Desktop Platform RSS Feed | Desktop RSS Feed on en Launch Media Network Planetoid Pioneers Preview,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/planetoidpioneers2-12fff.jpg ur1m0/planetoid-pioneers-preview Wed, 20 Sep 2017 21:37:10 -0400 Wizard of Warsaw

Planetoid Pioneers is a new physics-based game by developer Data Realms. Built in its own engine, the game has a lot of potential for a Steam Early Access title. It's a fun game even this early, but I hesitate to suggest purchasing it at this stage of development. There are some good things going on, but there are a few problems as well.  

The Positives

One of the biggest draws of the early access for Planetoid Pioneers is the Contributor Edition. So far, the game includes a few levels that feature a diverse collection of objects to help explore the various planetoids, but by purchasing the Contributor Version, you also get access to the Crush 2D engine. Contributors can use the Crush 2D engine to create their own content and share it with other players, and even the developers. 

The Game Only Edition still has some fun content on its own, with the primary planetoid having a large playable section. On top of the developer-made planetoids, there is a ton of Contributor content floating around the Steam Workshop that players can access. 


The Negatives

For the most part, there isn't anything too horrible about Planetoid Pioneers. Most of the negative stuff is pretty small and generally not game breaking. There are people who have run into bugs involving lost save data and game crashes, but I never experienced it myself. I'm not sure how bad the crashing actually is, but it's best to be prepared for it. 

The controls can sometimes feel unpolished, making it difficult to travel from place to place, but as frustrating as that was, it was never so terrible that it made me want to quit. The controls are primarily an issue in regards to vehicles or special gadgets, which seem to interact with the physics in an odd way by making them not move at all or just move incredibly slowly.

The most important thing to remember is that Planetoid Pioneers is still in early access. Anything and everything mentioned here is subject to change, and since Data Realms has been very responsive to player complaints I am optimistic that things this will turn into an excellent game.

Divinity Original Sin 2: Arena of the One Combat Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/o/v/cov1-13066.jpg x2x1w/divinity-original-sin-2-arena-of-the-one-combat-guide Wed, 20 Sep 2017 17:16:40 -0400 Ty Arthur

You wouldn't think there would be much to do as a collared slave on an island prison camp, but the first act of Divinity: Original Sin 2 is absolutely packed with hidden quests and difficult battles.

While stumbling around Fort Joy looking for a way to escape imprisonment, you may have noticed a small cellar door found near crime boss Griff and the imprisoned elf Amryo.

Down in that cellar lies the Arena Of The One, where religious fanatics endlessly battle each other to find the One true master of combat. Perhaps that One could actually be you?

Her's how to find out. 

Preparing For The Fort Joy Arena

Before you even attempt the arena battle, you want to be at least third level and have a full party of four characters as the contingent of level three gladiators found here will wipe the floor with a low-level party that isn't well equipped.

Everyone should have all of their armor slots filled (pants, gloves, boots, helmet, chest, and when possible, magic rings). If you haven't found enough equipment lying around while exploring, you can buy some better gear from the lizard in the caverns or complete a few quests that provide bonus items and experience.

One of the easiest to complete is The Shakedown, since you just have to talk to Elodi at the front of the fort while she's being intimidated by thugs -- and then follow her into the cavern to wrap up the quest. I also recommend taking on the three giant crocodiles on the western beach to get the teleportation gloves.

Once you're ready, simply entering the arena gives you 300 XP and starts a new quest. Before taking on the arena combat, though, be sure to check the side rooms and loot all the vases for gold and crafting items. Each of the combatants also has items to sell, which you should check before hand, with Thora having a useful nailbomb grenade for sale.

Even if you don't buy anything, make sure to talk to Mia. During your dialog exchange, admit you are no battle-hardened warrior and then ask about The One. If you tell her you believe in her faith, she will give whichever character is talking a Magic Shell buff that increases magic armour. (You can actually swap characters and repeat this process for every party member, which I highly recommend doing if you want to survive.)

Finally, make sure to save before telling Thora you are ready to battle, because you can only do this once.

Arena Combatants

There are four primary enemies with a wide range of skills who will hit you at range, in close combat, and apply plenty of status effects if you aren't paying attention to your armour level. The enemies are:

  • Veerle, the Avid One, who attacks with a crossbow and can teleport.

  • Rex, the dog, who has 20% resistance to all elemental effects, extremely high physical armour, and attacks with melee abilities.

  • Ailsa, the Cultured One starts on scaffolding for high-ground advantage and will heal other party members, cast buff spells, and Fossil Strike your team from long range. She's the real threat, as she can quickly move behind a wall to get out of range of your attacks.

  • Gedeon, the Tenacious One will use Encourage and Crippling Blow against anyone with low physical armour. Taking him down with fire or poison effects should be a priority as he will impair the mobility of your team.

All of the enemies have robust physical and magical armour, meaning you have to whittle those armour ratings down before you can actually hurt them. Most have 30-41 points in physical armour and 12-17 points in magic armour, so skills that strike magic armour first will be more effective at killing the gladiators.

The reverse is true of Ailsa, who has 39 points in magic armour and 17 points in physical armour. Teleporting a backstabbing rogue behind her on the scaffolding can be a devastating tactic here, as Ailsa is the biggest threat.

 The end of the battle will come down to assaulting Ailsa on the high ground

Winning The Divinity: Original Sin 2 Arena Battle

Warfare and physical-based skills like Battle Stomp aren't that helpful because of the tough physical armour of many enemies. Their knockdown effects won't trigger until very late in the battle, although you may want a skill like this in reserve for taking down Ailsa.

Instead, its better to use magic spells to whittle down magic armour, then hit your enemies with magic status effects such as stun or blind. At this early stage in the game, when your skills are limited, I've found these to be the most effective:

  • Lizard's racial fire breath ability
  • Electric Discharge and Blinding Radiance (Aerothurge)
  • Fossil Strike and Poison Dart (Geomancer)
  • Searing Daggers (Pyrokinetic) and the Fireball scroll found on the boat

Because magical armour is the lowest for most of the combatants, don't discount polymorphing abilities or using summoning spells for extra firepower if your main character took either of those spell schools.

You also need to keep your party alive, and to that end make sure you have either Fortify (Geomancer) or First Aid (Huntsman) to remove burning, as the battlefield will quickly become engulfed in flames.

The Opportunist talent is also helpful as the gladiators change position frequently around the battlefield. Anything that recovers your two armour ratings will be furthermore useful mid-combat.

 Yep, everything's on fire

Set your Huntsman or ranged spellcaster up on the scaffolding to hit from afar, then go to work casting spells or backstabbing as appropriate to win the battle. Make sure to work your way towards the other side so you can get up and fight Ailsa in melee on her wooden platform.

Your party will likely have to reload and do this battle more than once even if you are prepared. I only won by the skin of my teeth with Ifan at 1 hit point and three other characters all dead when I finally took down the final arena fighter in my first attempt.

Winning the fight unlocks the Gladiator achievement, and everyone is resurrected at the end, so don't worry about using resurrection scrolls during the combat unless you need a full party to finish the battle.

Make sure to talk to Thora to complete the arena quest and get a piece of magic armor as a reward. After leaving the arena through the cellar door, the blacksmith Nebora -- found near the front of Fort Joy -- will also remove your collar after you win the arena.

This nifty bonus finally lets your main character access Source abilities and can also lead to an escape route if you talk to a Magister and have them throw you in the jail for breaking your collar.

 Choosing Your Reward

Did you manage to beat the Fort Joy Arena Of The One battle with any other tactics? Let us know your best strategy in the comments below!

If you're looking for more tips on this massive fantasy game, be sure to check out our full list of Divinity: Original Sin 2 guides to get the most out of your role-playing experience:

TCGs and CCGs -- Not Every Card Can be Good,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/b/a/d/bad-cards-banner-3fc66.png 3mypg/tcgs-and-ccgs-not-every-card-can-be-good Wed, 20 Sep 2017 16:57:02 -0400 Kengaskhan

Be it Magic: The Gathering, Hearthstone, or some other TCG or CCG, you'll find cards that are laughably unplayable. Some are so bad that they've become memes within their communities.

As a player, it can be frustrating when your booster pack's rare card finds a home not in one of your decks, but in that large box of unused cards sitting in your closet.

Or, maybe, you think you've found a card with a really cool, interesting effect -- a card you'd love to build a deck around -- only to notice that its mana cost is double what you think it should be.

Unfortunately, bad cards are a necessary evil for the TCG/CCG genre, and it all comes down to how complicated it can be to design and balance hundreds or even thousands of cards.

Why do Bad Cards Exist?

In Magic (or whatever TCG/CCG's) R&D's card-slinging utopia, bad cards wouldn't exist -- after all, what company wants their consumers to associate their product with a feeling of disappointment?

In the real world, things aren't quite as simple -- card design is a very complicated and nuanced process, and each individual card, no matter how plain or simple, must be carefully crafted to maintain competitive balance.

And therein lies the problem.

In a Youtube video, Hearthstone's creative director Ben Brode discusses some of those issues, focusing specifically on the the design choices they made with one of the most maligned cards in the game: Purify.

That video may not have answered all your questions, but when you look at a card and think, "What were they thinking when they designed this terrible?", there are three things you'll want to consider: human error, the fact that cards don't exist in a vacuum, and the diversity of play formats.

R&D is Only Human

If there's one lesson that Magic R&D has learned over the past two-and-a-half decades it's that they've made mistakes in the past and that they're going to make mistakes in the future.

The most notable of these mistakes typically results in an overtuned card, like Skullclamp or Siege Rhino, cards that wind up dominating their respective competitive scenes.

Other times, they'll design cards that they think will be powerful, but reality inevitably proves them wrong. One infamous case of this was the printing of Scornful Egotist, a card that costs eight times the mana you'd expect it would.

