Tips Category RSS Feed | Tips RSS Feed on en Launch Media Network Devil May Cry 5 Pre-Order and Edition Guide Thu, 17 Jan 2019 22:43:56 -0500 GS_Staff

The release of Devil May Cry 5 may be a little more than a month away, but it's never too early to pre-order and secure your day-one copy. Like many games, Devil May Cry 5 is available in several editions, and pre-order bonuses are available.

The following guide contains information about these pre-order bonuses as well as the extra content available in each edition. There are also store links provided for each edition, broken up by platform, to help you easily get from A to B. 

And for those unsure about picking up the latest installment in the franchise, Capcom has confirmed that a new demo will release on February 7 for PS4 and Xbox One.  

Devil May Cry 5 Pre-Order Bonuses

As expected, each retailer and storefront taking DMC 5 pre-orders has its own pre-purchase bonuses. The list below breaks down what early-bird extras you can expect from each of them. 

  • All editions: No bonuses.
Best Buy
  • All editions: Five alternate in-game costumes.
  • Standard Edition: Five alternate in-game costumes.
  • Deluxe Edition: Five alternate in-game costumes, 100,000 red orbs.
Microsoft Store
  • All editions: Five alternate in-game costumes, Buster Arm early access.
  •  All editions: No bonuses.
PlayStation Store
  • Standard Edition: Devil May Cry 5 theme, five alternate in-game costumes.
  • Deluxe Edition: Devil May Cry 5 theme, five alternate in-game costumes, and 100,000 red orbs.

Devil May Cry 5 Editions

There are three versions of Devil May Cry 5 available: a Standard Edition, a Deluxe Edition, and a Collector's Edition.

The Standard and Deluxe Editions are available on PlayStation 4, Xbox One, and PC, while the Collector's Edition is only available on PlayStation 4 and Xbox One.  

Standard Edition

The Standard Edition of Devil May Cry 5 retails for $59.99 and can be purchased both physically and digitally. The Standard Edition comes with the game, and that's it. There is no additional content with this edition. 

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Deluxe Edition

Devil May Cry 5's Deluxe Edition comes with the base game and a handful of extra goodies. This edition retails for $69.99 and comes with:

  • Four alternate weapons for Nero (Mega Buster, Pasta Breaker, Sweet Surrender, Gerbera GP-01)
  • Variant weapon for Dante (Cavalier R)
  • Alternate style rank announcers
  • Alternate title screen announcers
  • Behind-the-scenes pre-viz live-action cutscenes
  • DMC1 Battle Track trio 
  • DMC2 Battle Track trio 
  • DMC3 Battle Track trio 
  • DMC4 Battle Track trio 
  • Variant packaging (physical only)

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Collector's Edition

While not as expensive as some other collector's editions, DMC5's Collector's Edition retails for $150 on both the PS4 and Xbox One. It is not available for PC.

This edition comes with the base game, all of the bonuses found in the Deluxe Edition, and the following items: 

  • Replica motorhome model
  • Art book and notes from Nico's workbench
  • Premium pin and bumper sticker
  • 11in. x 17in. exclusive cloth print

Buy this edition from the retailers and storefronts below: 

PlayStation 4
Xbox One


Set two years after the events in Devil May Cry 2, DMC 5 has three playable characters: Dante, Nero, and V. The game runs on the RE Engine and is directed by Hideaki Itsuno, who confirmed that it will "take approximately 15 hours" to complete for the average player. 

Devil May Cry 5 will release March 8 on the PlayStation 4, Xbox One, and PC. 

Breach Beginner's Guide: Everything You Need to Know Wed, 16 Jan 2019 13:20:40 -0500 Synzer

Breach is a unique blend of action RPG and other genres. There are many classes to choose from, multiple customization options, fast gameplay, and you can even play as the bad guy and try to stop the heroes from succeeding.

It is difficult trying to explain this game overall, so I'm going to break everything down into separate parts for everyone to get a clear idea of Breach. I'll also go over everything you need to know to be prepared for the Early Access launch of the game.

What is Breach?

Breach game logo

Breach is a game that has four heroes fight through a dungeon until they reach a boss they must defeat. The dungeon is setup into different rooms, and the heroes must complete an objective in each one.

The twist is that there is an enemy called a Veil Demon that tries to stop the heroes from completing each objective.

Hero Gameplay

As a hero, you will get session experience for working towards, and completing, objectives. When you get enough session experience you will session level up. This is a level that applies to your entire team, but it only applies to the current session or match.

When you session level up, you will get to choose between three talents. These talents can do a variety of things, such as give you an extra potion or change the effect of an ability. 

Veil Demon Gameplay

The Veil Demon has multiple tactics it can use to try to stop the heroes. It can set up traps to slow or stun as well as place objects to constantly damage or CC the heroes.

One unique ability the Veil Demon has in its arsenal is being able to directly possess any of the NPCs that attack the heroes. They can also summon elite monsters to fight the heroes, which can also be possessed.

As a Veil Demon, you get session experience by downing heroes, getting the objective timer to tick down, and stopping the heroes from completing objectives.

Game Modes

There are currently four game modes in Breach.

  • Solo/Play Against A.I. Bots - This allows you to either play as a Veil Demon against bot heroes or as a hero, on a team of bots, against a bot Veil Demon.
  • Co-Op - This allows you to play with other player-controlled heroes against an A.I. Veil Demon.
  • Versus - This allows you to play as a Veil Demon against a full team of players or play a hero against a player-controlled Veil Demon.
  • Custom - This allows you play with any combination of players as heroes and Veil Demons. You can only do this if you are in a party.
Battle Roles

Every class, including the Veil Demon classes, has a role assigned to them. These roles give you a rough idea of how each class should be played and the types of abilities they have.

They are not a 100% guide to how the class should be played, so keep that in mind. 

Breach classes

  • Assassin - This is the traditional damage dealer or DPS role. Their job is to deal as much damage as possible.

  • Support - This role is to heal, buff, or otherwise provide some sort of support to the team.
    • This does not mean that every support is a healer. Some might be able to increase stats, shield allies, or cripple the enemy with debuffs, among other things.
  • Warrior - This is similar to tanks in other games, but they don't all act like traditional tanks. Their main job is to soak up as much damage as they can.
    • The Bloodstalker class, for example, does not have any abilities to protect allies or get the attention of enemies. Instead, they can curse the target to leech health from them when they attack.
  • Specialist - This role does not fit a particular category. Specialists usually have unique mechanics or abilities you don't see anywhere else.
    • The Necromancer class, for example, can summon undead minions and send out exploding minions.
Schools of Magic and Classes

Breach currently has six schools of magic for heroes, and Veil Demons all share the same school. Each hero class belongs to a school, and you can also share abilities between classes that belong to the same school. More on that in the appropriate section.

Below is a list of each school of magic with details on the classes that belong to them.

Arcane - Staff Weapon
  • Arcane Mender (Support) - The traditional healer class.
  • Chronomancer (Specialist) - Manipulates time to slow down enemies and speed up allies.
  • Elementalist (Support) - Uses different elemental attacks, shields, and heals allies.
Battle - Great Sword Weapon
  • Auros Gladiator (Assassin) - A damage dealer that uses air attacks that get a bonus when the enemy is also in the air.
  • Mana Warrior (Warrior) - Can taunt enemies into attacking them and damage enemies to gain a personal shield.
  • Vanguard (Support) - Can guard allies to reduce the damage they take and can make themselves immune to damage for a very short time.
    • Personally, I think this class should be classified as a Warrior.
Dark - Scythe Weapon
  • Lich (Assassin) - DPS that can charge up a powerful teleportation attack and put down a phylactery to become immune to damage.
  • Necromancer (Specialist) - Can summon and command undead minions to attack enemies or explode to heal the Necromancer.
  • Reaper (Warrior) - Can apply Sow to the enemy to make them deal less damage then Reap them to deal damage and heal themselves.
Hedge - Shotgun Weapon
  • Demon Hunter (Assassin) - DPS that excels at marking and trapping targets.
  • Exorcist (Specialist) - Can expel targets that are possessed by the Veil Demon.
  • Occultist (Support) - Uses fire and tar to damage enemies, reflects projectiles with a personal ward, and heals allies.
Shadow - Dual Swords Weapons
  • Bloodstalker (Warrior) - A leech tank that can apply Bleed to targets and curse them to cause all of the Bloodstalker's attacks to heal themselves.
  • Nighthawk (Assassin) - An aerial DPS similar to the Auros Gladiator that gets bonuses from attacking enemies in the air.
  • Shadowblade (Assassin) - Traditional rogue/ninja character that can use stealth and assassination attacks to deal big burst damage.
Tech - Dual Pistols Weapons
  • Engineer (Specialist) - Attacks enemies with turrets and grenades.
  • Gunslinger (Assassin) - Uses multiple AOE abilities to deal damage.
  • Sniper (Assassin) - Uses movement hindering abilities and high single-target damage.
Ability Sharing

A huge aspect of Breach is the ability to share class abilities with other classes. You can only do this with classes that belong to the same school of magic, e.g. Dark to Dark or Arcane to Arcane.

As you level up a class, you will unlock the ability to both change your abilities and share the abilities in those slots.

General abilities unlock at levels 2, 4, and 6. Ultimate abilities unlock at level 8. You cannot share signature abilities.

In order to take full advantage of this system, you will want to level as many characters that belong to the same school of magic as you can, with two being the minimum.

For example, if you want to use some Necromancer abilities on your Reaper, you must level both of them. Level the Necromancer until you unlock the abilities you want to share, then level the Reaper until you unlock the ability slots you want to customize.

Since all the Veil Demon classes belong to the same school, you can share their abilities with all Veil Demons.

Gear and Gems

Breach gear and talents

There are four pieces of gear that you can equip to each class: Primary, Secondary, Tertiary, and Weapon. These pieces change the talents you can select during a match.

Primary changes the first set of talents, which appear as soon as the match starts. As you session level up, the Secondary talent is chosen, followed by Tertiary, and ending with Weapon.

This means you must reach level 4 to obtain all of your talents for that session. It can still be beneficial to level up beyond that depending on your gems, which I'll go over next.


Gems can also be equipped to each character, and they come in three categories: Blue, Red, and Prismatic.

Blue and Red gems are pretty straightforward, as they passively increase certain stats when equipped. This can be damage, healing, damage resistance, fast charge on ultimate, and many more options.

They can also give a flat increase for the entire match or give an increase for each session level your party gains. When you use these gems, you will want to shoot for the maximum level of 6 each session.

Prismatic Gems change abilities in some way. These usually have a boost and a drawback. One example is to increase the damage but also increase the cool down of an ability. There are other prismatic gems that change the effect of an ability as well.

Both heroes and Veil Demons use gear, talents, and gems.

How to Obtain More Classes, Gear, and Gems

Now that you know how everything works, you're probably wondering how you can unlock the characters and get all these goodies.

The good news is, you must simply complete matches. When you finish a match you'll get experience for the class you used as well as gold. You will also obtain gem shards for each gem type.

Gear, and monsters for the Veil Demons, only require gold. Gems require gold and enough gem shards for the type of gem you want to buy. Characters cost gold or the premium QC Points currency you obtain with real money.

You can also buy several cosmetics with QC points.


That's everything you need to know to get started in Breach. Hopefully this saves you some time with figuring the game out and knowing what to spend your gold on.

Leave a comment below if you have any questions or other tips you think might help out newcomers to the game.

Complete Green Hell Crafting List Mon, 14 Jan 2019 10:33:42 -0500 Sergey_3847

There is one thing you can't exclude from your survival plan in Green Hell: and that's crafting. Being able to quickly assemble a tool or a weapon from the sticks and stones lying around is integral to staying alive in the game's dense, and dangerous, forests. 

But sometimes, it can be really hard to find the right recipe. So instead of searching for the recipes you need, just use our handy guide below. It has all of the currently available crafting recipes in the game, including weapons, tools, and medicine. 

Note: Items in the following lists are in alphabetical order. 


