Noon’s prose is frequently characterized as futuristic, which it, in a specific cyberpunk sense, is. However, a look through the lens of Fredric Jameson’s thought adds to it an additional perspective: “That particular Utopian future has in other words turned out to have been merely the future of one moment of what is now our own past” (Archaeologies of the Future: The Desire Called Utopia and Other Science Fictions 286). Jameson’s ideas inspire one to think that in the postfuturist vernacular choosing the genre is an act of choosing what type of postfuturist one is, or, can be. As such, it implies a transformative approach: imagining a future through a revision of the past as a social critique of the present, rather than as a nostalgic lionization of the previous eras, or, a somnambulist image of the future: “Ontologies of the present demand archaeologies of the future, not forecasts of the past” (Jameson, A Singular Modernity: Essay on the Ontology of the Present 215). It means to excavate the future, revisiting the past, simultaneously updating it. In Pollen and Nymphomation the future is hibernated between the present uncertainties and past confusion—between pollen invasion, magico-erotic mathematics, and undoing the knots. Resurrection of the future triggers the remix of the present through the cleansed communication with the past. This perspective brings into the common perception of the spatio-time axes a ray of hope—its opens up the possibilities for the remix.
McKenzie Wark looks at the hindrances to that light and the ways of managing them. He tells a story about the travesty of the game, simultaneously transfiguring the gamers. Within such dynamic, inverted worlds emerge from the interaction between the game and the gamer:
The problem is that in gamespace things target people, rather than the other way around. It is not that the digital is a technology that cuts into the world and presents it to the human as if it were always and already cut to suit us. It is that the digital cuts into us, rendering us as bits, and presents those bits to the world made over as a gamespace in which we are the targets. (Gamer Theory [174])
That is a story of blinding excitement preventing the gamers from realizing how repetitive, unimaginative, tiring, and mechanistic it all is: ”No wonder people find their leisure as dull as their work--leisure is work” ([156] ). So do the gamizens, wild-eyed walkers through nymphomation, named after the lottery game designed as “a new kind of mathematics based on sex” (Nymphomation 257). It was initiated in the 1960s by Max Hackle and developed during the following decade by a circle of co-researchers, friends, and lovers. One of the collaborators was James Love, father of Daisy Love--Hackle’s student at the University of Manchester, a gifted researcher, whose inquiring mind is intrigued by mysterious knowledge, allegedly coded in the professor’s theory. Her research focuses on Hackle’s writings, but they only partially disclose the secret science. Most of the material is inaccessible. Yet, the titles do fuel the scientific imagination:
Twisted Hackle Paths and Other Such Wanderings’, ‘The Trickster Virus, its Effect Upon Play,’ ‘Maze Dynamics and DNA Codings, a Special Theory of Nymphomation’, ‘Sealing the Maze, the theseus Equation’, ‘Lost in the Love Labyrinth’, ’Becoming a Maze, a Topology of Virgin Curves’, and even ‘Four Dimensional Orgasms and the Casanova Effect. (Nymphomation 119)
Among the available texts is the article “The Bifurcation Less Travelled” published in 1979 in Number Gumbo, a journal specializing in the Black Math Ritual. In a conversation with Max, Daisy learns about the postulates of Mathematica Magica, from which the nymphomation emerged only to be coopted by Anno Domino. Co that used it to turn Manchester into Madzechester--gamespace. Professor Hackle reveals to Daisy the secret about the character of the project, the spirit of the time when it was developed, and how experimenting with the maze provoked unlikely transformations. Hackle admits that he created the maze, challenging the boundaries of science with unparalleled enthusiasm: “It was a special time to be a scientist, the Sixties into the Seventies. Bliss to be alive. Lateral thinking, chaos theory, fractal dimensions, the unraveling of the double helix, cellular automata, complexity theory, the game of life. Each of these we could incorporate into the thinking of the maze” (Nymphomation 254). Thus, the researchers continued building the questlike maze, making it ever more complex:
Why did I build the maze? To prove something to myself, I suppose. You know that the ancients built labyrinths not to get lost in, but to find themselves. Not all mazes contain a monster, some contain treasures. It was a spiritual quest, a tool of the mystics. So maybe I was picking up on that feeling. You’ve read my early work, Daisy. You’ll know what the Sixties were like then; we were the mathematicians of the soul. (253)
He goes on to clarify that in the Sixties many activities were sexually based and ritualistic. Thus, the esoteric science of probability lead the researchers to literally incorporate their ideas into the maze. It was an experiment that launched the virtual turn. Hackle illustrates this telling the story about Georgie’s experience, the turning point, darkly redirecting the flow and purpose of the maze:
Over the next few months we experimented more and more with the Georgie-maze loop, creating ever-more-complex pathways. Georgie would always find his way through. He was becoming the maze. He took to spend all night linked to the machine, sometimes falling asleep while connected. Amazingly, even asleep he could still affect the outcome. His dreams were wandering the labyrinth, working the wanderers, breeding, multiplying, succumbing to the nymphomation. This had a parallel effect on his waking life. It was a two-way process. (260)
This undoubtedly indicated innumerable possibilities. Unfortunately, one of them was the transformation of the maze into a self-regulated system, disabling the designers’ control over the processes. As a result, fellow-wanderers were getting lost. The system was spreading the viral code, infecting the path and the walkers, injecting into them dangerous knowledge, turning self-breeding data into an orgy of information. The less controllable the maze was becoming, the more vehemently it was affecting the gamers. Some of them never returned from the maze. Its power was exponentially increasing. The dynamic of self-proliferation and self-consumption gained impetus to the point at which the game itself dissolved. Or, rather it was won over by yet another quasi-omnipotent corporate deity Anno Domino. Co. Thereafter, the corporation would run the business until the finale of Professor Hackle’s team fighting against the corporate monster. The climax of the war is the overthrow of Mr. Million, grey eminence, and, bizarrely, one of cofounders of the maze.
Such is the pathway from idealist revolutionary science to the soul-crushing beat of the Anno Domino gamespace. The seed of the sinister turn can be tracked down to the original axioms. One of them reads as follows: “To play to win a Hackle maze, all the various wanderers must actively fall in love with the puzzle. Every player is dependent on every other” (119). This would later be transformed into pure dependency, integrated into the mechanism of controlling the virulent addiction—the bloodflow of the gamespace.
In the game the participants’ relating to each other does not imply intimacy. It brings noit fulfillment. Instead, it breeds hardly redeemable disaffection: “That was it, wasn’t it? They were, all five of them, lost in their own little worlds, their own little mazes. Only the games had brought them together” (328-9). This signals that the group activity in question has no communal bearings. It has no life-generating energy, no capacity to invigorate genuine intimacy and friendship. The corporation operates in a sophisticated fashion: it does not allow the gamers to be aware of the actual condition. What is more, it makes the world look contrary to what it really is, as evidenced in some of its rules:
5a. AnnoDomino will not permit the players to become addicted to the game.
5b. The players of the game will not give themselves up to addiction.
6a. We cannot allow society to be threatened by addiction.
6b. We must always be searching for profit.
6c. Rules 6a. and 6b. must never come into conflict with each other. (37)
It seems that the only proper rule is 6b, while 6c combines the previous two simply to ensure the efficiency of 6b. Similarly, 5a, 5b, and 6a merely introduce the rest. The travesty in question becomes more obvious once Noon discloses the role of the Government:
Keen for the game taxes, but fearful of the populace becoming too addicted, the Government had specified that the nation’s dominoes must contain a rare chance of losing, and losing badly […] Of course the Government got it completely wrong: the chance of losing so badly only made the punters play to win even harder. That being the nature of the human soul. (244)
The Government surely got it “wrong.” It is precisely human corruptible nature on which they counted to create the ever increasing desire in gamers. Fortunately, it is not all what the human soul is about. There is more to it. But in the profit-driven culture, it is greed and fear that sustain the game. It is, at the same time, the most desirable type of desire, because it ensures a sense of “communality.” The absence of love provides space for desire, an urge to compensate for the lack. Supposedly, the hole cannot be filled because the missing part is forever elusive. This, allegedly, condemns one to living with an ongoing feeling of longing, at least in a culture that defines the words sex and love in terms of possession.