Here's a snippet of internal discussion R&D had regarding the card:

Theoretically, the card was intended to play nicely with cards that played off of expensive mana costs (Riddle of Lightning, for example), but in the end, all players saw in Scornful Egotist was an 8-mana 1/1 dork.

Cards Don't Exist in a Vacuum

Naturally, Magic R&D errs on the side of safety by intentionally undertuning cards that could potentially be problematic for the competitive scene, as the only way for them to deal with such cards after releasing them is to outright ban them.

You might be wondering how a card could get nerfed so hard during development that it goes from "potentially problematic for competitive play" to "you're reading an article to try to figure out why it's so bad," but don't worry, that's not actually where I'm going with this.

Card game designers put a lot of effort into maintaining the delicate balance of their competitive metagames, and while they may want certain strategies to be present, they may not want them to be prevalent.

Take Hedron Alignment, for example -- it's a fun win-condition that's strong enough that people have managed decent tournament results with Alignment decks. In a lot of ways, Hedron Alignment is a brewer's dream.

That being said, it's also a very gimmicky card, and as fun as it might be, it'd be pretty format-warping if such an unconventional deck made it Tier 1. What could R&D have done (or might have done) to stop that from happening?

Well, they could nerf the Hedron Alignment into oblivion, and it's possible they did reduce the card's power during development -- or, they could cut back on the cards that would support the Hedron Alignment deck.

It's conceivable for a card like Secret Salvage to have had its mana cost lowered to 4 without pushing the card into the realm of overpoweredness. However, a 4-mana Secret Salvage might have been enough to push those Alignment decks up to Tier 1.5.

That's not to say that Secret Salvage is a bad card, but it's very possible that there are other cards that aren't as strong as they could have been because of the presence of Hedron Alignment in Standard.

The Diversity of Formats

In MTG, there are two general format archetypes: constructed and limited. In constructed formats, players have all their cards in their collection at their disposal (as long as they're format legal) -- whereas in limited, players only have access to whatever random 45 or 90 cards they open from their booster packs.

As such, constructed and limited are vastly different, and R&D spends a lot of effort maintaining both, which means each new set introduces cards for two separate metagames.

While a constructed metagame only consists of the cream of the crop, a limited card pool forces players to consider a much broader spectrum of cards.

Shepherd of the Lost is an absolute limited all-star, yet it is equally unplayable in Standard, the lowest-powered of all the constructed formats -- there are simply far better options.

Now, imagine what a Draft filler card might look like to a constructed-only player.

You wouldn't even find a card this "bad" in one of WotC's preconstructed decks, and those are notoriously underpowered even for casual constructed play, yet Wetland Sambar has seen a good bit of use in Khans of Tarkir limited.

And that's not to mention the loads of unsanctioned formats the game has, like Commander, Cube, or Penny Dreadful, all with their own unique card pools.

"Bad" Cards are Necessary

The reality of the current state of TCG/CCG design is that there's no way to avoid "bad" cards when the designers have to juggle so many different cards for so many different formats and metagames.

It can be particularly tough on paper card games, like Magic, where R&D has no realistic way of nerfing cards after they've been printed, forcing them to be more conservative with the power level of their cards.

However, if you start opening up to other formats of play, you might find that a lot of "bad" cards do have a place in the game -- and that they may actually be quite playable in those formats.

Destiny 2: The FPS Too Complicated For Its Own Good,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/a/y/cayde-header-a6ddf.jpg bfezc/destiny-2-the-fps-too-complicated-for-its-own-good Wed, 20 Sep 2017 16:33:17 -0400 Kieran Desmond

Destiny 2 is a more simplified experience than its notoriously convoluted predecessor, but there are still some glaring issues with this new chapter that need to be ironed out.

After fully leveling two characters in Bungie’s latest offering, it’s clear to me that there are three main areas within Destiny 2 that could do with some polish -- the lore, the post-story grind, and the details on where specific pieces of gear can be found.

With all the resources Bungie has at its disposal, these issues can most certainly be addressed and improved for not only veteran Guardians like myself, but for newcomers as well. 

The Problem with Destiny’s Story

Something you don’t hear very often is that Destiny actually has a great story. But it’s true. The problem is that it has always been hidden away; in the original Destiny, the Grimoire cards carried the game's lore, whereas in Destiny 2, the lore is attached to gear and subclass descriptions. 

The Grimoire, which required you to log into the Bungie website to access, has now been removed from the site. Luckily for us, Destiny has a truly amazing fanbase, many of whom set up websites of their own which compile all of the lore (so far) into elegant and relevant categories. My favorite of these, and a great place to start for the lore-ignorant among us, is the Seraphim Archive, which sorts out all of Destiny's lore into a coherent and readable chronology.

However, Bungie can't seem to effectively parse out Destiny 2's story in an easily digestible fashion. BioWare faced a similar issue with the Mass Effect trilogy, but eventually implemented the Codex, which contained both written and voiced entries and was a delight to peruse. It's Bungie’s failure to implement a similar system that forces fans to consume the game’s story through secondary sources. Because of this, many Guardians will never experience the gripping tale of how Auruash became Oryx or how all the Fallen houses were once at peace with each other.

I've long thought that Bungie should take all of the great lore that they've painstakingly scribed and apply it to comic books, an animated series, or even a live-action film or miniseries. For the sake of reaching as many people as possible, please give us anything but a wall of text.

Wondering where this lovely lady got to in Destiny 2?
This Grimoire Entry from D1 gives us some indication.

How Do I Get Raid-Ready?

So you've beaten the story. Congratulations! The next thing on the menu is the Leviathan raid; but how do you get your Power Level high enough so that you won’t die from a Psion merely glancing in your general direction? Seriously, without looking it up, would you have known? I'm guessing not quite.

Power Level advancement is essentially locked behind Exotics, Clan XP rewards, and weekly Milestones that award Powerful Engrams. It’s never mentioned in-game that these are now your only avenues of going beyond the 265-275 soft Power Level cap. This can be a frustrating fact to learn after hours of needlessly farming faction tokens and legendary engrams that basically get you nowhere. Well, unless you're looking for a particular item, but more on that later.

On top of this, there’s the issue of mods. Every exotic drops with a +5 mod, meaning that every time you receive an exotic, it’s actually 5 levels lower than it says it is. Again, this is never clearly stated and has been a big source of confusion when it comes to maximizing your Power Level.

Let's look at this a little closer. Let’s say an Exotic drops at 290. Soon after, you receive a Powerful Engram that decrypts into a Legendary 289. “Damn!”, you might think, “If only it was a couple of levels higher. Oh well, I guess I’ll chuck it in the vault or dismantle it”.

Stop! Remember that the Exotic is 290 due its intrinsic +5 mod, meaning it’s actually only 285. If you infuse your new Legendary into the Exotic, it will go up to 289 and it will keep the mod, resulting in a 294 Exotic. Incremental level increases like this contribute to the steady crawl up to max Power Level, but the lack of clarity means more casual players will almost always lose out.

It’s also worth noting that Legendary gear has a chance to decrypt with a +5 mod already attached. The lesson here is always inspect your gear to check for mods. In the original Destiny, once you'd leveled up a piece of gear, it's border would change from white to yellow. A similar indication of whether or not gear has mods attached would be a welcome addition to Destiny 2.

Hey, This is Cool, But How Do I Get X?

Destiny 2's armor is a much more cosmetic feature this time around. There's less focus on armor-specific abilities (except for Exotics) and more focus on how badass your Titan looks as a neon-pink space knight. 

I'm still not sure how I feel about this change; I like having the choice of multiple, cool abilities on gear. I also like not being restricted to certain bits of gear because of said abilities. We're only three weeks in, so we'll see how that opinion shifts as the game comes into its own.

But as the header suggests, sometimes you'll have a piece of gear that you really like the look of, but are unsure where you got it or how to get the rest of the set. In order to figure out how to get what you're after without turning to Google, which Destiny seems to heavily rely on, you'll have to go around to each planet and social space's vendor to take a look at what their Legendary Engrams can decrypt into. Not only are many Guardians oblivious to this feature because of a lack of clear signposting, but it's also a huge pain in the ass.

Every vendor has an extra set of rewards that you can receive, titled "Additional Rewards". If you have no idea what I'm talking about, check out the bottom row of gear in the image below. Those bonus rewards are actually on a 5 minute rotation. So for example, if you're looking for the Errant Knight 1.0 Hunter armor set and all you need is the chest piece, if it's not listed in the additional rewards, just wait and it might be in the next rotation. This is another feature Bungie doesn't disclose and I only discovered myself by pure accident.

By the end of the game, there are at least 10 vendors spread across five different spaces, which can get confusing as to who will unlock what gear. It can also take up a bunch of your time going from planet to planet if you're trying to figure out which vendor has that sweet cape you're looking for. I feel that in the advanced universe of Destiny, there would be some kind of wireless-network-type technology, something that would allow the instant exchange of information across vast distances... the internet, they may call it.

Oh, and here's a crazy idea: let us Guardians see what each of the vendors has to offer from an interface in the cockpit of our ships. Such a feature would kill multiple dregs with one stone; it would add a feature to our ships, keeping them from being useless cosmetic items, as well as redefining why you'd ever choose to go to Orbit in Destiny 2, making it relevant again.


A key thing to keep in mind is that Destiny 2 is still in its infancy. Issues like the ones I've raised above are being echoed by the community, and Bungie does listen. But don't expect too much too soon. It's going to be a busy few months for Bungie, so I doubt we'll see the much-needed vendor gear compendium or any other huge changes for a good while yet -- if at all.

That's not to say they won't fix anything, however, and I'm sure Bungie has a long list based on what I've seen of the Destiny sub-Reddit. Much like D1, in a couple of years, we could be looking at a completely different beast with new features that will make us forget all about our month-one gripes. I can't wait until we can poke fun at vanilla Destiny 2 saying, "Hey, remember when we couldn't see which gear had mods equipped?!".