Weapon Crafting Recipe
Arrow 2x bird feather, 1x small stick
Axe 1x stick, 1x stone blade, 1x rope
Bamboo Bow 1x long bamboo stick, 1x rope
Bamboo Spear 1x long bamboo stick
Blade Axe 1x stick, 3x stone blade
Bone Spear 1x bone, 1x long stick, 1x rope
Bow 1x long stick, 1x rope
Four-Pronged Bamboo Spear 2x small stick, 1x long bamboo stick, 1x rope
Four-Pronged Spear 2x small stick, 1x long stick, 1x rope
Obsidian Axe 1x obsidian stone, 1x stick, 1x rope
Obsidian Blade 1x obsidian stone, 1x small stone, 1x rope
Obsidian Spear 1x obsidian stone, 1x long stick, 1x rope
Stick Blade 1x small stick, 1x small stone, 1x rope
Stone Axe 1x stone, 1x stick 
Stone Blade 2x small stone
Stone Spear 1x stone blade, 1x long stick, 1x rope
Weak Spear 1x long stick


Medicine Crafting Recipe
 Ash Dressing 1x leaf bandage, 1x ash (campfire)
Goliath Dressing 1x leaf bandage, 1x goliath birdeater ash
Honey Dressing 1x leaf bandage, 1x honeycomb
 Leaf Bandage 1x molineria leaf
Lily Dressing 1x leaf bandage, 1x unknown herb leaf
Tobacco Dressing 1x leaf bandage, 1x tobacco leaf


Tool Crafting Recipe
Bamboo Fishing Rod 1x long bamboo stick, 1x rope,
2x bird feather, 1x brazil nutshell
Bone Hook 1x bone needle
Coconut Bidon 1x coconut, 1x rope
Fish Hook 1x fishbone
Fishing Rod 1x long stick, 1x rope,
2x bird feather, 1x Brazil nutshell
Hand Drill 1x stick, 1x small stick
Hand Drill Plank 1x small stick, 1x plank
Torch 1x stick, 1x rope, 1x tree resin
Tribal Firestarter 2x stick, 2x rope
Weak Torch 1x stick, 1x rope

Hopefully, this complete crafting list helped you get all the tools needed for an efficient survival, and for other Green Hell guides at GameSkinny, just follow the links below:

Console and Admin Commands List for SCUM Mon, 14 Jan 2019 09:42:20 -0500 Sergey_3847

Sometimes, cheating can be fun. While it might seem counterintuitive in a survival game like SCUM, using console commands can be a fun way to change things up, especially on a private server. And if you're an administrator on such a server, you can also kick and ban players using console commands. 

Whether you want to kick or ban, change the weather or teleport, below you will find a complete list of all console and admin commands in SCUM.

How to Activate Console Commands in SCUM

Before attempting to activate any of the commands below, you need to press the "T" key, which opens up the chat menu. Then, you need to enter the "#" command, which will activate and list all of the possible commands in the game.

Now you can use the following commands however you want. Just remember that all commands must be prefixed with "#".

All SCUM Console Commands
  • ListPlayers: See the full list of Steam players with ID, names, and character names
  • Kick: Make a player leave your server
  • Ban: Ban a player from your server
  • Location: Show the current position of a player
  • ListItems: Show a full list of items that can be generated
  • ListCharacters: Show a full list of characters that can be spawned
  • ListVehicles: Show a full list of vehicles that can be generated
  • SpawnItem: Spawn any item from the ListItems command
  • SpawnCharacter: Spawn any character from the ListCharacters command
  • SpawnVehicle: Spawn any character from the ListVehicles command
  • Teleport [x,y,z]: Teleport your character to specific coordinates (X, Y, Z)
  • TeleportTo: Teleport your character to the location of any player
  • SetFamePoints: Set fame points of any player to the specified value
  • SetFamePointsToAllOnline: Set fame points of all online players to the specified value
  • SetFamePointsToAll: Set fame points of all online and offline players to the specified value
  • SetTime: Set the time of day
  • SetWeather: Set weather conditions with a value from 0 to 1
  • VisualizeBulletTrajectories: Display bullet trajectory after each shot fired


And those are all of the console commands for SCUM. For other SCUM guides at GameSkinny, check out the related articles below:

GameSkinny's Ultimate Monster Hunter World Guides List Fri, 11 Jan 2019 10:17:14 -0500 GS_Staff

Although Monster Hunter: World has been out for almost a year now, there are still thousands of players gearing up to take on its challenges. Underpinning that playerbase, there are hundreds more discovering the game each month for the very first time. 

While our writers have spent a lot of time playing MH: World for fun, they've also spent a lot of time learning how to beat bosses, farm items, and complete challenges. To help you find all of that information more quickly, we've compiled all 58 Monster Hunter: World guides published on GameSkinny in one place. 

Monster Guides

Item/Farming Guides

Weapon and Armor Guides

Technical Guides

Event Guides

Player Guides


Are there any guides missing from this list you'd like for us to write up and add? Let us know in the comments below. 

How to Unlock Bonus Costumes in Tales of Vesperia: Definitive Edition Fri, 11 Jan 2019 09:51:28 -0500 Edgar Wulf

In addition to other improvements, Tales of Vesperia: Definitive Edition contains a selection of bonus costumes. However, it might not be entirely obvious how these costumes are unlocked.

This brief guide will help you do just that.

Within the item menu, there's a subsection labeled "Extra Items", which contains additional titles for each character. These titles are, in fact, bonus costumes. It's not obvious since changing most titles in the game does not alter a character's appearance.

To redeem these titles along with a corresponding costume simply click on each and confirm to add them to the existing collection of titles. Now, access the status screen and change a character's title based on which costume appeals to you the most.

That's it, your party of heroes are officially hip! Some costume titles are full outfits or homages from other Tales or Bandai Namco games, while some are just spiffy. There really is no wrong choice.

Stay tuned to GameSkinny for the Tales of Vesperia: Definitive Edition review, as well as additional guides, such as this one.

All Survey Marker Locations in Fallout 76 Fri, 11 Jan 2019 09:44:48 -0500 Sergey_3847

If you're still enjoying Fallout 76, then you are probably looking to finish this week's challenge, which involves finding at least three survey markers in the Appalachia.

Of course, there are more than three, which is rather convenient. So follow our guide below and find all five possible locations, where survey markers can be photographed in order to complete the challenge.

Spruce Knob

Go east of the Spruce Knob and locate a wooden fence. Near the fence, search for two viewing scopes and look behind them to find a stone, on which you will see one of the survey markers.

Then, if you follow the railway from the Spruce Knob and head to the east, you will end up at the South Mountain Lookout. Keep going east until you reach a cliff with a crater near it. The marker is right on that cliff.

Top of the World

Go a bit north of the Top of the World location and pay close attention for two more viewing scopes. The survey marker can be found on the big stone right behind the scopes.

Kanawha Lookout Tower

If you go east of Vault 76, you will find a lookout tower at North Kanawha. From there, head southward from the tower until you reach spikes in the ground. Just beyond the spikes, you will see another survey marker.

Atlas Observatory

Follow the railway north of Atlas Observatory until you reach a coal train depot. Then, search for a cliff southwest of the depot. You should find the survey marker on top of that cliff.


That is all on how to locate and take photos of all five survey marker locations, and for other Fallout 76 guides at GameSkinny, please take a look at the list below: 

What Xbox One Games Can I Play With Mouse and Keyboard? Wed, 09 Jan 2019 11:54:04 -0500 GS_Staff

In September 2018, Microsoft announced that the Xbox One would be receiving mouse and keyboard support. Even though Microsoft's goal was to make console gaming "comfortable" for every type of gamer, the company acknowledged that not all Xbox One games would automatically have the functionality patched in; in fact, some would most likely never see the capability added. 

Instead, Microsoft left it up for the developers to decide. In a post made on the Xbox Wire making the announcement, Jason Ronald, Director of Program Management for Xbox Platform, said that "It’s important to note that mouse and keyboard support for games is added on a title-by-title basis, entirely at developers’ discretion."

Fast forward a few months later, and a handful of games now feature the functionality, with a larger handful confirmed to be receiving it in the near future.

To help clarify things, we've put together a growing list of current and upcoming Xbox One games that feature the functionality. You can find them below. 

Games That Currently Support Mouse and Keyboard 

  • Fortnite
  • Minecraft
  • Warframe
  • Bomber Crew
  • Deep Rock Galactic
  • Strange Brigade
  • Warhammer: Vermintide 2
  • War Thunder
  • X-Morph Defense

Games That Will Support Mouse and Keyboard

  • Gears of War 5
  • Gears Tactics
  • Paladins
  • Realm Royale
  • Sea of Thieves
  • DayZ
  • Roblox
  • The Sims 4
  • Surviving Mars
  • Warface
  • Minion Master
  • Moonlighter
  • Children of Morta
  • Wargroove
  • Vigor


As of this writing, there is only one official mouse and keyboard combo for the Xbox One: the Razer Turret, which currently runs at $250. 

Previously, you could hook a keyboard to your Xbox One, but it didn't always work; that's not to mention there was no way to use keyboards while playing games. What's more, mice were no dice on the platform. 

This list will be updated as more titles support mouse and keyboard functionality. In the meantime, be sure to check out our list of games that should get support next. Let us know which games you'd like to see added. 

How to Survive Winter in Kingdom Two Crowns Sun, 30 Dec 2018 20:17:42 -0500 Ashley Shankle

I'm not sure how many campaigns I've started between singleplayer and co-op in Kingdom Two Crowns, but it's probably too many. It's super easy to spend a few hours playing the game... and then find that you're screwed and have to start over.

Two Crowns brings a lot of new things to the table over New Lands, some of it good and some bad. I'm not here to go into all that, though. We're here to talk about how you can survive the game's brutal winter season.

Winter never ended in Kingdom New Lands, but here in Two Crowns it's only a temporary setback to your ever-expanding kingdom. With that in mind, you just have to steel yourself for the cold season -- and honestly, it's not that hard.

The biome you choose when you first start a campaign completely changes how you should prepare for winter thanks to the fact that pikemen are not available in the shogun biome. This also makes winter more difficult than in the medieval biome, but we'll get to all that in a bit.

Pre-winter Economy

Here's how you get a functional economy up so you're rolling in money whenever there's grass around:

  1. Hire several archers
  2. Cut down trees starting from your base on both sides, so you have expansive hunting grounds for your archers
  3. Roll in money

If you feel like you're not making enough money in the warmer months, you need to get some hunting grounds cleared.

If you're playing in the medieval biome, pikemen are also a steady source of income during all seasons but they do require some upkeep as they will drop their pikes after a few attacks. They should not be relied upon as your primary money source outside of winter, though.

When Does Winter Start and How Long Does It Last?

Winter seems to start somewhere over the 40 total day mark, I've heard tale it can start after the 60 day mark. I haven't seen it happen, though.

Winter's duration also seems to be random. I've had one winter that only lasted a few days with one snow, and another that seemed to last a couple of weeks with five snowfalls.

With this in mind, you need to plan for the worst and hope for the best. You can't run from winter, even if you hop to another island mid-season. If it's winter on one island, it's winter on them all.

How to Kick Winter in Its Medieval Teeth

Your key to maintaining a sustainable income in winter when playing in the medieval biome entirely relies on your pikemen.

To hire pikemen, you must:

  1. Enter the stone age
  2. Expand your camp outward with stone walls

Once you notice the leaves on the trees starting to brown, you need to start prioritizing hiring pikemen to fish. I like to have at least six pikemen roaming the camp at a time in winter, and the more the merrier as long as you have enough archers.

Buy new pikes each day over winter, maybe one to four depending on how heavily the Greed are swarming your camp. Do not let your economy tank by slacking on hiring new pikemen, since they drop their pikes after a few attacks.

Some trees will drop extra coins when you cut them down as well. Though it may not be sustainable income, it's an option if you only have one or two coins and don't have much else to do.

If you have no source of income at all and no money in your pouch, stand in front of your banker each day for three free coins. At least, that's what happened in my last desolate winter.

How to Kick Winter in Its Shogunate Butt

Surviving winter in the shogun biome is much more of a pain than the medieval one since you don't get pikemen to fish over the season. Instead, you have to save those coins at your friendly neighborhood banker as soon as the trees' leaves start to brown.

For reference, the banker is the guy that wanders out of your camp each day.

To give the banker your money, you just drop it near him and he will pick it up. To retrieve your money, just stand in front of him and he'll spew forth whatever you've given him.

The banker can hold a ton of money, but he's annoying in his own way -- it's sometimes a little too easy to accidentally make him drop the money he has saved.

Once you start to save for winter, it's imperative that you not dawdle in the main part of your base. Run in, hire your guys, and be careful not to stand anywhere near the banker. You can always toss the money back at him, but that gets old real fast.

Once winter starts, stop on by and get your money. Drop whatever you think you can't hold as he's dropping it, otherwise the overflow will drop right into the water and be gone forever.

You can also cut down trees in winter for some coin in the shogun biome, but bamboo does not seem to drop extra coins. The thick, brown trees have a high chance of dropping an extra coin or two, though.

You should be able to get three coins per day from your banker on the shogun biome as well, provided you have no income. I need to test it on this biome, though!


Winter is the least fun part of Kingdom Two Crowns, but it's only temporary. You have to know it's coming and be aware of the state of the nearby trees to know when it's time to buckle down and save -- don't stress it outside of autumn. It's not hard, really.

Smash Bros. Ultimate Way-Too-Early Tier List Sun, 30 Dec 2018 11:00:03 -0500 RobotsFightingDinosaurs

Remember when Super Smash Bros. for Wii U dropped and Diddy Kong ran ragged all over everyone for about two weeks before balance changes made more characters viable? Well, despite the fact that this tier list will be rendered fairly obsolete after more patches drop, it's still helpful for all Super Smash Bros. Ultimate players to have at least a vague idea of where characters land on the tier list in order to plan your matches out. 

So without further ado, here's our patented, way-too-early-nobody-really-knows-exactly-how-good-anyone-is-quite-yet tier list for Super Smash Bros. Ultimate!

We've used our own experience with the game as a basis for this list, while taking into account tier lists from professional players like Zer0 and Leffen as well. And as a note, we're not including a few echo fighters like Richter, Dark Samus, and Daisy that either don't differ from their counterparts at all, or don't differ enough to land them in a different tier.

For our purposes, here's how we've organized our tiers.