1 The terms virtual-vurtual/virtuality-vurtuality are deliberately used either interchangeably or confusingly to suggest the etymological transformations of the word virtual from signifying that what cannot be replicated into a concept that complicates the meaning because of the reference to virtual reality—technologically “mimicked” reality engendering an ontology in its own right.

2 The creation of the account of the historical Manchester and that of the novels analyzed was helped by the information received in the interviews with Andy Brydon,Hillegonda Rietveld, and Jeff Noon (Manchester, 16 June, 2008, London 20, June 2008, and London 26 June, 2008, respectively). Brydon, as a Mancunian and the curator in Urbis Centre provided the material related to the Hacienda days, but also to the changes in the city that happened in the aftermath. Hillegonda Rietveld--once a DJ at the Hacienda and a member of the band Quando Quango, now reader in cultural studies, teaching courses in music and sonic media at London South Bank University—provided a testimonial of an insider of the Music City about its heyday and a downward passage from a troublesome empire of creativity to the increasingly mindless crime emporium. Noon—a native Mancunian who moved to Brighton and has lived there for the past decade or so, elucidated the reality behind the fictionalized Manchester, its streets paved by broken glass, and wandering souls, paralleling the life narratives that inspired it.

3 A critique of the media’s complicity in the massification of culture: “Mass(age) is the message.” Jean Baudrillard, In the Shadow of the Silent Majorities (44).

4 “Surface and appearance, that is the space of seduction. Seduction as a mastering of the reign of appearances opposes power as a mastering of the universe of meaning.” Jean Baudrillard, The Ecstasy of Communication (62).

5 The Haçienda Apartments. Manchester, 2008.

6 Nikolina Nedeljkov, Narrow Daylighte (http://www.youtube.com/watch?v=PXHue62u-zI&feature=plcp)

7 McKenzie Wark’s Gamer Theory (2007) is not paginated. Instead, the text is divided into numbered paragraphs. I provide the paragraph numbers in square brackets, the way they appear in the original.  

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