Let me know in the comments below if you agree with me, if you think I'm totally wrong, or if I missed something you think is too complicated in Destiny 2 -- I'd love to discuss it with you. And if you need help with some aspect of the gamecheck out some of our Destiny 2 Guides!

Sega Unveils Sonic Forces Digital Bonus Edition and Free DLC,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/d3897130f8b736c6a373b269353e6913.jpg p274a/sega-unveils-sonic-forces-digital-bonus-edition-and-free-dlc Wed, 20 Sep 2017 10:41:42 -0400 Joshua Broadwell

Sega is continuing its promotion of the upcoming Sonic Forces with some new announcements about the game and a new trailer as well (which you can view above).

The company revealed that all purchasers of Sonic Forces will receive the free day-one DLC "Episode Shadow", and PlayStation 4 and Xbox One owners can pre-purchase the Digital Bonus Edition of the game starting now to receive a few additional items.

"Episode Shadow" focuses on Shadow the Hedgehog's relationship to the enigma that is Infinite, and explores the fate of Team Dark as well. You will be able to play as Shadow in more than 10 modern Sonic-style stages, but you also get three Shadow-specific stages as well. Whether the hedgehog maintains G-rated language throughout, though, Sega didn’t say. 

Sega also revealed that the Digital Bonus Edition of Sonic Forces includes the previously announced Atlus add-ons -- featuring AiAi from Super Monkey Ball and Persona 5's Joker, among others. However, it also adds an extra Shadow skin for your character, special avatars, a couple of themes, and automatically includes the Episode Shadow DLC. As mentioned, this special set is only for PlayStation 4 and Xbox One players, with nothing mentioned as of yet about plans for a Nintendo Switch bonus edition.


Let us know in the comments if you are looking forward to playing as Shadow again or are planning on picking up the bonus edition!

Divinity Original Sin 2: The Burning Pigs Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-ea23c.jpg gyfpm/divinity-original-sin-2-the-burning-pigs-guide Wed, 20 Sep 2017 10:35:47 -0400 Sergey_3847

On your way through Fort Joy in Divinity: Original Sin 2 you will encounter a group of Burning Pigs that are a part of a quest with the same name. This is not a simple quest, so be prepared to go above and beyond in order to lift the curse that fell upon these poor creatures.

If you want to find the resolution to this mysterious curse and complete the Burning Pigs Quest, follow this Divinity Original Sin 2 guide for a step-by-step breakdown of what you need to do. 

How to Lift the Burning Pigs Curse in Divinity: Original Sin 2

Step 1: Speak to Scapor

You will first encounter the fiery hogs at coordinates x:446 z:176. You need to use the Bless sourcery on one of the pigs in order to awaken Scapor -- an undead servant of Braccus Rex.

If you don't have the Bless sourcery, you can get it in the Dark Cavern that is located at coordinates x:508 y:69. In order to use the sourcery you will need The Collar to be removed.

When you heal a piggy, Scapor will appear right in front of you and demand a fight, so either kill her or pursuade her. In any case, she will reveal to you that the pigs are cursed heretics of Braccus Rex.

In the same manner, Bless four more burning pigs that are hanging around.

Step 2: Speak to Feder

After Blessing the pigs, go to the Dragon's Beach. At coordinates x:579 z:179 find Feder -- a wizard who was once human, but was turned into a pig. Speak to her using the Pet Pal talent.

During the conversation, tell her to visit the Sanctuary of Amadia and pray to the goddess in order to lift the curse and return to her human form.

Step 3: Visit the Sanctuary of Amadia

Go to coordinates x:417 z:40, where Feder will be waiting for you with bad news -- the praying didn't help. Suggest that she enter the pond at the Shrine of Amadia.

Then, interact with the head of the goddess and speak to her. Continue the conversation until the blessed mist engulfs the pond. As a result, Feder will transform back into her human form.


That is it for the Burning Pigs quest, but there's much more to learn about the game with the help of the following Divinity: Original Sin 2 guides:

Divinity Original Sin 2: Fort Joy Escape and Collar Removal Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/o/v/cov1-8617d.jpg nx541/divinity-original-sin-2-fort-joy-escape-and-collar-removal-guide Tue, 19 Sep 2017 18:42:47 -0400 Ty Arthur

Originally the entire map of the Early Access build, now Fort Joy is just the opening segment of the massive Divinity: Original Sin 2 game world. While there's plenty to do there, some new players who didn't get in on the early version are having a hard time figuring out how to remove their source collars and escape.

All of the party's source collars will be removed at the Seekers camp after rescuing Gareth, but there is a way to get a collar removed earlier during the Fort Joy segment. For those struggling with completing the game's first act, below we cover several different options for leaving Fort Joy and some fun things to do along the way.

Divinity Original Sin 2 Fort Joy Escape Routes


On the far west beach after you reach the Fort Joy ghetto (north of the cookstation and the area where you meet the talking crab Septa the Insufferable) you can find a trio of dangerous crocodiles. One of them has a partially digested teleportation glove in his gullet.

If you talk to the human wizard named Gawin (to the right of the Divine statue and painting of Lucian) you can get a quest to pick up the glove, or you can just walk straight to the crocodiles and grab it yourself. Either way, you'll want the teleportation ability granted by this nifty piece of equipment.

 Crocodile location on the Fort Joy beach

The battle itself won't be too tough -- so long as you set the crocodiles on fire and avoid setting yourself on fire, since they use Fossil Strike and create oil areas all around your party. Whittling down their physical armour and using knockdown or blinding can also be helpful.

Now head over to the hidden alcove on the north-east side of the map (see the image below) and look for a spot where you can teleport down to a ledge near a tree stump. You can bring Gawin here as part of a quest for extra experience, but he's no help in escaping since he'll betray you and leave without actually teleporting your party anywhere.

From that lower ledge, teleport each party member across to the mossy area (don't forget the black cat if you are trying to get the cat familiar). This is technically the "easiest" way, but it's also pretty time-consuming since you have to wait for the teleportation cooldown for each party member.

Although you can't use the gloves to teleport yourself, you can remove the gloves and give them to someone across the chasm through the inventory screen, then have that person teleport your main character.

From there you are pretty wide open in your options. You can try to reach the drawbridge and lower it, escape through the boat by talking to the little boy, or head into the prison and escape through the sewer after an extremely difficult battle.

Alternatively, instead of teleporting across the chasm, you can chop down the tree stump and jump down it to access the cellar, which opens up the prison escape route.

 The teleport location

Trial By Combat

This one requires a lot of tactical knowledge and a good grasp of the battlefield mechanics in Divinity: Original Sin 2. You will also need a lockpick, so either grab one, buy one, or craft one before getting started.

If you talk to the blacksmith named Nebora near the start of the Fort Joy Ghetto, she will intimate that she can remove a source collar, but only for someone who has proved themselves.

Head further into the ghetto where the crime boss Griff is hanging out near his elf captive. Just nearby there's a hatch that leads down to an arena where fanatics battle to prove themselves. If you can beat the band of fanatics, Nebora will remove the main character's source collar.

The fight is incredibly difficult at the beginning, though, and it's a good bet a level 1 - 2 party is going to get wiped out. I recommend doing all the area quests first and buy as many new skill books and items as you can before heading into this fight. Make sure to also take advantage of the high ground offered by the scaffolding and pay attention to each enemy's resistances before setting down tiles of fire, poison, or electricity.

After the collar is removed, go bug a magister and point out you don't have a collar, which will send you to the prison. Now use your lockpick to escape and leave the Fort by any of the methods mentioned in the section above.

Kill 'Em All

If you're feeling particularly overpowered and homicidal, you can just kill all the magisters, force open the gates, and escape across the bridge on the other side. But I don't recommend taking this route until you've acquired a bunch of equipment and skill books and leveled up a few times.

Elf/Skeleton Quest

If you head into the cave near the back side of Fort Joy and talk to Saheila you will kick off The Imprisoned Elf quest line. If you free Amyro from Griff during this quest, he can show you the secret passage to the cellar.

Alternatively, if you talk to the skeleton in the cavern, he too can lead you to the cellar if you complete the Withermoore's Soul Jar quest line.

Bring along a lizard who can dig or grab a shovel before going here as you have to dig. From the cellar, go through the broken wall and use a lock pick. From there you'll have to fight your way out towards sewer entrance below or the topside to get to the boat.

More Options

With all the different quest lines and methods of approaching any given problem, it's likely there are even more escape routes.

In many cases no matter how you try to escape, you will end fighting through the prison. If you come across the magister Delorus, try to keep him alive so you can get a password that lets you bypass a battle onto the boat.

Have you found any other ways to remove the collar or escape Fort Joy? Let us know in the comments!

If you're looking for more tips on this huge fantasy game, be sure to check out our full list of Divinity: Original Sin 2 guides to get the most out of your roleplay:

Divinity Original Sin 2 Ultimate Build Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/2/0/1/20170914181809-4edf7.jpg 65gyo/divinity-original-sin-2-ultimate-build-guide Tue, 19 Sep 2017 16:54:03 -0400 Ty Arthur

The level of customization possible in Divinity: Original Sin 2 is staggering, whether you want to focus on a smooth-talking teleporter with a ton of skills, an undead soldier who knocks down all enemies, an archer who summons corpses, or nearly anything else you can imagine.

In this guide, we're going to go over four epic Original Sin 2 builds with vastly different focuses, from a stealth assassin to a masochistic necromancer who revels in taking damage. With any of these builds, you could either co-op or even potentially solo your way through the game. 

Rogue Assassin Build

With this build, you always want to be positioned behind an enemy for backstabbing and generally avoiding detection. On the attribute side, Finesse is probably a better idea than Strength. Don't discount Wits though, as you get a bonus to initiative and critical chance. For your ability points, you want to put your points into Scoundrel for the critical bonus, and of course Stealth for the sneaking. 

On the skills, Adrenaline is a must for getting enough action points to kill with a backstab in one turn. Throwing Knife and Backlash also lets you deal backstab damage, while Chloroform can knock out an enemy at the end of your turn without breaking stealth.