S-tier characters are the ones you'll see the most at the highest levels of play. They all have great recovery, offense, and defense, but what really puts them in the top tier is the fact that they're not just strong, but they all have something about them that makes them really tough to approach: a strong command grab, insane edgeguard options, or reliable combo options that are versatile and work in a whole lot of situations.

A-tier characters are still competitively viable, for sure, but they land there instead of in the top tier because they usually have one small flaw: the lack of a good projectile, their recovery isn't great, or they're easily comboable.

You'll still see some B-tier characters at tournaments, but this is when the level of quality starts to drop off a bit. For characters in the A and S-tiers, you really have to know specifically how to deal with that character to be successful against them. In the B-tier, that's less important because those insane character-specific combo options are more limited.

Folks who choose a C-tier character will end up having to work really hard to overcome character flaws like slow smash attacks, bad recovery, or the lack of reliable kill options. They likely won't be played at major tournaments except for a few rare exceptions.

Finally, D-tier characters all have a glaring flaw that makes them easy to match up against, one that's more dire than any flaw in the C-tier. They could be incredibly light and floaty, making them easy to kill at low percents, or they could simply have trash recovery, meaning that if you camp by the ledge, you'll be able to simply throw your opponent overboard and there won't be much they can do about it.


  • Chrom

Imagine Roy but with a better up-B and no sweet/sour spot on the sword. At least here in Chicago, Chrom has been atop the rankings in most of the tournaments that have gone on, and it's for good reason. They're scary.

  • Pikachu
  • Pichu
  • Bayonetta
  • Inkling

One of the most unique fighters in the cast, Inkling lands in our top tier for many reasons -- her kill confirms, the range on her projectiles, her paint roller punish, and the range of her forward smash, but what really puts her over the top is the fact that defensively, she's a powerhouse as well. Her dash allows her to shimmy under a lot of attacks as she turns into a squid, as does charging up ink. It allows for a ton of mind games and supremely augments the way an attacker has to deal with you.

  • Young Link
  • Toon Link
  • Lucina
  • Marth
  • Wario
  • Roy
  • Palutena

Girl got a few buffs. Her neutral B is a whole lot better, and her weird invisible bomb side-B dealie is an amazing edge guard and mind games tool.

  • Peach
  • Ryu


  • Incineroar

Though grabs were changed a ton in Super Smash Bros. Ultimate, reducing grab range for most characters and making them a whole lot less safe, Incineroar still finds himself as a formidable foe. His side-B attack is a great punish move (with kill power, if your timing is right or you manage to land a hit in the air up high), and since it's a grab, enemies can't shield it. Incineroar has the most powerful grabs in the game, and a toolset that is pretty adaptable. His neutral B is a great defensive option, and his down-B counter can turn most of his attacks into viable kill options.

  • Isabelle
  • Sonic
  • Sheik
  • Cloud
  • Luigi
  • Diddy Kong
  • Falco

In addition to his wide array of options in the neutral and the edge guard game, Falco can now dab, which makes him an automatic high-tier pick.

  • Fox
  • Rosalina and Luma
  • Meta Knight
  • Pit
  • Dr. Mario

Dr. Mario lands here, above his non-PhD'ed counterpart, because of the buffs he received to his side-B, and the fact that his down-B is a great kill option offstage.

  • Link
  • Zero Suit Samus
  • Lucas
  • Wii Fit Trainer

Take it from a Wii Fit Trainer main -- Wii Fit Trainer is scary in Super Smash Bros. UltimateShe retains all of her camp options from the previous entry, but has received buffs across the board. Her soccer ball is much more powerful now, with a wider angle of attack, and her neutral air combos into pretty much anything (with a pretty nasty kill confirm into her up-air at certain percents).

  • Corrin
  • Ike
  • Snake

Perhaps it's the fact that most folks have forgotten how to play against Snake, but even though he struggles to find kill confirms sometimes, his toolset is tailor-made for shield poking and edge guarding.

  • Olimar
  • Captain Falcon
  • Donkey Kong

Get ready for up tilt strings and stomp combos that seem to last forever. Fun!


  • Ridley

Nobody seems to know where to put Ridley on this list. He's as high as A tier on some lists, and as low as D on others. The reason he's at B tier here is because no matter how badly you think you're winning against Ridley, he has a ton of punish options that can take stocks at low percents. You'll have an aerial combo going, have Ridley above 150%, then land, make one mistake, and lose a stock. It's frustrating to play against, but satisfying to achieve.

  • Pokemon Trainer
  • Greninja
  • Villager
  • Mario
  • Mii Brawler

Miis actually ain't that bad now. Brawler, in particular, has a whole lot of special moves that are surprisingly powerful -- perhaps most notably Head-On Assault, which is blazing fast, and has a sneaky-huge blast radius.

  • Mii Gunner
  • Mii Swordfighter
  • Yoshi
  • Ness
  • Mewtwo
  • King K. Rool

K. Rool isn't as good as you think he is. Sure, he's got options, but his belly counter is actually pretty easy to break -- most characters can just shorthop over with an aerial attack and just poke him in the face.


  • Simon Belmont

Simon has a wide variety of tools, but struggles to find consistent kill options that don't leave himself wide open to counter-attacks. He's a heavy hitter, but the lengthy startup frames on most, if not all, of his projectiles and smash attacks means that your spacing will have to be perfect at all times.

  • Shulk
  • Ice Climbers

Though their down-B got a pretty significant buff, the Ice Climbers still aren't top-tier yet. At least until people figure out the desyncs and chain grabs.

  • King Dedede
  • Ganondorf
  • Bowser

Though they all have different movesets, the big slow evil bosses that return from previous Super Smash Bros. games are still high-risk high reward picks that will really struggle against top-tier competition, especially if they can put aerial strings together or space you out.

  • Bowser Jr.
  • Lucario
  • Robin
  • Zelda
  • Mr. Game & Watch
  • Duck Hunt
  • Wolf

Just like in Brawl, Wolf is just a bit less viable competitively than his Star Fox team counterparts. Poor guy.


  • Pac-Man

Yikes. Pac-Man wasn't great in Super Smash Bros. for Wii U, but the jump to the Switch didn't do him any favors. The best buff he received was essentially a nerf to all non-ranged grabs that makes Pac-Man's grab more viable. If you're a Pac-Man main, though, you're used to playing as a low tier and know how to play mind games. Not much has changed there.

  • Samus
  • Jigglypuff
  • R.O.B.
  • Little Mac

Still super scary on flat stages, but still really easy to throw off the map and kill at 30%.

  • Kirby

Really, really cold of Sakurai to make his baby, the beloved character he created, one of the worst in the game. At least he gets top billing in World of Light!

Things are sure to change, but these are the current character tiers for Ultimate in December 2018 and I'm sticking to it!

Kingdom Rush Vengeance Tower Overview Guide Fri, 28 Dec 2018 12:38:33 -0500 Oscar Gonzalez

Veteran Kingdom Rush players will be quick to understand the differences between the towers in Kingdom Rush Vengeance. Previous game entries have towers that share the general traits in the new game, but there are some big differences.

This guide will help break down the different towers available in Kingdom Rush: Vengeance and the benefits of each one. The towers listed are only the ones available for free and not those that require an in-app purchase.

Shadow Archers

Shadow Archers is the first tower and one worth having to the endgame. It's a cheap tower that can be leveled up fast to do significant damage at a long distance. 

Towers should be placed at the spots at the beginning and end of the enemy's path. Archers should be the first and last towers to attack enemy troops.

When reaching level 4, players should invest in Shadow Mark for those towers at the beginning of the path as this will allow enemies to face several towers while in a weakened state. Shadow Mark should be the focus of towers at the end of the path so they can take out enemies near the goalpost. Crow's Nest is the last ability to purchase as it does a minimal amount of damage, but it helps.

Attack Damage
  • Level 1: 3-4
  • Level 2: 7-11
  • Level 3: 14-21
  • Level 4: 23-24

Shadow Mark: Shots an arrow that marks a target causing extra damage to the enemies.

  • Level: +30% extra damage
  • Level 2: +60% extra damage
  • Level 3: +100% extra damage 

Blade of Demise: The archer vanishes and stabs an enemy in the back, killing it instantly.

  • Level 1: 40 second cooldown
  • Level 2: 30 second cooldown
  • Level 3: 24 second cooldown

Crow's Nest: Summons a crow that attacks enemies passing by.

  • Level 1: 1 damage
  • Level 2: 2 damage


Orc Warriors Den 

Orc Warrior Den is the second tower available and one that quickly loses its viability. Early on, it will be vital to each stage because the orcs will slow down enemies. However, later stages will have enemies much stronger that will run over them.

Place the orcs towers near artillery and mage towers so they can cause enemy troops to group up and be easy targets. It's also important to place an orc tower near the goalpost to stop enemies close to crossing the goal. 

Lust for Combat is the first ability to purchase and level up since the orcs do minimal damage. Captain Promotion is a second ability to purchase in order to have one orc that will survive against some of the tougher enemies. Seal of Blood is a bit of a waste considering the number of hit points they have.

Attack Damage and Hit Points

  • Level 1: 1-3, 60 HP
  • Level 2: 3-4, 100 HP
  • Level 3: 5-7, 150 HP
  • Level 4: 9-14, 200 HP

Lust for Combat: Orcs gain bonus damage.

  • Level 1: 40% bonus damage
  • Level 2: 80% bonus damage

Captain Promotion: Promotes an Orc Warrior to Captain, improving his damage and health.

  • Level 1: 300 HP, 12-21 Damage, 50% Armor 

Seal of Blood: Orc Warriors will regenerate more HP per second.

  • Level 1: 5 regeneration
  • Level 2: 10 regeneration


Infernal Mage 

Like the Shadow Archers, the Infernal Mage is a tower that has a lot of utility making it useful throughout the game. It deals a ton of magical damage that can take down big, armored and flying enemies with ease.

The ideal place for the Infernal Mage towers are chokepoints and areas on the path where they can reach enemies on multiple lanes. Keep them close to melee towers and Melting Furnace as slowed down enemies make for easy targets.

Lava Fissure is the first ability to obtain and level up. This will help mages do even greater damage and to more enemies. Affliction is helpful especially if the enemies will come in contact with artillery towers for some hefty damage. Infernal Portal can be useful as it will help delay a few enemies, but this mage tower should be focused on doing damage first.

Attack Damage
  • Level 1: 5-16
  • Level 2: 16-49
  • Level 3: 33-100
  • Level 4: 49-146

Affliction: Casts an infernal rune over the path that reduces enemies' armor for a few seconds.

  • Level 1: 25% reduction
  • Level 2: 50% reduction

Lava Fissure: Casts a seismic explosion dealing magic area damage to enemies.

  • Level 1: 28-42 damage
  • Level 2: 56-84 damage
  • Level 3: 80-120 damage 

Infernal Portal: Teleports a group of enemies back onto the path.

  • Level 1: 3-4 enemies
  • Level 2: 3-6 enemies.


Rocket Riders 

As the first artillery tower, Rocket Riders is a tower you want to keep until the end. It does big area damage at long range, which is important as the number of enemies increase.

Rocket Riders should be placed at wherever the most enemies will bunch up. Keeping them near a melee tower is a good idea, but it's imperative to not place the towers on the side paths since quick and flying enemies usually come through as both enemies can evade the rockets. 

Nitro Boosters are a big help when available since it's extra damage at even a longer range. Defective Engines will offer some help, but don't bother with Minefield as they can be wasted if no enemies walk on them.

Attack Damage
  • Level 1: 7-10
  • Level 2: 20-29
  • Level 3: 40-58
  • Level 4: 64-92

Minefield: Throws a mine on the road and deals damage to enemies that step on it.

  • Level 1: 60 damage
  • Level 2: 125 damage
  • Level 3: 190 damage

Nitro Boosters: Shoos a nitro-propelled bike that deals damage and has extra range.

  • Level 1: 100 damage
  • Level 2: 185 damage

Defective Engines: Shoots a defective bike that explodes mid-air and throws debris, dealing damage to the affected enemies.

  • Level 1: 22 damage
  • Level 2: 32 damage


Dark Knights

Dark Knights become available at the sixth level of the game, Bolgur's Throne. They're the second melee tower and should replace the Orcs Warriors Den immediately. The knights have more hit points and deal more damage for a bit more gold than the orcs.

As the case with all melee towers, place one close to the goal post, ideally next to the Shadow Archers in order to hold off enemies. A tower should also be placed near artillery and mage towers in order to slow down troops to receive more damage.

Armor of Thorns and Impervious should be purchased at the same time. This allows for the Dark Knights to sit back and let the enemies damage themselves. Forget about Brutal Strike as it's far to small of a chance to kill an enemy especially since nearby towers can do the job just fine.

Attack Damage and Hit Points
  • Level 1: 2-3, 100 HP
  • Level 2: 4-10, 130 HP
  • Level 3: 7-20, 180 HP
  • Level 4: 12-36, 240 HP

Brutal Strike: Dark Knights have a small chance of executing their enemy on each hit.

  • Level 1: 2% chance
  • Level 2: 4% chance
  • Level 3: 6% chance

Armor of Thorns: Dark Knights deal damage when they receive a melee hit from an enemy.

  • Level 1: 15 damage
  • Level 2: 30 damage
  • Level 3: 45 damage

Impervious: Dark Knight shield themselves resisting up to 3 hits without receiving damage.

  • Level 1: 6 seconds



Melting Furnace

Although it's considered an artillery tower, Melting Furnace is more about crowd control. With each attack, it will stun enemies nearby. This makes the tower great at slowing down big groups. However, in comparison to Rocket Riders, it deals less damage overall. Usage of Melting Furnace is more about preference since it can help with stall enemies but won't take them out quickly.

The ideal placement of a Melting Furnace is right in the middle of the action. Make sure it's near a mage or ranged tower as enemies will continue to receive damage as they're stunned.

When purchasing abilities, start off with Burning Fuel as this will speed up the Melting Furnace's attacks. Abrasive Heat should be next as long as you have two towers close by. Red Hot Coals will help increase the tower's damage output, but it's not really needed.

Attack Damage and Stun
  • Level 1: 5-7, 0.3 seconds
  • Level 2: 14-18, 0.4 seconds
  • Level 3: 25-31, 0.5 seconds
  • Level 4: 41-50, 0.6 seconds

Abrasive Heat: Nearby towers gain bonus attack damage.

  • Level 1: 15% bonus damage
  • Level 2: 30% bonus damage

Burning Fuel: The furnace infuses itself with a powerful fuel that speeds up its attack for a short period of time.

  • Level 1: 41-40 damage 

Red Hot Coal: Throws hot coal that burns and deals damage to enemies standing on them.

  • Level 1: 3 coals, 5 damage
  • Level 2: 5 coals, 8 damage


Specters Mausoleum 

Considered a mage tower, Specter Mausoleum trades in damage for more crowd control at a cheaper price. The tower has its benefits, but it shouldn't be the primary mage tower in your arsenal. Think of it as more of a support tower. 

Since it's considered a mage tower and has melee troops available, you'll want to place the Specter Mausoleum away from melee towers and closers to another mage or artillery tower.

Guardian Gargoyles and Spectral Communion should be the first abilities purchased. The gargoyles will essentially make the tower a melee tower dealing magic damage and Spectral Communion will help improve those damage numbers. Possession can be helpful when it works on bigger enemies, but it lasts for a short amount of time and has a long cooldown to be truly effective.

Attack Damage
  • Level 1: 5-8
  • Level 2: 13-20
  • Level 3: 26-38
  • Level 4: 48-71

Spectral Communion: The mausoleum can hold extra specters.

  • Level 1: 4 specters
  • Level 2: 5 specters

Possession: Take control of an enemy that will fight buy your side for a brief moment.

  • Level 1: 23 second cooldown
  • Level 2: 20 second cooldown
  • Level 3: 17 second cooldown

Guardian Gargoyles: Summons a Guardian Gargoyle that will fight by your side.

  • Level 1: 300HP, 16-25 damage (1)
  • Level 2: 300HP, 16-25 damage (2)



Goblirangs are the second ranged tower you'll receive and have the longest range. However, in comparison to Shadow Archers, they do slightly more damage per hit but with a must slower attack rate. The only advantage Goblirangs have in comparison to Shadow Archers is their chance to stun giving them some crowd control. If that's part of your strategy then add Goblirangs to your tower choices.

Like Shadow Archers, Goblirangs should be placed at where the entry and exit points for enemies in order to deal damage as early, or late, as possible.

Headbang is what makes Goblirangs unique so pick that ability first. Then go to Biggarangs in order to increase damage output. Angry Bees is not needed, but will help deal some more hurt to enemies.

Attack Damage
  • Level 1: 3-4
  • Level 2: 7-14
  • Level 3: 14-26
  • Level 4: 25-47

Headbang: Goblirang attacks have a chance to stun the target on each hit.

  • Level 1: 5% chance
  • Level 2: 10% chance
  • Level 3: 15% chance 

Biggarangs: The Goblirangs fling a huge boomerang every few seconds.

  • Level 1: 27-49
  • Level 2: 32-60
  • Level 3: 43-81

Angry Bees: Throws a beehive at an enemy dealing damage to it and nearby enemies for 7 seconds.

  • Level 1: 120 damage
  • Level 2: 230 damage
  • Level 3: 345 damage



Bone Flingers

Bone Flingers is another ranged tower, but it has the shortest range. It makes up for that short range by being versatile with its summoned skeletons and upgraded damage. Depending on your strategy, you might want to substitute Shadow Archers with Bone Flingers or equip them both.

Again, this is a ranged tower so place it near the entrance and exit of the path. The summons are especially useful near the goal post as they'll help stall enemies.

Summon Bonem is easily the best of the abilities for the tower. Not only does the golem have a lot of HP and deal good damage, but it can also do ranged damage, which will help weaken opponents before they get in melee range. Got Milk is next to increase the tower's damage output, followed up with The Walking Dead to help stall the enemies.

Attack Damage
  • Level 1 = 2-4
  • Level 2 = 5-11
  • Level 3 = 9-20
  • Level 4 = 14-34

Summon Bonem: Summons a giant skeleton golem that will fight and shoot enemies.

  • Level 1: 300 HP, 17-41 damage

The Walking Dead: Every few seconds spawns a skeleton that walks through the path.

  • Level 1: 19-39
  • Level 2: 24-44
  • Level 3: 29-49 

Got Milk: Increases damage of the basic attacks.

  • Level 1: 80 HP, 10-20 damage, 16 second cooldown
  • Level 2: 160 HP, 15-25 damage, 12 second cooldown

Elite Harassers

Easily the best of the melee towers, Elite Harassers do far more damage than Dark Nights and Orc Warriors. They're not the tankiest of melees, but their ranged attack makes them incredibly versatile. Once this tower is available, use it as your primary melee tower.

Place Elite Harassers in the thick of combat near artillery and mage towers to help slow down enemies. Also, make sure to put them near the goal post to stall any stragglers.

Arrow Storm is a big help since it does big ranged damage that will take down any flying enemies and weaken ground troops before they come into melee range. Backstab will help increase the troops chance of surviving, and Fury of the Twilight will add another chance to keep them in the fight.

Attack Damage and Hit Points
  • Level 1: 5-7, 70 HP
  • Level 2: 10-13, 130 HP
  • Level 3: 15-25, 160 HP
  • Level 4: 25-35, 220 HP

Backstab: Harassers now counter the next attack when dodging an enemy's melee hit.

  • Level 1: 10-15 damage, 40% dodge chance
  • Level 2: 20-30 damage, 50% dodge chance

Arrow Storm: Swiftly shoots several arrows at their enemies.

  • Level 1: 16-23
  • Level 2: 32-48
  • Level 3: 48-72

Fury of the Twilight: When harassers die, they have a chance of going berserk.

  • Level 1: 250 HP, 32-48 damage

Orc Shaman

The last of the free towers is easily the best. Orc Shaman does the most damage and should be equipped right away. The only drawback is its slow attack speed in comparison to the Infernal Mage, but still, make the Orc Shaman your default damage dealing tower.

Orc Shamans should be placed in the middle of the lanes and wherever there's a possible chokepoint. It will do big damage to whatever enemies come across it and it has two area attack spells to unless on groups of enemies.

Meteor Shower does the most damage of the two area attack abilities making it the first one to purchase. Static Shock will come next making the tower deal damage to plenty of enemies. Healing Roots should be considered only if melee towers are nearby as it'll help keep them alive.

Attack Damage
  • Level 1: 4-20
  • Level 2: 10-55
  • Level 3: 20-110
  • Level 4: 35-190

Healing Roots: Fills a zone with powerful healing roots. Allies over it will get healed.

  • Level 1: 20 HP
  • Level 2: 40 HP
  • Level 3: 80 HP

Meteor Shower: Casts a shower of meteorites that deal damage to the affected enemies in the area.

  • Level 1: 18-33
  • Level 2: 28-52
  • Level 3: 35-65

Static Shock: Lightning strikes now deal extra damage to nearby enemies.

  • Level 1: 3-13
  • Level 2: 6-26
  • Level 3: 10-38


That's it for my Kingdom Rush Vengeance overview! If you're having trouble with the final stage, check out my guide on how to best it.



Getting Started in Fortnite Creative Mode: A How-To Guide Fri, 28 Dec 2018 11:52:55 -0500 Oscar Gonzalez

To keep players invested and coming back, Epic Games keeps adding new modes to Fortnite, with the latest being the already-popular Creative Mode.  

Released December 6 for Battle Pass owners, Creative Mode is now available for all players. Unlike Playground mode that allowed players to practice on their own island, this new mode lets a person build and design an island for themselves or share with others. Those whose creations catch the eye of Epic could also see what they made make it into a battle royale match. 

Here's what you need to know in order to start building. 

How to Get Started

To access Creative Mode look for the option below Save the World and Battle Royale matches.

Once selected, you can start a lobby and a server with friends or just jump into your own game. After the loading screen, you'll see a hub that will have multiple rifts; one rift is to your own island, while the other rifts will lead to your friends and featured servers chosen by Epic Games.

There are several "save" slots available so you can store different islands instead of reusing one over and over again. Four slots are for the default island that looks like a smaller version of the battle royale map. There are two slots for The Block where players can create their own area that may be picked by Epic Games. Currently, there are also four Arctic Island slots that allow players to create their own structures on a giant ice island. 


How to Share Your Island

Unlike Playground Mode, Creative Mode is less about practice and more about creating. In a way, it's similar to Minecraft and Super Mario Maker as players can share their island with others. Up to 16 players can visit an island to partake in whatever the owner of the island created. 

Also, Epic Games announced during the Game Awards that there is a universal stage for user-created content called The Block. Players can find the space on the northeast side of the island where Risky Reels used to be. Not only is it marked on the map, but there are also billboards identifying the area and the name of the player who created the space. Since this space will change regularly, The Block could offer some tactical help during a match such as having vehicles and weapons. 

What Can You Build?

There are a lot of possibilities when given your own island. To start building, players need to equip a remote phone that's in their inventory. Once equipped, the commands to copy, cut, and delete will be available, but in order to use those commands, you'll need something to copy, cut, and delete.

Opening up the inventory screen will show what's available to you. Items can be equipped and placed on the island or they can be added to a chest or llama for players to open.

The first tab in the inventory screen is the prefab buildings and assets. The first rows will include structures that have a theme to them, such as Bounce Challenge and Ice Bounce. These are more like obstacle courses instead of traditional buildings.

Further down is where you'll see some of the buildings found in a match, such as houses, stores, and factories. Below that are multiple galleries. These will include various assets such as cars, walls, streets, and more.

Next to the prefab tab is devices. This is where items like shopping carts, launchers, timers, and player spawn points will be found. Weapons are in the next tab and every weapon from common to Legendary is available.

The last tab for items is consumables. This is where explosives, medkits, materials, and potions will be located. Then there is a tab for chests, where the items selected for a chest will be shown, and you'll be able to place them in a chest or llama.

Time to Build

With the phone equipped, you can start placing whatever wherever.

When you choose a prefab, you can make multiple copies or select one of the assets with the phone. If you want a certain car or tree, you can choose that one item and copy it. The rules for building are similar to building forts in that there needs to be a foundation on the ground to start and everything you place will need to be connected to another structure. 

Even though you can copy whatever you like, there is a limit. At the bottom of the screen, there will be a meter showing the island's memory usage. The limit is 100,000 and a prefab building can take approximately 15,000-17,000 "units" of memory, so keep that in mind while making your island. 

Once your island is built, you can assign a game type to it, such as deathmatch or race. If you decide not to, then your creation will be available for you and others to enjoy without any rules.

To help you see everything from every angle, and presumably not create poorly-built islands, Epic gave creators the ability to fly. Just double jump and you'll be able to get a bird's eye view of your island. 


So far, Fortnite players have created Call of Duty maps and race tracks in Creative Mode. Expect more creativity in the coming weeks when more Fortnite players spend time with the new mode.

Tips To Get You Started Off Right In Chef: A Restaurant Tycoon Game Fri, 21 Dec 2018 17:10:25 -0500 QuintLyn

When building your first restaurant in Chef: A Restaurant Tycoon Game, it's going to be a lot like a real-world restaurant. There are a lot of factors to consider and things to keep track of if you want to get your business off the ground and keep it there. And yes, any little mistake can completely tank you.

The good news is that it doesn't have to. Now, we covered one of the big factors of running any successful restaurant in our recipe guide. But we all know that how good your food is doesn't matter if you don't do the things necessary to set yourself up for success from day one. So, we wanted to do this second guide filled with tips to help you build the establishment of your dreams.

So, let's start where all things should... at the beginning.

Choose the Type of Restaurant You Want

When you start Chef, you're going to be asked to make some decisions. The problem is that it's hard to make good decisions if don't already have a bit of a plan and you're not informed.

Every good restaurant starts with a plan. What do you want it to look like? What kind of customers are you catering to? That second question is one of the most important. After all, customers are who you get your money from, and how happy they are with your service affects a variety of factors that determine your success.

Of course, you can't cater to every type of customer -- and some you just won't want to. It's also good to know before you pick a location since come customers won't be as attracted to some places as they are others.

Chef has a total of 11 customer types. Detailed information on all of them is available in the game's menu (after you've chosen your location). So, to help you choose, here are the basics on each of them.