If you go for a secondary ability beyond Scoundrel, oddly enough Polymorphing can be helpful, since it lets you fly around and avoid terrain or remove all negative status effects quickly. The Polymorphing skill Chamelon Cloak gives you two turns of pure invisibility without breaking stealth. Warfare isn't nearly as useful as you'd think, since many of the associated attacks aren't helpful for backstabbing and Scoundrel already gives you a bonus to Finesse-based attacks.


So long as you pick skills that don't break stealth and you have a weapon that benefits from the high Finesse, you can essentially cheese your way through any combat by staying hidden and then quickly backstabbing or knocking an enemy unconscious before they react. Getting items early that provide teleportation abilities will be a must so you have maximum mobility.


You will generally have lower armour ratings, since you are focused on staying hidden, meaning that status effects will hit you more often. The game is also a good deal slower and more tense if you are always sneaking and having to pay attention to line-of-sight cones.

 Rogue Assassin Build

Solo Masochist Necromancer Build

Put either two points into the Necromancer skill, or one in Necromancer and one in Warfare for the bonus damage. When you level up, place your combat points into Retribution. For your weapon, you probably want a big two-handed weapon that does the most base damage possible with devastating criticals.

From the Necromancer side, you absolutely want the Bloodsucker ability, which lets you heal from the ever-present pools of blood on the ground. You may also want to invest in the Leech talent to automatically heal from blood sources if you aren't going the solo route. Mosquito Swarm is another one that both deals damage and heals. If you are mixing Necromancer and Warfare instead of straight necro, either Crippling Blow or Battle Stomp is the way to go.


Your idea here is to always be healing yourself while reflecting damage back to the enemy. Every point in Necromancer means you automatically heal damage when you deal it, and each point in Reflection increases the amount of damage you automatically deal back to anyone who hits you. In other words, just walking around getting damaged in combat lets you both kill and heal.


With the Necromancer skill, your vitality only heals when dealing damage directly to enemy vitality, so any enemy with high physical / magical armour will prevent you from healing. 

It also takes several levels for the bonuses from Necromancer and Retribution to actually hit useful levels (starting at a measly 10% and 5% with only one point each at first level). However, this can be overcome by taking the Lone Wolf talent instead of Leech.

With Lone Wolf, each skill point is effectively doubled, which halves the amount of time for those skills to reach useful levels. Despite the name, Lone Wolf actually lets you bring along one companion in addition to your main character while still retaining all the benefits of the talent.

 Necromancer Skills

Paladin Build

Your archetypal holy knight, this build revolves around battlefield control. You should be dealing out decent damage, knocking down opponents for control frequently, and then healing your party when necessary.

Hydrosophist and Warfare should be your ability picks, giving access to healing and armor boosting spells, in addition to the bonus to straight damage. For skills, your starting picks should be Restoration and Armour Of Frost (which removes negative status effects) -- and your Warfare pick should probably be Battle Stomp, since it gives battlefield control and doesn't affect allies like most area effect spells.

On the weapon front, either sword and shield combo or a two handed weapon focus compliment the build. 


The Paladin build is excellent for your main character because it overcomes a lot of the weaknesses of the five other origin companions. While you won't be flinging fireballs and creating poison clouds, you can gain easy battlefield control and ensure the rest of the party doesn't go down in flames. There are a lot of combos you can do with other party members as well by first creating wet conditions using your Hydrosophist abilities and then creating electrified areas.


Outside of combat the build isn't nearly as useful, since a simple bedroll you can grab directly at the beginning of game in the ship prevents the need for healing items outside of battle. You also won't be the stealthiest.

Building a Custom Paladin 

Elemental Mage / Summoner

Taking the Lizard class for this fire build is a decent idea, since you get the Dragon's Blaze bonus ability to breathe fire. However, you may want to go with Undead instead, since they heal damage from poison, and you will frequently be creating poison clouds.

Your attributes should be focused on Intelligence for bonus spell damage and Memory so you have a broad range of spells to use and are never in a situation with all your skills in cool down. For abilities, of course you want Pyrokinetic and Geomancer.

On the skills, Ignition is less useful than you'd think because it does damage around you, which can hit allies and of course set off oil puddles and end up hurting yourself or other friendlies. Fossil Strike pairs well with Searing Daggers to create a fiery battlefield -- and for maximum map controlling damage, don't forget Poison Dart creates a poison cloud.

For a twist, instead of Pyrokinetic, switch over to Summoning but keep Geomancer. Now pick Conjure Incarnate instead of Searing Daggers. If you summon your Incarnate in a poison cloud, he will deal tons of poison damage to your enemies for you, essentially acting as a bonus free companion.


AoE is the name of the game here, as you set large swathes of the battlefield on fire or fill it with poisonous vapors. Dual-wielding elemental wands is a great idea so you can deal bonus damage to fleeing enemies who are on fire or poisoned. Even when you aren't hitting, you will still be dealing damage due to everything being on fire.


It's incredibly easy to end up damaging your own team here with all the area fire and poison effects, and you don't have much of anything in the way of healing or physical armour.

 Undead Wizard

These are the four best Divinity: Original Sin 2 builds we've had the most luck with playing through the campaign and dominating in combat. What's your favorite build, and what combos would you recommend for getting through different acts of the game?

If you're looking for more tips on this huge fantasy game, be sure to checl out our full list of Divinity: Original Sin 2 guides to get the most out of your roleplay.

Monster Hunter: World Trailer Reveals Worldwide Release Date,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/1711c96328ac8f3c90e78c6be162f9a1.jpg 5z4zp/monster-hunter-world-trailer-reveals-worldwide-release-date Tue, 19 Sep 2017 16:30:03 -0400 Erroll Maas

At Sony's pre-Tokyo Game Show press conference, it was revealed that Monster Hunter: World -- the newest entry in Capcom's popular Monster Hunter franchise -- will be released worldwide for PlayStation 4 on January 26, 2018.

Those who pre-order the game will receive the Origin Set Armor and the Fair Wind Charm Talisman, and those who pre-order through the PlayStation store will receive a custom theme as an additional bonus. Additionally, the game will also have a Digital Deluxe Edition and a special Collector's Edition.

The $69.99 Digital Deluxe Edition will include: 

  • A digital copy of the game
  • A Samurai Set skin
  • Three gestures
  • Two sticker sets
  • An additional face paint and hair style option for the hunter
  • 14 weapon-themed PlayStation 4 exclusive PSN avatars

These bonuses will also be available for purchase for those fans who pre-ordered the game elsewhere on January 26.

The $149.99 Special Collector's Edition will include: 

  • A physical copy of the game
  • A voucher for the additional customizable options from the Digital Deluxe Edition 
  • A 32-page hardcover art book
  • A high-quality flagship monster statue
  • A digital soundtrack code

In Japan, there will also be a special Liolaeus (Rathalos) Edition PlayStation 4 Pro released on December 7 for 49,980 yen (about  $447 USD). This exclusive console will include:

  • One terabyte hard drive
  • Special DualShock 4 controller
  • Digital copy of Monster Hunter: World
  • Special PS4 theme
  • Two months of PlayStation Plus
  • Special collector's box

It is currently unknown if this special edition console will be released outside of Japan.

Monster Hunter: World will release worldwide for PlayStation 4 and Xbox One on January 26, 2018, with a PC release at a later date. The flagship monster (aka the monster featured on the cover of the game) will be the newly introduced Nergigante in Japan and the already well-known Rathalos in the West.

Square Enix Announces Left Alive at Tokyo Game Show,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinny/2c14df2531ec0ab739fdd47bc6276588.jpg x9rtg/square-enix-announces-left-alive-at-tokyo-game-show Tue, 19 Sep 2017 16:24:58 -0400 Erroll Maas

During Sony's pre-Tokyo Game Show press conference, Square Enix revealed that it will be releasing brand new game, titled Left Alive.

The company didn't reveal much about the game, but we do know that it's a survival shooter that features Shinji Hashimoto as a producer, Yoji Shinkawa as a character designer (known for his artwork from Metal Gear and Zone of the Enders), Takayuki Yanase (Mobile Suit Gundam 00, Xenoblade Chronicles X) as the mech designer, and Takayase Nabeshime (Armored Core) as the director. 

In the latest issue of Famitsu magazine, Square Enix revealed that the world of Left Alive is connected to the Front Mission video game series. The last Front Mission game that saw release was 2010's Front Mission Evolved for PC, PlayStation 3, and Xbox 360.

From all the information currently available, it can be determined that the game involves mechs of some sort. But fans are looking forward to more detailed info in the future.

Left Alive is slated for release on PlayStation 4 and PC sometime in 2018. 

SEGA Discusses the Future of Sonic Adventure 3,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/s/o/n/sonic-adventure-banner-b4195.jpg uaspy/sega-discusses-the-future-of-sonic-adventure-3 Tue, 19 Sep 2017 16:12:46 -0400 Greyson Ditzler (PurplePocketPirate)

The Sonic Adventure games were the first two fully 3D installments in the mainline Sonic the Hedgehog series. Many fans of the Sonic feel that the Adventure formula was one of the best (if not the best) style of gameplay that Sonic has had in all of his 3D outings -- often citing elements such as consistent controls and intriguing stories. While not a unanimous opinion, some people even consider Sonic Adventure 2 the peak of the Sonic series in 3D.

Many people have been hoping for a third installment in the Adventure style. But as time has gone on, more and more vastly different 3D Sonic games have been released -- and the possibility only seems less and less likely. Unfortunately for these fans, it seems as though a third Adventure title just officially became even less likely.

In a recent interview with Polygon, head of Sonic Team Takashi Iizuka stated: 

“I hear people saying that they want Adventure 3, but the path that we’re on and ... Adventure 3, what fans want that to be, might not be an advancement of the series... So I don’t want to do an Adventure 3 and step the franchise back just to give the fans what they want... From the developer standpoint, every Sonic game that we’re making is taking new steps and advances, furthering the game in a new direction, and that’s dictated where the Sonic series has been going...