  • Cheapskates: Have a super low budget and are the only type of customer that will show up almost anywhere to start. The only good thing about them is that they have low expectations
  • Lower Class Families: These people are looking for good deals but aren't as tight with their cash. They're good to have around at the start
  • Upper-Class Families: These aren't the biggest money spenders, but they're up there. They also have high expectations
  • Blue Collar Workers: These guys have extremely low budgets, but if you're located near their work place, they'll show up anyway. They do expect a swift turnaround on their meals
  • White Collar Workers: They have a median budget, and like their blue-collar counter parts expect fast service
  • Food Enthusiasts: Another median budget group. They like to try new things and don't care as much about how fast it gets to them
  • Gourmets: This is the BIG budget group. They're prepared to spend a lot of money. But, there aren't as many of them and every thing needs to be just right
  • Vegetarians: Just like in the real world, vegetarians are looking for a place that offers them a good variety of options. Their budgets are middle of the road, and they're not as picky as some others
  • Vegans: Pickier than vegetarians, but with a higher budget
  • Low Budget Tourists: Despite being low budget, this group has higher expectations. A good reputation is the only way to attract them
  • High Budget Tourists: Take your low budget tourist and give them a lot of money to spend. You'll need a top tier restaurant to attract these guys

Find the Perfect Location

Once you know what kind of clientele you want, you can begin shopping around for the perfect location. There are several factors to consider here -- from kitchen and hall sizes to actual locations. Remember: The bigger the establishment the more equipment and staff you'll need.

From playing around, I've discovered that there are eight different types of locations, ranging from old town and industrial to the country side. Each location type has its own perks and problems.

On top of that, each individual location offers specific factors for players to take into consideration. No two old town locations are exactly alike, just as no two countryside ones are. And as with the general location, these factors can negatively or positively impact your business. For example, a nearby dumpster may turn people away, but it might be worth dealing with to get that amusement park traffic.

The good news here is that the restaurant selection menu offers very detailed information on available restaurant space. The bad news is that you might not get exactly what you want your first go-round as the results are randomly generated. So...

Be Willing to Start Over

Yes. You can change restaurants later on, and as you play your dream location may just pop up on the market. You'll just need to be smart to make sure you have enough money to buy it when you're ready.

Don't Act Like You've Got Money to Blow

So, this bit isn't explained when you're selecting your location, but:

  1. Rent is monthly (although it comes out in smaller weekly bits)
  2. You only have $8000 to start with

That $8k has to cover appliances, tables, decorative items, staff pay, and things like cleaning and maintenance -- as well as advertising if you decide to do it. (Don't.)

That's right. Do not pay for advertising starting out. You'll get customers either way. And don't worry about filling your restaurant with tables right off the bat or hiring the best staff. Go with what you can afford for now. The one thing I might consider doing is putting money toward cleaning. The cleaner your place is, the wider a variety of customers it will attract -- and the better your reviews will be, which will in turn bring you more customers.

As for staff and tables: If you don't have a lot of tables to start with, you can have a lower staff count and not become overwhelmed. This means that your rating won't be hurt too badly with negative remarks on service.

Just remember. You can add things to your monthly budget as your revenue increases. That said, always be aware not to add too much at once. Do it in stages.

Pay Attention to Your Ratings

While your playing, you'll constantly get reviews from your customers. Now, I will admit that the actual text part of the reviews can be ignored. But look at the star ratings. They break things down into four sections: Service, Food, Prices, and Ambiance. Getting above average scores on any of these increases the percentage of each type of customer coming to your restaurant, while negative scores decrease it. (A 3 star rating has no effect.)

Be Willing to Change Things Up

Look, at least until Inner Void implements skills for staff, there's no reason getting attached to these people. As soon as someone better -- that you can afford -- comes along. Drop the old guy and grab the new one. It's not personal, it's just business.

Also, don't be afraid to adjust your menu, increase prices, tweak decor, and swap out appliances.

Speaking of Menus... Those Prices

When you're setting up your menu. You'll notice that recipes include a price. Think of that price as what it will cost you to make. So you'll want to increase that.

In the real world, a good rule of thumb is to multiply the cost for you to make a meal by three. That's pretty reasonable here. Although, when starting out. You'll probably want to make most of the items on your menu at least $5, no matter what the game says the cost to you is.

Finally, Get Rid of Cheapskates as Early as Possible

This is a tough one. Starting out, these people will likely be your primary customer base. But they're just going to bring you down. They hate new things and don't like fancy -- because you have to pay for that. So, as with cockroaches, you'll want to get rid of them as soon as you can.

So far, I've found the best way to remove this blight is to just price them out of existence. But in order to do that, you do need to make sure your food and service are right for the price. It will take some time, but eventually, these guys won't show their face at your door anymore.


And there you have it. everything you need to know to get your restaurant off on the right foot. Of course, you're going to have to do some experimenting of your own to really create your dream establishment, but isn't that always the way?

How to Best Behemoth in Monster Hunter: World Fri, 21 Dec 2018 14:51:22 -0500 Tim White

Capcom keeps on rolling out new Monster Hunter: World missions for us PC players—we're almost caught up to the console crowd now! The massive purple Behemoth from Final Fantasy is our guest star in this latest episode. There's good news, and more good news: he can be turned into some pretty sweet gear, and he's not as aggravating as some of the other monsters we've seen lately.

That doesn't mean he's a cakewalk, though. You'll still need a plan to take him down. Lucky for you, we've come up with a pretty solid one.

Chasing Cactuars

Much like Lunastra, you'll first need to get the Behemoth to show himself; he's a little shy. As long as you're at least Hunter Rank 16, the Serious Handler in Astera should have a quest for you called "A Visitor from Another World." Head out to the Wildspire Wastes and start chasing Cactuars.

Eventually, your spiky green buddies will lead you to a gigantic and slightly more competent version of the Kulu-Ya-Ku you've had no reason to hunt for about 200 hours now. He hits harder than the normal version and has more health, but that's about it; he's really no threat to anyone playing endgame content.

Once you've busted him up, return to Astera and sign up for the quest "The Legendary Beast." Before heading out, take some time to prep.

Gear, Items, & Dinner

Have a gander at the Behemoth's stats:

Dragon weapons are a good bet, but he's not susceptible to elderseal, so don't bother. As for armor, you'll want good defense as always, and some fire resistance wouldn't hurt either. However, your armor choice isn't super important; most of Behemoth's attacks are either fairly weak or nigh-guaranteed OHKOs.

Meal-wise, a large defense or attack boost is probably the way to go, as elements and status effects aren't really a special concern either.

You'll surely want to bring lots of buffing items, and some AoE healing items if you're playing with friends. At least one member of the party should be a dedicated tank and should be geared up accordingly (that's you, if you're running solo).

How to Not Get Flattened by Meteors 101

If you've played any Final Fantasy game, you know that one dirty trick that Behemoth has up his sleeve. If you haven't, spoiler alert: it's meteors. So many meteors.

Your goals during your first encounter with Behemoth are twofold; you need to get his attention by attacking his head and survive his final attack. Follow the instructions of the handlers as they relay them. The battle will end automatically when he uses his Ecliptic Meteor attack, which you can expect to see a lot more than once the next time you face him. Don't try to run from it—its blast radius covers several map zones (yes, zones, you read that right).

Tactically speaking, most of his attacks aren't too worrisome. Meteor does moderate damage in front of him, but is easy to dodge. Charybdis is more annoying; it's a large tornado that isn't very damaging, but is harder to dodge and will periodically knock you over. His melee attacks are fast, but telegraphed well in advance.

Like Kulve Taroth, he has a unique mechanic; in his case, it's called Enmity. It's really just a fancy word for "even more single-minded aggro." As you attack Behemoth's head, you'll gain more Enmity and he'll attack you more. Once you've maxed out that stat, he will attack you exclusively. You'll know you've made him mad when a red eye laser pointing to you appears; Behemoth himself will also turn red.

If Behemoth is totally focused on you, any other players you might be hunting with can wail on his back and sides with (near) impunity; this is the fastest way to take him down in co-op mode.

Once you've gone through a few cycles of maxing out his Enmity, he'll start casting Comets. Hopefully they'll miss and get stuck in the ground. They can only be broken by Behemoth himself, but you actually don't want him to do that. Keep him away from the comets whenever possible, because when he uses Ecliptic Meteor, you'll be able to take cover behind them. Definitely do so—his ultimate attack is capable of wiping the whole party if it makes solid contact.

Taking Down Behemoth (For Real this Time)

Once your prey has fled, you'll have to go after him again. Prep-wise and strategy-wise, round two is mostly the same. Here's a short list of what's different:

  • Behemoth will flee to different zones 2-4 times (bring cool drinks in case he winds up in the lava zone).
  • Starting in phase two of the fight, he'll gain a move called Thunderbolt, and Meteor will now target all players. Thunderbolt isn't much worse than his other attacks, but he can triple-cast it, so watch out for that.
  • If everyone leaves the zone, Behemoth will rapidly heal himself.

When Behemoth makes a stand in Nergigante's nest, it's time for the final showdown. He'll be more aggressive here, but as long as your tank keeps all the Enmity and maintains a stalwart defense, Behemoth will fall sooner or later. Enjoy the sweet gear you can make out of him, which grants absolutely devastating offensive bonuses: Critical Boost x3, Critical Eye x6, and Attack Boost x3, among others.


There you have it! Compared to some of the other high-level hunts in Monster Hunter: World, Behemoth really isn't too bad. Be patient, play defensively, and you're sure to come out on top.

Check out our plethora of other Monster Hunter: World guides for any other hunts you could use a hand with.

Warframe Beginner Tips and Tricks Guide Fri, 21 Dec 2018 12:21:31 -0500 Sergey_3847

Warframe, a free-to-play third-person shooter from Digital Extremes, is currently available on four platforms: PC, PS4, Xbox One, and Switch. If you own at least one of them, you can experience one of the best F2P shooters done right on the video game market today.

The best part about the game is that you can actually enjoy the gameplay and progress properly without spending a dime of real money. There are two in-game currencies in Warframe: Credits and Platinum. Credits can be farmed by completing missions and other means, and Platinum can be obtained by trading.

Sounds intriguing? Then start your journey through Warframe with the help of our beginner tips and tricks guide below.

Rhino: Best Beginner Warframe

Getting an early game right is important for your late game as well. That is why acquiring the best possible warframe at the beginning is a must. Rhino is currently the best beginner warframe you can get, and here's how you can do it:

  1. Team up with other players
  2. Go to Venus planet
  3. Go to Fossa mission location
  4. Make your way through the mission
  5. Fight Jackal boss
  6. Shoot his legs first, then focus on body
  7. Pick up Rhino warframe blueprints

Rhino is renowned for its power more than its speed, so it serves the role of the tank. You can modify Rhino and turn it into a super-tank. If that's what you're looking for, then here are the best mods for that kind of build:

  • Vitality
  • Steel Fiber
  • Fast Deflection
  • Rush
  • Streamline
  • Stretch
  • Continuity
  • Intensify

Best Beginner Weapons

When you have a solid waframe, you need to accompany it with the proper set of primary and secondary weapons. Below you will find the list of the most optimal weapons for early mastery ranks.

Primary Weapons
  • MR4: Hek, Torid
  • MR5: Dread, Ignis
  • MR6: Rubico, Tonkor
  • MR7: Sobek, Baza
  • MR8: Lenz, Zarr
Secondary Weapons:
  • MR4: Aklex, Hikou
  • MR5: Atomos, Kulstar
  • MR6: Brakk, Gammacor
  • MR7: Lex Prime, Prisma Angstrum
  • MR8: Pandero

Many of these weapons can be acquired at the Warframe Market for decent prices, so pick them up as soon as you can.

Types of Companions and How to Get Them

There are four types of companions in Warframe. They can assist you in different ways depending on your playstyle and needs using mods. Here they are:

  • Sentinel: Hovering companion
  • MOA: Terrain companion
  • Kubrow: Canine companion
  • Kavat: Feline companion

Sentinels and MOAs are mechanical companions that require no maintenance, while Kubrows and Kavats need constant care, but they are more durable than Sentinels and MOAs.

How to Get Sentinels

Sentinel blueprints can be bought at the Market for 75 Platinum. If you don't have the money yet, then you can do following missions that grant Sentinel blueprints as rewards:

  • Venus Junction on Earth
  • The Business on Fortuna, Venus
  • Clan Dojo Research
How to Get MOAs

MOAs are exclusive to Solaris United faction. You can get access to Solaris United by completing the Vox Solaris solo mission on Fortuna. Then, address the Legs merchant at Solaris United for MOA blueprints.

How to Get Kubrows

Kubrows can be acquired by simply breeding them through the Howl of the Kubrow quest.

  1. Acquire the Incubator at Unda, Venus
  2. Find a Kubrow egg at E Prime, Earth
  3. Acquire Incubator Power Core by completing the Earth to Mars Junction
  4. Defend your Kubrow in combat at Gaia, Earth
How to Get Kavats

Kavats are also bred through an incubation, but in this case you don't need to complete any quests.

  1. Acquire the Incubator at Unda, Venus
  2. Purchase Kavat Incubator Upgrade Segment for 175 Platinum at the market
  3. Acquire Incubator Power Core by completing the Earth to Mars Junction
  4. Purchase 10x Kavat Genetic Code for 50 Platinum at the market

How to Get Credits and Platinum

So you've probably figured out that you will need to spend a lot of money in Warframe. After buying all the upgrades for your warframe, weapons and companions you may find yourself out of credits. Fortunately, there are a few ways how you can farm for credits without paying real money.

Farm Credits at Index

Index on Neptune is by far the best place to farm for credits in Warframe. Before entering the arena each team member has to invest a certain sum for a corresponding profit.

Below you will find a complete breakdown of the investment-return ratio on the Index arena: 

Risk Investment Return Profit Requirement
Low 30,000 105,000 75,000 50
Medium 40,000 175,000 135,000 75
High 50,000 250,000 200,000 100


As you see, even with the lowest possible risk you get 75,000 credits of profit. Of course, to be able to earn them you need to be able to score at least 50 points in the combat.

Farm Credits at Pluto

On planet Pluto you can quickly make cash through an excavation mission Hieracon. All you need to do is defend the extractor and keep its power up. As a result you will earn 20,000 credits under five minutes, which is a lot.

Alternatively, you could opt for a Dark Sector defense mission Sechura that will require you to withstand waves of enemies, which will also grant you 20,000 credits in just five minutes.

Farm Platinum by Trading

In the course of missions you will pick up a huge number of various items, such as mods, relics, parts, sets, arcanes, augments, rivens, lenses, etc. All these items can be sold at the Market for Platinum.

Create an account at the Warframe Market and list all your items for reasonable prices. Soon you will start receiving offerings. In this simple way you will earn enough Platinum for all your needs.

Combat Tips and Tricks

Finally, when you have equipped yourself with the best warframe and weapons, and acquired all the necessary skills for making money, you now need to make sure that you will survive the combat in Warframe.

In order to stay alive when facing enemies you need to know their weak spots. Here are tips on how to detect and deal with the most dangerous enemies in the game:

  • Heavy Gunner:
    • Reveals itself by the sound of a winding up machine gun
    • Use this to shoot first in the direction of the sound
  • Bombard:
    • Shoots grenades that have delay
    • Use the delay to dodge the explosion and kill the enemy
  • Ballista:
    • Emits a loud sound before shooting
    • Use this to change your position quickly and shoot in the direction of the sound
  • Scorch:
    • Carries a flamethrower, which is a dangerous, but ultimately a rather slow weapon
    • Avoid the flames and shoot through for the kill
  • Manic:
    • Incredibly dangerous enemy that teleports
    • Deal damage until it freezes and repeat three times for the kill
  • Napalm:
    • Shoots incendiary grenades
    • Apply the same tactic as with Bombard
  • Nullifier
    • This enemy protects itself with an energy field
    • Shoot its drone companion to remove the energy field
  • Sapping Osprey
    • Drops blue orbs that explode for AOE damage with delay
    • Shoot the orbs first before they explode, then deal with the enemy
  • Juggernaut
    • Extremely well-protected enemy
    • Shoot in the underbelly for the kill
  • Tar Mutalist
    • Drops poisonous goop
    • Shoot the goop first, then the enemy

How to Join a Clan

After some time playing Warframe you should consider joining one of the many clans in the game. These will open new opprtunities for you and potentially make you a lot of new friends, some of which will be highly-experienced veteran players.

If you've made the decision to join the clan, then follow these steps:

  1. Go to the subreddit Warframe Clan Recruit
  2. Create a new thread: "[LFC] [EU or US] [Platform] New player"
  3. Give a short description of your warframe
  4. Wait for an invitation

When you enter the clan, you can see for yourself if that is the type of clan that suits you the best. If you want something different, then you can leave the clan at any point in time without losing anything.

You can also check out the list of available clans and their stats at the Looking For Clan webpage.

Here is an official Warframe clan guide from Digital Extremes, if you have any questions regarding the clan system.


With the help of these beginner tips and tricks you can start playing the game and get the best possible results in no time, and for other Warframe guides at GameSkinny, please refer to the list below:

How to Make the Most of the Zero Specialist in Black Ops 4 Fri, 21 Dec 2018 11:20:00 -0500 John Schutt

Call of Duty Black Ops 4's new specialist, Zero, was so effective she's already been nerfed. But even with the significant patch that came out earlier this week, she's still one of the most powerful specialists on the field, and in the hands of a competent player, she can turn whole matches on their head in seconds.

Zero isn't the first time Treyarch added a hacking mechanic to their multiplayer. Back in Black Ops 2, the Black Hat equipment played much the same role as her Ice Pick.

With a few seconds, players could destroy or take control of any enemy placeable equipment or streaks. The Black Hat returned in Black Ops 3 much reduced and saw limited use as a result.

The difference for Zero is that she can do all that, and hack other players, too. What in Advanced Warfare was a sometimes difficult to earn killstreak has become all but a certainty if there's a Zero in the match, and even in her post-nerf state, you will see plenty of players making use of her skills.

So how can you take up the Zero mantle and make your enemies' lives miserable? Read on to find out.

Disruptor's Good to Go

Zero's EMP grenade is everything you'd expect: it disrupts enemy HUDs, cancels their ability to use streaks, and destroys all equipment within a given radius.

Brainless, right? Not really. Like Ajax's Nine Bang (itself on the receiving end of a significant nerf), the EMP's use is somewhat situational and takes slightly more forethought to use effectively.

You want to know two things before you decide to toss an EMP:

  1. Whether enemies will be within its radius
  2. Whether its use benefits anyone but Zero

The first point should be obvious. An EMP is worthless if it doesn't connect with anyone, even with its relatively short cooldown time. You'll need to have a general idea of how troops flow on each map and some concept of where they're likely to be in the middle of a round. 

Luckily, few people run suppressors and Fog of War and UAV should give you a good idea of who's where, when.

The second point is purely a personal choice. You can use the EMP as a survival tool, but it's not going to stop someone from shooting you like Torque's Barricade or Razor Wire might. It's not going to blind anyone like the Nine Bang. That said, there's always a chance you'll catch someone off guard just long enough to duck behind cover.

In short, you have to put a little thought into where and when you use the EMP, but don't hesitate to use it when you have it available. It will win fights for you or your teammates.

Zero Day Exploit

The Ice Pick. Perhaps the most powerful specialist ability, capable of affecting almost anything and everything the enemy team could use against you, including themselves.

It has no range limitation, no effective perk counter, and though it has a longer cooldown, once used everyone on the map immediately feels the effects.

It has a few weaknesses: the tablet takes up the whole screen, robs its user of mobility, and the hack takes enough time for spawns to flip, forcing a premature end to any Zero player's plans.

Make no mistake, however. Its strengths far outweigh any of its limitations. That means the next question is:

"Why not use it as soon as I have it?"

Simple. A full team hack is nice to have, but if you can rob your enemy of crucial assets in the air and on the ground, you'll get a lot more out of a single hack than just 60 points.

The best way to use the Ice Pick, then, is to wait until momentum shifts away from your team. The moment you feel like you and your teammates are standing on the back foot, because of killstreaks, equipment, or otherwise, make a point of removing those advantages all at once.

If you feel like the match will remain in your favor regardless of a hack, use it instead as a turbo boost. An enemy on the back foot is more likely to take additional caution when he hears a hack is on the way. Once it goes through, you'll put any streak or equipment resistance on hold.

In either case, you'll want to find a low-traffic area of the map, hunker down, and make the enemy team's life a living hell. For 30 seconds, at least.

Power Through

So we know how to use the EMP. We know the power of the Ice Pick. Now how do you play Zero at every other time, and how does she play with her full kit available?

Like every other Specialist with a focus on speed

Crash, Battery, Ajax, Ruin. If you know what it means to play these Specialists, you understand the value of being in someone's face whenever possible.

Zero is no different. Be aware that a hacked enemy can still shoot you, but everything else about them save their healing is unusable. They are a walking gun, nothing more.

You'll want to focus on weapons you can count on, the fast, powerful stuff that grants mobility without sacrificing firepower. That means SMGs, ARs, and certain LMGs with the right loadout.

Lead an engagement with your EMP, then rush in when your opponent is disoriented. Also be aware that the EMP has a wide radius, so the enemies it hits might be farther away than you expect. 

If the Ice Pick is up and it's a good time to use it, do so and head to a high-traffic area of the map to take advantage of your foes' disorientation. 

When you're playing on a more wide-open map, I would advise against Zero in some cases, especially if there are a lot of long sightlines that make her EMP less of an asset. Thankfully, there are enough close-quarters areas on Black Ops 4's maps you can hang out and make the best use of her kit.

If you must play slow, you'll be hampering Zero's immediate effectiveness. Sure, you might have an easier time getting to the Ice Pick, but you deny your team the more localized EMP support. You're also robbing yourself of the opportunity to make a real nuisance of yourself. 

And at the end of the day, that's what Zero is all about: being the biggest nuisance on the battlefield. Her job isn't holding down a position, clearing a room, or making sure teammates have a better chance of winning their gunfights. 

Her job is ensuring the enemy can't do anything she doesn't want them to do.

What's more fun than control like that?


Call of Duty: Black Ops 4 remains on track to be one of the best shooters of 2018 as long as Treyarch can keep from meddling too much in the core mechanics that make a Call of Duty title tick.

Zero comes dangerously close to crossing that line, but her addition manages to shake up the Specialist meta in a way some players won't like, but others will love.

If you're still on the fence about picking it up, check out our review. If you're looking to take your gameplay to another level, read our Specialist guide. And don't forget that there's plenty of other Call of Duty: Black Ops 4 content on GameSkinny. It's all right here.

Complete MapleStory 2 Soul Binder Build and Play Guide Thu, 20 Dec 2018 14:40:14 -0500 Synzer

Soul Binder is a magic ranged class in MapleStory 2 who uses orbs and energy to fight. Like my Runeblade guide, I have played Soul Binder since it officially released and tested out different builds. This class is a little harder to determine the optimal build for because it is in dire need of skill points. Most of the skills in Soul Binder's tree are great, but you can't get them all.

I'll be going over the play style/tips and suggested skill builds. This will be from a purely damage standpoint and I won't be going over any support builds. From my experience, you are better off picking Priest if you want a full support role. Soul Binder will help the group out more by either picking strictly damage or a damage/debuff hybrid.

Table of Contents

Soul Binder Basics

The most important thing to know about Soul Binders is their Mantra Array skill. Soul Binders can use this skill to create up to 4 orbs that surround them and empower some of their other skills. Each one also restores 12 spirit, so this is also how you will recover spirit.

Soul Binders are ranged magic damage dealers, and have skills that can debuff the enemy. This means they can lower certain stats on the enemy to make them easier to fight.

Most of their important abilities will use their Mantra cores and will generally want to use all 4. This means that you will be using the Mantra Array ability often, usually in between each skill. This can be tedious and requires setup, but gets easier over time and with higher attack speed.

maplestory 2 soul binder mantra array


The main stat for Soul Binder is Intelligence. Crit isn't terrible, but it is distinctly worse than Intelligence, so all your points should be put in Int.

Attack Skills

This section will go over the important attack skills and which ones are affected by your Mantra cores.

Soaring Orb

This is the first attack you get and one you won't use later on. As you level, it will be useful and it doesn't use up spirit, but it also does not recover spirit so it's hard to fit into an effective rotation.

It shoots orbs at a 7.5 m range that hit up to 5 enemies in a 3-hit combo. Once you unlock Radiant Salvo at level 6, you won't be using Soaring Orb.

Radiant Salvo

This is a rapid-fire attack that shoots orbs up to 7.5 m away and hits 4 times. Consumes 3 energy.

They will also ricochet to other enemies 4 times for the same amount of damage, but it can't hit the same target again.

Even though this ability consumes energy, it is so small that you won't run out. This is especially true because you will be using Mantra Array a lot, which will return much more spirit mid-combat.

As you level and unlock more skills, this will be more of a filler spell and not used as much.

Expansion Blast

I'm going to list the damage for this and the following abilities. All values listed will be those for when the skill has the maximum amount of points.

This is the first ability that gets empowered by your Mantra cores.

By default, this skill shoots an orb that travels 7.5 m and hits up to 8 enemies in its path for 1,021% damage.

It also shocks the enemies it hits for an additional 20% electric damage every second over 3 seconds. Consumes 4 spirit and has an 8 second cooldown.

Basically looks like a spirit bomb at max cores.

  • Mantra Effect: Each core increases the damage of the blast.
  • 3-4 Mantra Cores: In addition to the damage increase, it explodes at the end to deal almost the same amount of damage as the initial hit.
    • Max damage: 1,281%+1,184% + 60% after 3 seconds = 2,525% damage.

You always want to shoot for using 4 cores. If for some reason you can't, you want to use at least 3 since that will give you the extra attack.

Flash Strike

This kamehameha-esque ability shoots a beam of light at the enemy. It does damage up to 8 enemies withing 10.5 m in front of you. It also pushes you back 1.5 m. Consumes 6 spirit and has a 15 second cooldown.

This ability does not get empowered by Mantra, but it is still a strong ability. It can also be used at any time since you don't need Mantra cores for it.