If we can get the gameplay to evolve and get to a place where Adventure 3 makes sense, then you might see an Adventure 3 come out... But we don’t want to take the entire series back to where it was just make people happy. We want to advance the idea of what a Sonic game is.” 

There is still a chance for Sonic Adventure 3, but unless Iizuka and the rest of the team see it as an advancement or evolution for the franchise, they won't do it just because fans want it. This doesn't mean that there's no chance that it will ever happen, but at the very least it doesn't seem as though we'll be seeing Adventure 3 any time soon.

How do you feel about this statement from Sonic Team? Disappointed that Sonic Adventure 3 might never come to fruition? Let us know down in the comments!

LawBreakers: What Went Wrong?,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/w/e/b/website-preview-1200x630-ef7d3.jpg zz8at/lawbreakers-what-went-wrong Tue, 19 Sep 2017 13:56:53 -0400 Joshua Broadwell

LawBreakers is the offspring of Boss Key Productions and respected developer Cliff Bleszinski. It aims to be a return to classic skill-based arena shooters of old, with a few modern twists thrown in -- and anticipations were high for its success around launch time. But things haven't gone according to plan. Despite initially high player counts, the number of users playing the game has dropped off sharply, which can spell disaster for a game that requires an active user base to work properly.

Bleszinski blames his brash nature and lack of basic social skills for the game's decline -- but there's more than a hint of ego in that reasoning, since it relies on the assumption that anyone and everyone who could possibly want to play the game follows him closely and reacts to his behavior accordingly. The real situation regarding LawBreakers' decline is more complicated, and centers around both flaws in the game's design and problems with its community.

I've Grown Accustomed to Your Face

A cursory glance through the Steam reviews for LawBreakers suggests there really isn't anything wrong. The game received thousands of positive reviews and an overall positive recommendation on Steam. However, if you stop to look through the reviews, you'll notice a few things stand out.  There are far fewer negative reviews, but they are consistent in their complaints. Moreover, many of the positive reviews share the same opinions about the game's drawbacks.

Chief among them is the lack of variety. Boss Key Productions tried to navigate a fine balance between adhering to modern shooter standards by adding various characters to choose from and focusing primarily on skill. Yet the overall view -- even among media outlets -- is that the characters lack enough distinguishing features to make them worthwhile inclusions or to justify return play after a while. Even the different Law and Breaker forms of the same character are largely the same.

The game modes compound this situation. There are five, but only a few seem popular enough to warrant continued play. The problem with that, however, is that you cannot choose your mode when you log in to play; instead, you're automatically put in a random match queue for whatever comes up.

On the surface, that shouldn't be too much of a problem -- regardless of game mode, you still get to experience the gravity defying fun of a classic skill-based shooter. But that's the thing: a sizeable amount of what sets LawBreakers apart from its numerous competitors is the anti-gravity mechanic. Many maps don't utilize this feature, though. Or if they do, it remains limited in use.

According to players, this combination of circumstances has resulted in a fairly stale set of interconnected areas that feature the same combat with the same characters. Some loot containers and other collectibles pop up every now and again, but they contain hardly anything that might encourage a player to log more time with the game.

A good majority of these reviewers, even the positive ones, have logged only between approximately 10 and 30 hours with the game, with a few showing longer periods of time. This suggests that despite enjoying the game, most people truly aren't playing it all that often -- lending credence to the criticism regarding its staleness and lack of replay value.

Entry Barriers for New Players

There is another significant problem that's led to this game's decline, though: the player base. LawBreakers has a noticeable learning curve, but no tutorials. If you missed out on the beta version, it puts you at a definite disadvantage compared to other players. In an ideal world, everyone would understand this situation and be accommodating. Yet that's apparently not the case with the LawBreakers community.

In addition to feeling overwhelmed at the mechanics, newcomers have been repeatedly put off by harsh teammates and unwarranted criticism through a chat system that cannot be turned off. No one wants to be publicly humiliated, even at the best of times -- but expecting someone to pay $30 to be embarrassed in a game that's really supposed to be about fun…? That doesn't seem like a good plan. 

Expect to feel like this poor red fellow quite often.

Added to these difficulties is the unbalanced nature of the class system. The game relies on skill, and it doesn't hide any particular benefits behind its rather uninspiring microtransaction program. Yet a few classes, namely the Assassin and Wraith, possess skills with the anti-gravity mechanic that make countering them almost impossible -- especially if you're facing more than one of them. If you're a newcomer, then you're even more likely to just give up in frustration.

What happens when a player does give up, or "rage quits," makes for an even less enjoyable match. In many cases, the system throws a new player into a match that only has a few minutes or less remaining. Or if it doesn't, then the match becomes completely skewed as a result of uneven team numbers.

When you consider that the servers mostly support North American and European regions, causing rather long wait times for, say, Asian and Australian players, there is little incentive to endure those times simply to spend a couple of minutes getting flattened by veteran players. As the number of players dwindles, the wait times become longer, and the cycle continues.

Game Over?

Bleszinski has planned future content updates for LawBreakers and says he is genuinely going to try and keep the game alive. Whether these updates and his view of what needs fixing meet fan expectations is another matter, though. Without addressing the problems that really keep gamers from coming back for more, it may just be game over for Bleszinski's brainchild after all.

If you've played the game, let us know in the comments what keeps you queuing up or why you haven't come back for more!

Rocket League Guide: Accelerator Crate and Decryptor Keys,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/c/w/a/cwaqstg-402d4.jpg 54l81/rocket-league-guide-accelerator-crate-and-decryptor-keys Tue, 19 Sep 2017 13:20:40 -0400 Sergey_3847

The Autumn update for Rocket League will be released on September 28, and it's packed with tons of new content -- including a new battle-car, new maps, a battle arena, and something extra on top in the form of events.

This update will also be bringing new Accelerator crates that are stuffed with exotic items. These crates can only be opened with special Decryptor keys that you can acquire by completing certain in-game objectives. In this Rocket League guide, we'll go over how to get these Decryptors and what you'll be able to loot from the Accelerator crates that they open. 

How to Get Decryptors in Rocket League

Decryptors are a new type of key that can be used to unlock any type of crate in Rocket League. Unlike similar keys in past updates, these can be earned by taking part in the limited-time events that should drop some time after the patch goes online. That means there's no need to buy your keys anymore -- Decryptors are basically free keys if you just play the game.

Because this is the case, keep in mind that you will not be able to trade items from the crates unlocked with the help of Decryptors anymore, as that would contradict the goal of Rocket League's markets. Not only will the items be untradeable, but the keys themselves will be untradeable as well.

Still, it's a very good deal that will let you earn up to three free Decryptors at every event, which may unlock some cool new items from the Accelerator crates.

What's In the Accelerator Crates in Rocket League?

If you manage to get at least one Decryptor key during an online event, you will have the chance to unlock a brand new Accelerator crate. Doing so gives you a chance at obtaining one of the six new items, including a fantastic new battle-car.

Here's the complete list of items included in the Accelerator crate:

  • Pearlescent paint finish (Rare)
  • Hot Rocks trail (Very Rare)
  • Power-shot boost (Import)
  • Chrono wheels (Exotic)
  • Popcorn goal explosion (Black Market)
  • Jäger 619 RS (Battle-car)

The new battle-car is clearly inspired by Porsche models GT3 and GT4 -- a favorite of many racing fans that is hinted at in the car's official game slogan:

"Jäger 619 RS is a Battle-Car that draws inspiration from European racers and speedways."


That's all the info we've got on the Decryptors and Acelerator crates from the Autumn update! All that's left to do now is to prepare well for the next ranked season with the help of our other Rocket League guides here on GameSkinny:

7 Screenshots You Won't Believe Were Taken In-Game,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/1/5/0/1502290624-hellblade-screen-1f94a.jpg cj0tf/7-screenshots-you-wont-believe-were-taken-in-game Tue, 19 Sep 2017 12:48:25 -0400 Selandrile


Hellblade Senua's Sacrifice by Medium


If it weren't for the macabre subject matter, this could easily be passed off as a legitimate photograph. And it's just about par for the course when it comes to the graphical prowess of Hellblade: Senua's Sacrifice. 


The game was created using advanced motion-capture techniques, so there's an incredible amount of realism in its graphics -- from its perfectly rendered details to its uncanny facial expressions. 


The Ninja Theory team really outdid themselves here, especially when you experience this game on 4K systems. Though a bit morbid at times, Hellblade is so visually enrapturing that it's hard to look away. 






Image courtesy of Medium.




What are the most awe-inspiring screenshots that you've seen in a video game? Share them with us in the comments below!


Horizon Zero Dawn


Nothing evokes a sense of wonder and childlike captivation like a world inhabited by robotic creatures that roam gorgeous environments. In a carefully struck balance of primalism and futurism, some players might find that these landscapes have a hint of realism and familiarity to them. This is because Horizon Zero Dawn has striking geographic similarities to real-world Colorado and Utah. If not for the fantastical creatures roaming the world, it would be easy to believe that this was a real-life photo. 


And this certainly isn't the only one. Horizon Zero Dawn's stunning environments has encouraged players to create lots of beautiful screenshots in its Photo Mode.


Image courtesy of Reboot Reload.


Uncharted: The Lost Legacy


Behold the City of Belur, tucked away in a lush cavern with sunlight glimmering on its decorative spires, exuding an air of secrecy. This image is the epitome of Uncharted: The Lost Legacy -- it's so beautiful and mystifying that it was one of the main poster images for the game. 


Once again, you might think that this is promotional art. But you'd be mistaken. It's possible to take this exact screenshot yourself as one of the many photo-op collectibles found in the game. 


Image courtesy of PlayStation


Witcher 3


This breathtaking panorama is of Kaer Morhen from the Witcher 3 -- an unmistakable valley view with the school of the wolf nestled away in the mountainside.