Shooting Star

This ability shoots 3 orbs up to 8 m in front you that hits up to 5 enemies within a 2.25 m radius. Consumes 4 spirit and has an 8 second cooldown.

  • Mantra Effect: Each Mantra core adds an additional attack. The damage is not increased but each orb does the same amount of damage.

This means that with max cores, you will shoot 7 orbs out instead of 3. That is a huge damage increase, so you'll want to use this at max cores.

maplestory 2 soul binder shooting star

Energy Surge

This ability sends a blast of energy along the ground up to 8 m in front of you towards the nearest enemy. It hits up to 8 enemies and stuns them for a very short time. Consumes 5 spirit and has a 16 second cooldown.

  • Mantra Effect: Each Mantra core adds an additional attack. The damage is not increased, but each additional attack does the same amount of damage.

Just like Shooting Star, this will be a huge damage increase at max cores. It changes from 1 hit to 5 hits.

Concussion Orb

This is a two-part attack if you hold the skill down that launches an orb to the nearest enemy within 7.5 m in front of you. It deals 275% damage to 5 enemies within a 2.25 m radius.

It has no cooldown or spirit cost. It is not affected by mantra.


There are 2 passive abilities, 1 buff, and 2 debuffs.

Orb Mastery

This is the standard passive skill every class has and increases weapon attack for each point you put into it.

It starts at 1% and increases by 0.6% each level of the skill up to a max of 6.4%.

Animus Focus

This is a passive that improves certain abilities when you use them with max Mantra cores.

Increases the damage of Expansion Blast, Shooting Star, and Energy Surge by 3% at base level and the recovery of Healing Bond by 3%. It goes up by 1% each level of the skill to a max of 12%.

Narubashan Unleashed

This is a psuedo-buff. It doesn't actually increase any stats or damage directly, but it still results in a damage increase if used correctly.

This skill gives you 1 Mantra core automatically every 4 seconds over 20 seconds and has a 60 second cooldown.

At base level, this skill isn't worth it, but at level 8, it gives 1 core every 0.5 seconds. You will want to get it to 8 and stop. Level 9 and 10 only increase the duration by an extra second each level.

Since you don't have enough skill points to increase all your damage increasing skills, the extra 2 seconds are not worth the 2 points.

Raging Tempest

This is an attack that deals low damage, but decreases the target's accuracy and evasion. You need at least level 6 to unlock the other debuff, which is where you should keep it. In general, this debuff isn't worth using and is only there to unlock the other.

Static Flash

This is an attack that deals low damage and also decreases the target's defense and movement speed by 1% at base level. Consumes 15 spirit, lasts for 10 seconds and has a 10 second cooldown.

It decreases their defense and movement speed by an additional 1% each skill level, up to a max of 10%.

  • Mantra Effect - Increases the duration and cooldown for each core, to a max of 30 seconds.

This debuff is a great damage increase for the whole party, though it is a personal damage loss.

The mantra effect is just so you don't have to refresh it as often, so it depends on what other abilities are available at the time as to whether or not to spend cores on it.

In general, you will want to max this skill out when doing hard content, such as chaos raids. The increase it gives to the party's overall damage will be better than your personal damage.

Skill Build and Playstyle

There are 2 builds that I set up. The first is the max damage build that I use for dungeons, and the other is a debuff build that I would use in chaos raids.

Each build uses 67 points, I didn't get the last skill point yet. I'll mention where you should put the last point in each build, but it won't affect the overall effectiveness too much. 

Max Damage Build

There are 4 points in Soaring Orb because it is required to get Raging Tempest, which is required to get Energy Surge.

Only 6 points in Radiant Salvo because that is what's required to eventually unlock Shooting Star. This is a good skill, but there aren't enough points to increase it further.

Max points in Expansion Blast, Energy Surge, and Shooting Star because these are your strongest abilities and also get increased by the Animus Focus Passive.

Only 6 points in Orb Mastery since it is required to unlock Animus Focus. Also, 8 points in Narubashan Unleashed because that gets you the maximum benefit.

I ended up putting 7 points in Flash Strike and 5 in Animus Focus because that was the combination I found did the most damage on the training dummy. I've also tested each build in dungeons and this usually still did the most.

If you ever miss any of the empowered abilities or don't use them on cooldown, then you will get more damage by taking 3 points out of Animus Focus and maxing out Flash Strike instead.

The last point can be put in Animus Focus.

As for using it, you want to always start with 4 Mantra cores ready before combat. Start with Shooting Star or Expansion Blast, depending on your positioning, then use Narubashan Unleashed.

After that, use Flash Strike on cooldown, Energy Surge, Expansion Blast, and Shooting Star on cooldown and with 4 cores active. Radiant Salvo is used in between these abilities if everything is on cooldown.

Debuff Build

This is similar to the max damage build, except you max out the Static Flash debuff.

I took points from Flash Strike and Energy Surge because they deal less damage than Shooting Star and Expansion Blast. There are 6 points in Raging Tempest because you need that to unlock Static Flash. Only 1 point in Animus Focus just to get the initial 3% damage bonus.

For the last point, I would put it in Energy Surge.


I won't say too much here, but it is important to know that Attack Speed is very good for Soul Binders. In terms of weapon, I would still use MSL for the biggest increase, but Ancient Rune is not a bad choice since it gives attack speed.

This means that Varrekant's Wings and Kandura's Pendant are absolutely best in slot because they each give attack speed in addition to their other bonuses.

You will want to aim for having at least 110% attack speed. This will make your Mantra charging less clunky, laggy, and give you an overall smoother game play experience.

Positioning and Movement

As a ranged class, positioning is important, but even more important for Soul Binder.

You will need to test out Expansion Blast yourself to find the optimal range, but make sure you are far enough away so that that you are able to get both hits with it.

Of course, this is not always possible on bosses that move a lot, so just getting the first hit in is good enough if needed.

Shooting Star's animation can be cancelled with a dash after the initial star goes out. This will cause the rest of the stars to continuing hitting the enemy, but now you are free to use other skills and move.

This is useful because it allows you to do more damage since you don't have to wait. It also allows you to get full damage in if you have to suddenly move.


Soul Binder is a good burst damage class that can output high numbers when played correctly. It definitely suffers from not having enough skill points, but a skilled Soul Binder can still do more than enough damage to clear any content currently in the game.

That's it for my MapleStory 2 Soul Binder guide. I hope I helped you understand the intricacies of this class and how you can improve your damage with them.

It takes some getting used to, but I find it to be a very fun class to play when you get the hang of it. Let me know if you have any questions or found other builds that work well for you!

A Guide To Building The Best Menu In Chef: A Restaurant Tycoon Game Wed, 19 Dec 2018 14:51:18 -0500 QuintLyn

When playing Inner Void's Chef: A Restaurant Tycoon Game -- as with running a real restaurant -- a big factor is creating the perfect menu. Any restaurant entrepreneur worth their salt knows that they need to offer the right things to bring in the customers. Generally, this means having a menu with some variety -- and that means recipes.

When you first start playing Chef, the game will start you out with a reasonable amount of recipes allowing you to add items to every category on the menu, from appetizers and salads to desert and drinks. Of course, it's important to remember that these are starter recipes. There's nothing special about them and you're going to want to change that as soon as you can.

That's where we come in. In this guide, we'll explain how to make the most out of your menu and attract the customers you desire using the recipe system. Of course, there are other factors to consider, such as location, but we're not dealing with that here. For now, let's concentrate on the food, beginning with...

Why recipes are so important

This may seem obvious. After all, in the real world, what a restaurant makes generally dictates its clientele and how much money you make. The right recipe, made using the right combination of ingredients can attract wealthy patrons willing to spend some serious dough -- even if the ingredients themselves aren't all that expensive.

The same is more or less true in Chef.

As noted above, the game starts everyone out with a selection of recipes -- just enough to get them off the ground -- but as you play, you'll be able to unlock even more pre-set recipes by purchasing individual ingredients. Even more importantly, you'll be able to create your own recipes. This is how you really make your restaurant stand out and assure you have enough of the right things on your menu to attract the clientele you're going for.

It's all about the ingredients

In Chef, there are several different types of customers available for you to cater to. Some of this will be determined by your location -- industrial areas will attract more blue collar workers, theme parks will net you more tourists and families, etc. -- as well as your pricing, but a big factor is the kinds of foods each group is attracted to.  What attracts one type of customer will push another away.

For instance, white collar workers like seafood and higher end drinks but aren't big on starches and cheap booze.  On the other hand, blue collar workers love the starches and cheap booze but hate veggies and herbs.

The good news is that you don't have to figure this out for yourself. Information on what each group likes can be found under the stats menu. (The little red button with the graph symbol.)


Armed with this information, you'll be able to build recipes and, as a result, a menu that will attract exactly the customer base you're looking for. Of course, it will take a little time, because you're going to have to purchase the ingredients  needed for these recipes using points earned at the end of each week.

The amount of ingredient points earned is indicated by the crossed fork and spoon symbol at the top of the screen. You'll get ten every week to spend and, yes, they do roll over. So don't worry about spending them all at once.

To purchase ingredients, you'll need to access the ingredients menu via the bar at the bottom. It's the button that looks a bit like a basket with things in it, in between the bowl and the star.

Types of ingredients

There are 11 different categories of ingredients to choose from in the menu. These are as follows:

  • Vegetables: Any plant that's not a fruit or an herb...lettuce, onions, asparagus, olives, garlic, tomatoes, etc
  • Carbs: Also known as starches, so rice, noodles, bread, and so on
  • Meat: Any animal that's not found in the water -- with the exception of maybe snails. Obviously this includes processed meats as well
  • Seafood: Fresh water, salt water, shellfish, crustaceans, and cephalopods, they're all here
  • Dairy: Aside from the obvious raw items, this also includes cheeses, yogurts, and even bechamel sauce.
  • Spices: This is anything that wouldn't typically be eaten alone but adds flavor. It includes dried seasonings, fresh herbs, and even ginger and capers
  • Fruit: All your basic fruits plus some exotic ones. And yes. Avoocado and cucumber are included
  • Nuts: There aren't a lot to choose from, but you have enough to create some interesting recipes
  • Legumes: Or beans. Also includes soy sauce and soy milk.
  • Other: This is a bit of a catch all. It includes everything needed for flavor, from stock to butter to olive oil to honey. It also includes base ingredients like flour and gelatin. Beverages like water and coffee exist here as well
  • Alcohol: Beer, wine sake, brandy, and rum

Ingredients in each of these categories can be purchased in one of three qualities -- indicated by the color of the rings around them. Higher quality ingredients cost more points. You can see each of the quality levels in the image above.

  • Low: Grey, costs 1 point.
  • Mid: Green, costs 2 points.
  • High: Blue, costs 3 points.

Higher quality recipes also increase what you pay for the ingredients when making a dish. This means that if you plan to use higher quality ingredients, you need to be prepared to charge more for them.

Keep the information available on customer preferences in the stats menu in mind when making this decision. Higher prices will drive away certain customer bases.

It's also important to note that you do not have to buy low quality ingredients if you don't feel you need them. You can easily skip right to mid or high. The one thing to keep in mind, however is that since each tier costs more, it will take you longer to accumulate a good variety of items -- which means you won't be able to create as many recipes up front.

After a few rounds of playing, I started buying high quality only, rather than wasting points on something I'd want to upgrade anyway.

Other factors

Before jumping into recipe creation, I'd like to address two other factors -- skills and tools. Skills (which are found under the chef's hat button) are a bit ambiguous at the moment, but it is important to know that they will have an affect on the quality of your recipes.

At the end of the week, when your receive ingredient points, you'll also get skill points. These can be used in the skill menu to improve recipe quality. There are five main categories of skills -- which are broken down into smaller groups. Each individual skill affects the quality and cooking time of a specific recipe type. Be sure to hover over and  read the information on each skill before deciding to spend points on them.

A second factor is the tools available to you. Certain recipes can only be made using certain tools. You can't grill on an oven or blend in a microwave. So, if you haven't purchased the right appliance, you won't be able to add items that require it to your menu.

There's a pretty good chance you won't buy everything available to you at the start of the game. And as time goes on, you'll be able to unlock more appliances. So don't worry about not having everything at once.

Building a recipe

Before we jump into the details of actual recipe building, I'd like to note that the game's tutorial does a solid job of explaining things. If you're someone who likes to figure things out for yourself, you can jump in and start toying with recipes easily.

So, with that in mind I'm going to do my best to avoid giving you the blow by blow of the tutorial itself and dig deeper into some of the things it just scratches the surface of.


When you're in the recipe editor, you're going to start with a template. There, you choose the base of your recipe. In the example above, you'll notice I've chosen a "grilled meat" option. I can do this because I have the necessary ingredients (meat), cooking implements (a grill), and skill level.

You'll also notice I have a choice between using this as an appetizer or a main course. Not all recipes will give you an option as to where they go on the menu.

Once you've made basic decisions and and clicked "Start recipe," you can get down to the fine art of creating the ultimate dish.

Taste and flavor

As the tutorial explains, recipe creation requires taste balancing and aroma matching. Your success with this will be indicated on the left hand side of the screen, with the Taste and Flavor indicators. The higher the number the better.