Normally, you'd only see this kind of landscape in concept art or misleading promotional images. But that isn't the case here -- it's an in-game screenshot that was released as a tantalizing peek into the world of Witcher 3 before it launched back in 2015.


Image courtesy of DualShockers.


GTA V (GTA V Redux Mod)


Given its high level of realism and perfect composition, it would be easy to doubt that this snapshot is from a video game. But once again, thanks to a great modder, this GTA V screenshot is a true stunner. 


With the Redux modGTA gets a complete makeover. It's more than just a graphical overhaul -- it also includes several other features and adjustments to create an even more immersive experience. If you love GTA and want to see how beautiful the city streets can really be, pick up this mod and go take a few screenshots of your own. 


TES V: Skyrim (RealVision Mod)


Unless you are incredibly familiar with Skyrim mods and have put several hundred hours into the game, then you would probably not recognize the setting in this photo -- let alone believe that it was taken in a game that's from 2011. But thanks to the amazing modding community, Skyrim has been revitalized and nearly anything you can imagine can be added in to enhance your experience. 


The mod that made this photo possible is called RealVision, and it was created by Boris Vorontsov. Sitting among the top-rated mods on Skyrim Nexus, this graphical overhaul changes nearly everything about the game's visual settings to give it a more realistic aesthetic without sacrificing any of the fantasy appeal.


Final Fantasy XV


Morning sunlight filtering through these ancient ruins makes for a breathtaking view. At first glance, this image appears to belong to a historical documentary, but its' actually an in-game image from Final Fantasy XV. Even so, this is not something you normally catch a glimpse of without precision timing. In FFXV, there is a large world to explore and an astounding amount of gorgeous scenery -- all just waiting to be discovered.  


(Photo taken by me on PS4 Pro)


Most gamers will agree that some video games can be art. Sometimes, you'll come across a level, area, or landscape that makes you stop in your tracks to take it all in. And sometimes, you'll see a screenshot from a video game that is simply stunning -- visually impressive and graphically advanced, these rare images (and the games that spawned them) can truly be a sight to behold. 


Whether it's mods that improve the look of the game, or simply a well-crafted world that's been rendered in incredibly detail, sometimes games will simply leave you in awe with how beautiful they can be. From consoles to PC, there are a number of games out there that are the pinnacles of visual technology. And these 7 screenshots prove it -- you'll hardly be able to believe that they were taken in-game. 

The 15 Best Ixalan Cards for Sealed Format in MtG,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-6902c.jpg vbhr7/the-15-best-ixalan-cards-for-sealed-format-in-mtg Tue, 19 Sep 2017 11:18:25 -0400 Sergey_3847


Thundering Spineback


You don't want to draft more than one or two creatures that cost over five mana in your deck -- but if you have to, then consider Thundering Spineback. It's a dino lord that buffs the rest of your dinos, and even has the ability to spawn more dinos for another 6 mana.


Obviously, it's a late game threat that you won't have the chance to play too often. But when you have it on your field, it will give a significant boost to your other dino creatures with a great payoff.




Do you have any other suggestions for the best cards in this Sealed format? Be sure to leave your opinion in the comments below.


Snapping Sailback


This colorful dino is going to dominate Sealed and Draft, so prepare for some crazy interactions. First of all, it has Flash that lets you play it whenever you want, making it extremely difficult for your opponents to play around.


Secondly, every time it gets damaged, it gets a +1/+1 counter that will only make it bigger and bigger. So the only way to remove it from the game would be through a direct Destroy effect, such as Walk the Plank. But that just means that if there is no such removal, then the victory is yours!


Regisaur Alpha


For five mana you get two creatures, of which the 3/3 dino has Haste and Trample. Plus, all other dinos that you play while Regisaur stays on board also gain Haste. All this leads to one and only conclusion -- this is the best Rare card in the entire Ixalan set.


You won't get it too often in your Sealed pool. But when you do, you can be sure that you will win at least one match-up with it. The power level is just so high on this card that there is no doubt it will be this meta's Glorybringer.


Charging Monstrosaur


Monstrosaur should have been a Rare card with its Haste ability and 5 points of toughness. But sometimes WotC does things that break the common rules of engagement in Magic, and that is exactly why this game keeps staying exciting year after year.


Now imagine casting a Savage Stomp on it for one green mana and giving it additional +2/+2 -- that's when your opponent's head will start spinning in rage! This is a contender for the most aggressive card in Sealed, and every red deck should have this dino monster around for some sneaky damage. 


Tempest Caller


Clearly this card was made as a finisher of any match-up, when you can just put down all of opponent's minions and hit for that lethal damage. Players who play Sealed regularly know too well how often the board stalls for many turns, when both sides of the table are filled with creatures but none of them can attack.


Now this problem will be solved -- and hopefully this card will turn out to be as effective as it looks. The only thing that it's missing is the Flash keyword, then it would have been A+.


Ripjaw Raptor


Card draw is considered one of the most powerful abilities in any format you play, and usually it's also quite expensive. Here we have a card that can draw more cards whenever it receives damage, which means that it will draw you at least one additional card.


Taking into account its mana cost and stats, this turns Ripjaw Raptor into a premium Sealed card. Although it is a Rare card, if you do see it in your pool, just take it without too much consideration.


Ixalan’s Binding


This enchantment is an easy choice for your white control deck in Constructed -- and while in Limited you rarely see many copies of the same card, Ixalan’s Binding will work there just fine as a removal for four mana.


It's not as strong as Cast Out with its fancy Flash mechanic, but as a spell with a sorcery speed it will do the job. It also has more power to stay on board in Limited, since almost nobody ever drafts enchantment removals in this format that mostly relies on creature power. 


Imperial Aerosaur


If you keep thinking about constructing that white-red aggro deck, then consider Imperial Aerosaur as your next choice. It is another flying dino, just like Sky Terror, that buffs any one of your creatures on board and gives it flying.


This could potentially win you the game and push forward that much desired damage that otherwise wouldn't be possible without the flying ability. If you see Aerosaur in your Sealed pool, make sure to take it ASAP.


Shapers of Nature


Golden cards usually tend to be more powerful than their mono-color counterparts, and Shapers of Nature is the proof of that. This 3-mana Merfolk creature is the definition of a Limited bomb.


Apart from its very potent 3/3 body, it can consistently buff up itself or other creatures -- and if you need cards, it can draw them for you for another three mana. This is exactly the kind of deal you want to sign up for when constructing and playing a Sealed blue-green deck.


Savage Stomp


Cards like Cartouche of Strength and Ambuscade turned out to be some of the most powerful spells in the previous sets of the Amonkhet block. Those spells allowed players to buff their own creatures and fight opponent threats as a kind of removal effect.


Savage Stomp does the same, but costs much less if you cast it on a dino. Also, it can damage your own creature in the process and activate its Enrage mechanic (if it has one) for even more damage during the attack step.


Firecannon Blast


This Common sorcery is nowhere near as good as any other similar Constructed spell -- but taking into account that you can potentially deal 6 damage for three mana, this card is already an auto-include in any Limited deck.


Although Firecannon can't deal damage to players, it can easily kill any big dino that's protecting an opponent's side of the board. It does mean that you may need to sacrifice a creature of yours, but that's the kind of thing that you've got to do in order to stay alive and eventually win the game.


Walk the Plank


Removal spells are equally impactful in both Constructed and Limited formats. Cheap removal spells are especially valuable, as they can provide an advantage at the most desperate moments, and can overturn the whole situation of the match-up in your favor.


Walk the Plank is exactly the kind of card that can remove almost any creature (except Merfolk) for just two black mana. So unless your opponent drafts exclusively a Merfolk deck, which isn't something that would be possible to achieve in Limited anyway, then grab this spell and use it for the win.


Sky Terror


At first glance this is clearly a dragon creature, but after a closer inspection you will notice that it's actually a flying dino. Besides the low cost of only two mana and its Flying and Menace abilities, this card also activates all the dino synergies. A terror in the skies, indeed. 


With this card the white-red decks will feel really confident in Sealed, even against a bunch of more powerful non-flying creatures. Even if you get unlucky and draw it late in the game, the fact that it has Menace makes it really hard to block for both flyers and creatures with Reach.


Lightning Strike


Here is a reprint of an effective spell from the Theros block that can either kill a creature with 3 toughness, or finish off opponents that managed to protect themselves from dying with a wall of creatures.


In any case, if you're playing red in your deck, you wish you had a copy of this card in it, or even a few. This is a strictly better version of Open Fire from the previous Hour of Devastation set that is one mana more expensive, which will definitely result in a more aggressive meta this time.


Drover of the Mighty


The Druids are back, and they're bringing dinosaurs with them. This little creature becomes a real threat on board if you already control a dino -- and if you don't, then it gives you an extra point of mana, which is basically a win-win situation.


Even if you can't play a dino prior to Drover, you can play it on turn three and attack for three. This card will instantly make green color the one to look out for when constructing your Sealed deck.


"Pirates vs. Dinosaurs" is the theme of the newest Magic: The Gathering expansion, Ixalan. This is the first of the two sets in the Ixalan block, which includes 269 brand new cards. This will also be the final two-set block, and in the future all sets will be standalone.


Ixalan is also the first set to be presented in the next digital product from Wizards of the Coast -- MtG Arena. So it's a really special set for all involved, as it will launch the whole new era for Magic: The Gathering designers and fans alike.


The overall power level of Ixalan relies enitrely on giant Dinosaurs, but it looks like other types of creatures also have something to offer. So let's dive into this unusual blend of cards and figure out which of them will dominate the Sealed format in the coming months.


Ixalan will be released digitally on Spetember 23 and in print form on September 28.

Divinity Original Sin 2: Artefacts of the Tyrant Guide,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/u/n/t/untitled-769ea.jpg igh17/divinity-original-sin-2-artefacts-of-the-tyrant-guide Tue, 19 Sep 2017 10:08:32 -0400 Sergey_3847

There are many unique items in Divinity: Original Sin 2 that can be found through accomplishing special quests. These items will bestow upon you specific stat increases and buffs. And one of the most sought out items in the game is the armor set of Braccus Rex.

This set can be obtained by completing the Artefacts of the Tyrant quest that requires you gather all five missing pieces of the armor hidden in various places around the game. This Artefacts of the Tyrant guide will help you locate all of them without too much trouble.

How to Get the Armor Set of Braccus Rex in Divinity: Original Sin 2

Armor Piece 1: Tyrant's Stride

The first piece of the Braccus Rex set can be found in the Fort Joy prison. You will find the Ancient Passage at coordinates x:319 z:671, right where you complete the Withermoore's Soul Jar quest. Withermoore will reveal to you the exact location of the lever on the main floor of Fort Joy.

When you get inside the Ancient Passage, just follow the trail and turn left until you end up at the feet of the statue. You will need to have 15 Wits in order to interact with the statue -- or you cna use Peace of Mind to increase your Wits for three turns by four points.

As a result, the statue will drop the leggings of Braccus Rex, your first piece of armor in the Artefacts of the Tyrant quest line.

Armor Piece 2: Corrupted Tyrant's Helm

Go to the travel point in Hollowed Marshes (Ruined Castle), where you need to save Gareth from magisters (at coordinates x:467 z:229) during the Most Dangerous When Cornered quest.

Enter the Decrepit Ruins and fight Magister Sang. After that, look around for a lever that opens the way into the Armory of Braccus Rex. There is a curse on the lever that can be lifted using the Bless skill.

Inside the Armory, you will see the Shrine of Braccus Rex. Use your character that has a Source point in order to interact with the Shrine. If you do so, the Shrine will drop the Corrupted Tyrant's Helm.

Armor Piece 3: The Hands of the Tyrant

THe next piece of the armor set isn't too far away from the previous piece. Travel to Hollowed Marshes (Dragon's Beach). Enter the Braccus Rex's Tower and proceed to Braccus Rex's Tomb. You can easily find the location of the Tomb by following these coordinates x:589 y:678.

There are two coffins inside the Tomb, one of which is trapped, so you will need to have at least 18 Strength to be able to lift it. And make sure to use a trap disarm kit to remove the poison trap. Inside the coffin, you will find the gloves of Braccus Rex.

Armor Piece 4: Heart of the Tyrant

Outside of Braccus Rex's Tower at coordinates x:508 y:69, you will find a shipwreck and an entrance into the Dark Cavern. This is where you can finish the Vault of Braccus Rex quest and get your second to last piece of the Braccus Rex armor set.

Go all the way through the Cavern to coordinates x:703 y:502 and you will end up at the treasure room, where you can pick up the chest armor of Braccus Rex -- as well as many other cool items (which I'll leave as a surprise).

Armor Piece 5: Tracks of the Tyrant

On the north outside Fort Joy, there is an abandoned tower at coordinates x:426 y:299. The tower is engulfed in electrified steam and the only way to get inside the tower is to use Teleportation.

Loot everything inside the tower, and among all the items you will find the boots of Braccus Rex, which are the final piece required for a complete Braccus Rex armor set and an end to the Artefacts of the Tyrant quest line. 


That is it for the Artefacts of the Tyrant quest, but if you're looking for more Divinity: Original Sin 2 guides at GameSkinny, then make sure to check them out below:

Yes, There's A Black Desert Online NSFW Nude Mod -- Here's How to Install It!,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/b/d/o/bdo-header-773c4.png hmohb/yes-theres-a-black-desert-online-nsfw-nude-mod-heres-how-to-install-it Tue, 19 Sep 2017 09:30:59 -0400 Kengaskhan

Black Desert Online, the MMO developed by Pearl Abysshas a decent selection of fashionable outfits for all of its classes, ranging from practical and functional to gaudy and risque. But if you're looking for something even less modest than what the game has to offer, well, there's a mod for that.

An NSFW nude mod for BDO was released a few months after the MMORPG hit the Western market, making it now over a year old. However, it's received constant updates ever since, making it one of the most developed and requested mods for Black Desert Online.

What is The Resorepless NSFW Nude Mod for BDO?

As you might guess, the mod lets you strip your characters -- both male and female -- so that they're naked while you play through the game. But that's not all the mod does. The Resorepless mod features a whole suite of additional options, affording players a great deal of control over how they customize their characters' assets.

It's also worth noting that the mod has a few SFW aesthetic tweaks that some players might be looking for, like hiding certain sheathed weapons or removing specific parts of character armor, among other things.

And while there's also a risk that comes with using game modifications in a multiplayer environment, the nude mod is just a client-side appearance changer, making it pretty innocuous as far as multiplayer mods go.

How to Install the Resorepless Mod in BDO

Below you'll find the steps to downloading the NSFW Nude mod for Black Desert Online. 

  1. Register for an account at, the mod's host website.
  2. Download the Resorepless mod here.
  3. Extract the file contents to BDO's Paz folder. If you're a Steam user, you'll find the folder by going to "\Steam\steamapps\common\Black Desert Online\Paz". Otherwise, the file will most likely be located in "\Program Files (x86)\Black Desert Online\Paz".
  4. Run resorepless.exe

If you have any issues with the mod, refer to this thread for troubleshooting. Also, be aware that you will need to uninstall and reinstall the mod each time there is an update to Black Desert Online

Make sure you close your launcher immediately after any update and uninstall the mod by restoring the backup in your uninstall options within the mod tool. If you don't do this, you will get a "Corrupted Files" error, damaging your files. 


One of Black Desert Online's greatest strengths is how great it looks, and that includes its character and outfit models. But if you've been looking for a way to spice things up further, the Resorepless nude mod does just that!

Be sure to check out our other Black Desert Online guides! Here are a just a few to get you started: 

Divinity Original Sin 2 Guide: Black Cat Secrets Revealed,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/d/o/s/dos2-82de0.jpg mhuuq/divinity-original-sin-2-guide-black-cat-secrets-revealed Tue, 19 Sep 2017 09:00:09 -0400 Ty Arthur

Much like its lauded predecessor, Divinity: Original Sin 2 features a stunning number of character options and a dizzying array of side quests that can be missed if you don't have a party member with the appropriate skills, talents, or dialog tags.

Near the beginning of the game, after washing up on the shores of Fort Joy, your collared sourcerer will end up with a persistent feline fan who just doesn't seem to ever go away.

More than just an unwanted pet, there are some game-changing secrets to be found from this whiskered pet pal if you take the time to look!

Divinity Original Sin 2 Black Cat

Talking To Animals

When creating your character, make sure to head over to the Talents tab and deselect whatever your current character build has chosen, then pick the Pet Pal talent.

Talking to animals is pretty neat, adding in quite a few interesting (or hilarious) conversations thoughout the game. But this talent is also required to really get the most out of your black cat companion.

 Taking the Pet Pal talent

You can technically still talk to the cat later on in Fort Joy if you belatedly pick the talent after leveling a few times, but I don't recommend taking that route because the cat can actually die while you are completing Fort Joy quests. You don't have to take the talent, however, if you bring Ifan as one of your companions, as he has the talent immediately at Level 1.

Finding the Black Cat Near Fort Joy

So where's the kitty located now that you've got the power to talk to him? Just walk down the beach toward the Fort Joy ghetto. Shortly after grabbing the Red Prince, you'll come across an area with a large rock outcropping and the cat will immediately approach you on his own. You don't have to do anything -- he just follows you wherever you walk.

 Meeting the cat for the first time

Protecting The Cat

While the cat can't be targeted by enemies in combat at this point in the game, there are places where simply walking by triggers a death sequence. Specifically, the guards by the prison at the east side of the fort will shoot an arrow at the poor little kitty and immediately kill him!

That cuts off all the cat options from that point forward, and resurrection scrolls won't do anything to bring him back. Other guards at the front of the fort (who are superstitious of black cats) will also fire at him, so keep your distance!

Be careful if you are frequently using sneak in Fort Joy as well. From time to time, when you break the party chain sequence to sneak, the cat won't follow you through doorways.

If you keep losing him or getting him killed, you can sort of cheat by going into an area like the cave and blocking the cat's path with objects. He'll stay there until you complete this segment of the game, then you can come back and get him later.

Cat Familiar in Divinity: Original Sin 2

After escaping Fort Joy, the cat will join your party as a full companion who doesn't take up a slot (meaning you can have the cat even if you already have a full party of 4), although from that point forward, the cat can be targeted and killed normally in a fight like anyone else.

As soon as you leave the fort, the cat immediately becomes the familiar either for the Red Prince (if he's in your party) or for your main character if the Prince has been left behind. That character will also get the Summon Familiar spell so you can re-summon the cat as needed. 

Why does this matter at all? Because you get the Feline Leap and Swap Places abilities, which means you can switch places with the cat during combat, effectively letting you teleport all around the battlefield. It's an advantage that can't really be overstated in a game so focused on battlefield control.

This isn't just useful in combat though, as you can essentially use the cat as a free teleportation device to reach places you couldn't normally access.

 Summoning the cat familiar

And that's all you need to know about the cat familiar in Divinity: Original Sin 2. Have you managed to get your own cat familiar yet, and have you found any other uses for the adorable little black kitty? Let us know in the comments!

If you need help finding more of the many secrets in this sprawling fantasy RPG, be sure to check out our other Divinity: Original Sin 2 guides:

The Ultimate Ranger Build for Path of Exile 3.0,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/r/i/print-class-rnger-f3325.jpg u9ngx/the-ultimate-ranger-build-for-path-of-exile-30 Tue, 19 Sep 2017 08:50:41 -0400 Skrain

Recently, many Path of Exile players, new and old alike, have been showing a growing interest in the Ranger class. This may be generated from the recent addition of the fifth new act. But it may also be because the Ranger has always been one of the most popular characters in Path of Exile. 

Either way, it's safe to assume with the influx of new players, she would still be the first choice for many in their first foray into the game. Building a ranger can be a little daunting, however, and I believe that with a little guidance, you can jury rig a build that works for you.

Readying Your Ranger Build in PoE's Early Game 

Breakfast is the most important meal of the day. It sets the stage for everything to come -- and Path of Exile's early game is breakfast. Deciding what playstyle you are going to adopt needs to be finalized fairly early in Path of Exile. You could always spend passive refund points to re-distribute your skills, but it's recommended that you save these for the late game, where you can fine tweak things you didn't have the luxury of doing earlier.

Before you get to the finale, though, you have to start somewhere. The end game in PoE is an elegant creature, with a difficulty that dictates that not all builds are equal -- or even viable. But before you can reach this exciting point in your journey, you have to know and understand the best cornerstones on which to build.

From top left to right in typical reading fashion you'll find the nodes for: Ballistic Mastery, Aspect of the Eagle, Primal Spirit, and Heart of Oak. These passive skills are the four cornerstones of your early game Ranger build. Granted, it would be more point-efficient to grab Ballistic Mastery from the northern nodes, rather than the way I approached it.

Once you get into the more experienced end game, you may eventually want to refund some, or even all, of these skills and move toward something more viable. However, during the first three or four acts of the game, these skills allow you to hold your own, and begin to formulate a plan as to where you want to take your character later on.

Ballistic Mastery and Aspect of the Eagle allow you to start dealing damage right away, and with Virtue gems such as Shrapnel Shot and Rain of Arrows, you'll be clearing low-level mobs easily. Primal Spirit and Heart of Oak work toward giving you some sustainability because after all, the Ranger isn't robust or naturally gifted with large mana reserves. 

On top of that, the next four skills you will want to work toward lie northeast of Aspect of the Eagle. These skills are Aspect of the Lynx, Survivalist, Acrobatics, and Phase Acrobatics. 

While Aspect of the Lynx grants you a little extra damage, crit chance, and some base stat boosts, the rest of these skills are entirely designed to keep you alive.

Increasing your evasion to prevent damage is one of the tried and true methods of PoE's meta. In fact, Acrobatics and Phase Acrobatics are considered quite viable for the end game, and you most likely won't need to refund the points you spent when you get there. Unfortunately, its very difficult to get a working Ranger build that doesn't rely on RNG for dealing with enemy attacks: it's Dodge or nothing. So working on increasing your chance to stay alive is well worth it.

After these segments, you're generally able to go toward whatever style of play you want.

Path of Exile's Mid-End Game

Entering the mid game becomes a little daunting as you begin to stray further from your starting zone. Personally, it leaves me with a feeling of "Maybe I've strayed too far", but in PoE, it's not a bad thing to branch out from your center. In fact, it's almost necessary. 

From this point, however, what you decide to pick skills-wise depends on what you're going for. Since I typically enjoy a traditional ranged build with bows, that is the path I'll give some examples of. 

Herbalism may not seem like the most important trait up there, but I'd argue that for a Ranger, it is one of the most pivotal skills to get. Flasks are going to be your best friend come end game, and any bonuses to flask effectiveness are always useful. Piercing Shots are useful for dealing with large crowds of enemies -- or bosses that summon minions.  

King of the Hill, Depth Perception, and Heartseeker will all increase your chance to deal critical strikes. It will all be worth it when you see your foes get slaughtered in single hits. After all, the ranger is a kill first or be killed kind of character.

Moving on, Iron Grip is an excellent skill for archers focusing on physical damage -- especially if you have the Strength to make the bonus damage worth while. And while it's not usually what I go for in a Ranger, there are plenty of other builds that do utilize this skill quite well. 

Point Blank is perhaps one of the few core end game skills for any bow Ranger; it's increased damage when closer to targets is almost always useful. Very rarely will you kill everyone in a large group of mobs before they swarm you, so you don't tend to put yourself in any more danger to get your points worth out of it. 

Path of Exile's End Game

Once you've reached the end game, it becomes less about what skills you're not putting your final points into and more about your skill gems and equipment. This is exactly why building intelligently -- and making sure your skills exist cooperatively with each other -- is so important. 

Now is also the time where you may want to begin spending your refund points, which can be gained either through side quests or through Orbs of Regret. It can be expensive, but if you can afford this luxury, a few extra points in more precise areas can go a long way.

Virtue Gems in PoE

While Virtue Gems are not the focus of this guide, I can briefly go over what gems will be the most useful to you as you advance through the game and build your Ranger.

  • Shrapnel Shot -- One of the most useful early game Gems.
  • Rain of Arrows -- Excellent Gem for crowd control and hitting above cliffs
  • Puncture -- Excellent high-damage Gem that deals bleeding
  • Kinetic Blast -- One of the best ranged Gems in the game; causes small explosions near a target.
Taking Your Ranger Into Battle

While the possibilities are seemingly endless, I suggest that everyone try a Ranger build that they enjoy. Even if it doesn't quite fit the meta, I believe most people will have a considerable amount of fun learning on their own. Viability shouldn't get in the way of enjoying yourself in a video game, neither should you be forced to play a certain way. So, find out what works for you Exile, and then work on improving it to the best of your abilities. 

Be sure to check out our other Path of Exile guides! Here are just a few to get your started: 

Dishonored: Death Of The Outsider Mission 3 Bank Heist Walkthrough,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/r/e/premiere-437e6.jpg jkxxd/dishonored-death-of-the-outsider-mission-3-bank-heist-walkthrough Mon, 18 Sep 2017 17:24:53 -0400 Ty Arthur

It's Oceans 11 in a magical steampunk world as the third mission of Dishonored: Death Of The Outsider tasks you with robbing a bank to find a sword capable of killing that one particular god-like being.

Obviously, there are multiple routes to tackle each mission, whether you want to cause chaos and kill everyone or be the stealthy whisper on the wind who is never seen. Below, we cover one straightforward stealth route to reach the end of the bank job and get to the fourth mission.

Along the way, you can pick up the Twin Bladed Knife, Obsessive Safe Cracker, Big Time Player, The Perfect Crime, and Party Crasher achievements/trophies.

Let's sneak in and get to work. 

 Planning the bank heist route

Death Of The Outsider Mission 3 Guide

This level immediately starts off in hostile territory, so either get ready for maximum chaos, killing anyone you come across, or Displace your way to the awning near the people standing in the street so you can move across the area without being seen.

From the awnings, you can move to the rooftops, using the metal poles as mid-way points to reach any given building or open window. Travel across the ledges and lamps to the second story of the building where Teresia Ciengeugos is standing (it's next to the building with the big whale painted on the side). Teresia will tell you about the auction, which is helpful for using stealth to get into the bank.

 Learning about the auction

Winning The Auction

Across the way from Teresia's apartment, you can find the auction, but they won't let you in with how you are currently dressed. Knock out one of the rich guests milling around the area (there's one next to a large stone object covered in cloth that is out of sight) to get inside.

Use your Semblance power to steal his face and quickly head into the auction so you don't run out of mana before the bidding ends. If you have 400 coins on hand, then sit in a chair to win the auction and unlock the Big Time Player achievement/trophy.

If you take the time to win the auction, you get the poppy tincture, which can be used to knock out all the employees in the bank by pouring it down the ventilation system from the roof. If you are trying not to ever be seen, make sure to hide the guest's unconscious body somewhere (like up on a roof or awning) as you leave the auction area.

 Using Semblance on an auction guest

Breaking Into The Bank

At this point, there are three different ways to get into the bank -- the rooftop, the sewers, or the trash disposal. We're going to go the rooftop route for maximum achievements/trophies, so first, grab the access wrench in the back alley by the bank (where a big burly guy is painting the wall).

Now head over toward the front of the bank and use the wrench and a full canister of whale oil to rise up to the roof on the painter's lift. 

Displace across to the roof of the bank, sneak past the guards, and use the poppy tincture in the air duct. This makes the bank heist much simpler because only the clockwork soldiers will still be patrolling and everyone else in the building will be asleep.

The door that leads into the bank is right next to the air duct, so head inside and then down the stairs to enter the bank and start looking for the vault.

 The painter's lift

Robbing The Vault

From here, how you go about robbing the vault is up to you, deciding on stealth or frenzied combat. Just follow the map markers and it's not too tough.

The area is quite large, and there are a ton of notes and items to pick up along the way if you take the time to explore, which will be a lot easier if you knocked everyone out with the tincture. There is also a series of three difficult achievements to get here along the way of opening the vault.

If you go to the third-floor elevator and Displace yourself up the shaft to a new area, you can sneak past an Arc Pylon to find a lever in a drawer. Use the lever to remove the breaks on the main vault, sending it through the floor below to unlock the Party Crasher achievement/trophy. Note that you can do this and still earn the Perfect Crime achievement/trophy below.

Before actually opening the main safe inside the vault to get your new sword, there are five other safes on the left and right that can be opened. The combinations are 011, 235, 813, 455, and 891. Unlocking all five before grabbing the new weapon capable of killing the Outsider unlocks the Obsessive Safe Cracker achievement/trophy.

Finally, you can get an achievement/trophy for perfectly using stealth without turning anything off or harming anyone inside the bank (including the clockworks). If you empty the vault without tampering with any security systems while leaving everyone in the bank asleep and unharmed, you unlock the Perfect Crime achievement/trophy, which is quite difficult to do. For a full rundown on the best way to get the achievement and unlock the vault, check out our complete achievements guide here.

After grabbing the sword out of the primary safe, the level ends and you unlock the Twin Bladed Knife achievement/trophy.

 Opening the vault after crashing it through the floor

There you have it -- the twin bladed knife is now yours and you can move forward with your quest to kill the Outsider! Did you find any other fun ways to complete the mission we didn't cover here?

Be sure to share your method in the comments, and then check out our other Dishonored Death Of The Outsider guides to complete the rest of the game!