To match aroma, you'll need to pay attention to what colors the circles of ingredients change to when you click on other items

As an example. In the image above I've clicked on the beef ingredient at the top. You can now see how well each of the items below pair with it. Light green items like the onion and mushrooms are okay, dark green items are good, and blue items -- of which there is only pepper -- are great.

You'll note that the Flavor number is currently 40 on this particular recipe, and might wonder where that comes from. Well, it's a total based on how every single item pairs with every other item.

The food min-maxers among you can see the details by clicking on the arrow next to the Flavor number. This will pop out a small menu that tells you not only what's working and what's not, but exactly how much each item contributes to or takes away from the total.

(You can also get a similar rundown on how your Skills affect the recipe by clicking on the arrow next to it.)

Taste is determined a bit differently. You may have noticed in the image with the recipe template that the ingredients on the right had small symbols associated with them, each corresponding with a symbol under the Taste bar. These are your basic flavor components.

  • Saltiness: The salt shaker
  • Sweetness: The cube
  • Sourness: The lemon wedge
  • Bitterness: The... clove... maybe? (I'm not really sure what that is. It also looks like a tiny pine cone or maybe an artichoke)
  • Fattiness: The little pig snout

You'll also notice that each flavor component on an ingredient has a number next to it, indicating how much it will contribute to that portion of the recipe's flavor.

The trick here is that you don't want any one flavor component to be too powerful as it will overpower the rest. Don't worry. The recipe creator will let you know if you've gone too far with one component or another by putting a little exclamation point next to the offending flavor component's bar.

Overall recipe rating

Looking at the above images, you likely noticed the five little chef hats at the top left. This is your Relative Recipe Rating. It's "relative" because while it's determined by the quality of your ingredients and their combination, it's also based on your current restaurant level.

This means that as your restaurant level goes up, your rating on recipes you've already created will go down. At the moment, my test recipe has a really high rating, but if I want to keep my name out there, I will have to come back and make changes -- or just create something new -- periodically.

A few other things of note

The restaurant creation menu also includes other incredibly helpful bits of information. You'll notice it tells you what types of ingredients it contains just under the recipe rating. This helps you assure you're creating something your target customers will like.

Further down, it also gives you information on required temperatures and cook times. This information will actually change as you level up certain skills. In general, leveling the correct skills will bring both these numbers down.

Finally, there's the price. This isn't the price you're going to sell at, but rather a base. Basically, it's what the ingredients will cost you for each meal. So priced accordingly.

And there you have it, everything you need to know to create great recipes and build a menu that will really draw the right crowd. With the information you have here, your restaurant is sure to become the hot place in town -- or the charming little diner you always wanted. It's really up to you.

Below - Crafting Recipes and Quick Start Guide Wed, 19 Dec 2018 11:31:45 -0500 Jordan Baranowski

One of the key draws of a game like Below is how little it holds your hand. Right from the beginning, you are thrown into a huge, mysterious world where seemingly everything is out to kill you.

Sometimes, a little help is warranted.

Wandering around with no clue what you are supposed to be doing is fine for a bit, but it can get frustrating if you’re trying to move forward with no clue what to do. We don’t want to spoil things for you here, but we do want to help get your feet under you - or should we say… Below you? - to help you get started on your journey. Here are a couple tips for getting started in Below, and a few advanced mechanics we wish we had known about sooner.

Keep yourself healthy with food and water

Early on, it may not seem like keeping yourself healthy in Below is going to be a problem. When you start to hit deeper floors, however, you’ll notice that available resources start to dry up as you venture deeper, and you’ll often have to rely on your stocked goods to make it to the next checkpoint. There are three health meters you need to worry about - they appear in the top left corner of the screen when your they are running low or when you are at your inventory.

The icons should be fairly easy to logic out - hunger, thirst, and health. Both hunger and thirst decrease automatically, and can be replenished through items found in the dungeon.

You can find food, like turnips, growing in the ground. Even better, keep an eye out for small animals, like rats, moving through the grass. If you attack them, you can harvest some morsels that you can eat to sate your hunger. You can also spear fish in small pools by equipping your spear, holding the attack button, and releasing when a fish is nearby.

Speaking of small pools, you can replenish your thirst meter any time you find a pool by standing in it and hitting the use button. Some food also replenishes thirst, and you can fill empty bottles in your inventory for longer treks.

Fast travel and find your items after you die

As you start encountering longer dungeons and tougher enemies - not to mention that pesky spike trap - you’ll find that Below owes some of its design philosophy to games like Dark Souls. You’re going to die.

Normally, you’ll find yourself back where you started after you die, but you can actually set checkpoints for yourself so it’s easier to recover your supplies after you succumb to the dungeon’s dangers.

Whenever you hit a campfire site, you are given a few options. The left option - which will cost you a substantial chunk of the crystals you get for killing enemies - will transform the campfire into one with blue flames. The next time you die and wash up at start, you can approach the first campfire and instantly transport yourself to the blue-flamed location.

Your first stop after dying should be the spot where you fell - you’ve got to find your lantern and other items that dropped. If you pull up your map once you reach the floor where you died, you will see a visual indicator in the room you need to get to in order to retrieve everything you dropped. This should be your number one priority after dying.

Stock the Pocket

At first glance, the Pocket seems totally unneeded in Below. It’s a persistent storage space where you can stock up on items, minimizing your losses when you fall.

On later runs, as you figure out what you’re up against and runs last for much longer stretches with many fewer resources, your stockpile in the Pocket becomes an absolute necessity. Your inventory is a lot smaller than it seems, so make good use of the storage space the game gives you so you can find success later on.

Crafting Basics

Another element of Below that is based entirely on trial and error is crafting. The game doesn’t let you combine items that won’t make something new, but it also won’t tell you the recipes for crafting essential items - it leaves it up to you to discover (and remember) what makes what.

You can craft from your inventory screen, and it’s generally safer to do it at a campfire where you won’t have to worry about enemies sneaking up on your while you’re distracted.

Here is list of what we (and other members of the Below community) have discovered so far:

Simple items become more advanced when combining three of them together:
  • Ember + Ember + Ember = Phosphor
  • Shard + Shard + Shard = Spike
  • Stick + Stick + Stick = Bundle
  • String + String + String = Weave
Stay alive with these dungeon essentials:
  • Blood Moss + Sludge + String = Bandage
  • Blood Moss + Sludge + Leather = Bandage+
  • Blood Moss + Sludge + Weave = Salve Strap
  • Blood Moss + Spike + Shard = Caltrops
  • Bundle + Crystal + Weave = Crystal Rod
  • Stick + String + Ember = Torch
  • Stick + Weave + Phosphor = Torch+
Crush your enemies by building new weapons:
  • Bundle + Leather + Shard = 4X Arrow
  • Bundle + Leather + Phosphor = 4X Fire Arrow
  • Bundle + Spike + Shard = 4X Spike Arrow
  • Bundle + String + Phosphor = 4X Bomb Arrow
  • Skull + String + Phosphor = Bomb
  • Skull + Spike + Phosphor = Mine
  • Stick + Leather + Shard = Arrow
  • Stick + Leather + Ember = Fire Arrow
  • Stick + Spike + Shard = Spike Arrow
  • Stick + String + Phosphor = Bomb Arrow


That's it for our beginner's and crafting guide for Below. Keep an eye out for other Below content and coverage of other indie games here on GameSkinny.

Last Year: The Nightmare Beginner's Survival Guide Tue, 18 Dec 2018 17:00:05 -0500 Ty Arthur

It's been a long wait for Last Year: The Nightmare, a game we originally thought it was coming out in 2016. But now it's here, and we've got a proper '90s-themed high-school slasher full of asymmetric murder and horror. 

The game is still in its infancy with only a handful of maps and a single mode, and unfortunately, it doesn't have a tutorial like in Dead By Daylight or Friday The 13th.

That means you've got to learn on your feet — or you could just read our guide for tips and tricks on getting started. Below, we'll cover how to enable push-to-talk so that you can strategize with your teammates, how to craft, how to survive as a survivor, and how to kill as a killer.

How to Enable Push to Talk 

Last Year: The Nightmare is currently a Discord-only title, so there's a lot of confusion about how to turn on and off certain options that everyone knows how to use on Steam.

There is, in fact, a Push to Talk option that keeps other survivors from hearing every cough and fart, but it's weirdly hidden and not easy to find.

When the game is active, tap Shift and the ~ key (the squiggly next to the "1" key on most keyboards) to bring up the Discord overlay.

In the top-right corner of the screen, look for a tiny cog icon above your Discord username. Click that to bring up the voice settings, then choose Push to Talk at the bottom.

How to Pull Up the Crafting Wheel

Aside from Push to Talk, the most common question for new players right now is, "How do I pull up the crafting wheel?".

The keybindings page doesn't actually tell you this, but it's as simple as holding right-click.

Be careful, though, as there's a bug where it can get stuck on the screen, which is bad news if the killer is around. You have to spam the right click button to get it to go away.

Hopefully, this will get patched out soon.

Last Year: The Nightmare Survivor Basic Strategies

If you want to stay alive, ALWAYS STAY TOGETHER AS A GROUP.

Unlike other asymmetric horror games, it's easy for a well-coordinated group of survivors to defeat the killer (even the seemingly-unstoppable giant seen dead above) and force them into a re-spawn/cooldown period.

Between turrets, flashes, and assault-class survivors wielding pipes, a coordinated crew can keep a killer busy while the medic heals anyone injured. A good strategy is to manipulate the killer into chasing one person around library shelves, desks, and other obstacles while the rest of the team strategizes and/or heals. 

If you scatter, it becomes much easier for the killer to take you down one by one.

Move as a herd and don't ever stray behind when finding the map's objectives, whether that's floppy disks for hacking the computer or finding torches for cutting through locked doors.

After the final objective is complete, it's important to remember that you have a limited amount of time to reach the final door, which is why it's important to stay together.

There are only three maps so far in the game, so learning them isn't as much of a chore as other survival horror games. In particular, be on the lookout for the small shortcut holes near the floors in the major hubs in the Library, Gym, and Tower levels. The killer can't pop through those, so it offers a quick way for a whole team to get out and then close the door to the room, slowing down the killer.

There's a major caveat here, though: always stay away from vents if the killer is the Strangler. He can hide in them and pop out for an instant kill. Ditto for skylights in the ceiling if the killer is the Slasher. It seems like most killer players haven't figured this out yet, but the Giant can also smash through certain solid walls.

Finally, don't forget that killed survivors will re-spawn in closets. Follow their shouts as a herd and open the closest so they'll respawn. You want a full crew for as long as possible to maximize your chances of survival. 

Last Year: The Nightmare Killer Basic Tips

As any of the three killers, you can pop in and out of Predator mode as long as there isn't a survivor in your direct line of sight or a survivor looking at you. That means you can round a corner, drop a bear trap, and pop into existence as long as direct sight lines don't have other players in them.

However, when in Predator mode, you can't move through closed doors; eventually, you will be forced to spawn in and move slower in physical reality.

This will likely change as survivors get better, but for now, these are the best places to set bear traps:

  • Directly in front of the main doors to objective areas, where computers or locked doors are found.
  • At the very tops of stairs leading to important areas like the locked doors or the top of the Library.
  • The edges of forks in hallways or at other blind spots.
  • Directly outside the closets where dead Survivors respawn; 
    • These are great places to rack up kills. 
Using the Strangler

The Strangler is the fastest and stealthiest killer, so if you prefer chasing survivors down quickly, they're the way to go. Note that their strangle move requires holding the survivor in place, rather than repeatedly hitting with a weapon.

Using the Slasher

The Slasher is the in-between killer, with decent speed and stamina for rushing in to get direct ax attacks. It's simpler to take down survivors with a few swings, but they don't have the same vent stealth abilities as the Strangler.

Using the Giant

Finally, the Giant is the slowest killer, but their rampage run is nearly unstoppable. Large doors and gates are the Giant's Achilles heel since they move more slowly. Survivors can run forward and shut the gate outside the Gym or Library behind them to stop a rampage charge, so keep that in mind, too. If you have a player engaging in this behavior, just leave to find easier prey.

No matter which killer you pick, with a little luck and an uncoordinated team of survivors, you'll get the image below as your ending shot.

Got any other strategies to win as the survivors or the killer? Let us know your best Last Year: The Nightmare tips in the comments below.

Stay tuned for our review of the game coming in a few days, where we'll let you know how Last Year: The Nightmare stacks up to other asymmetric horror titles, such as Dead by Daylight and Friday the 13th.  

Monster Hunter, Past & Future: Generations Ultimate vs. World Tue, 18 Dec 2018 13:03:58 -0500 Tim White

On the whole, Capcom's long-lived and much-beloved Monster Hunter series hasn't changed as much over the years as many other franchises have. Nonetheless, Monster Hunter: World, the newest entry, is different enough from its predecessors that some gamers find it hard to go back and forth between them.

Here are six of the biggest differences between World and Generations Ultimate, from the perspective of the latter.

No Training Room

World streamlined and simplified many of Monster Hunter's more antiquated mechanics, and that's a good thing. One of the most useful additions in World is the training room, where you can practice complicated and sometimes awkward weapon combos in safety.

In GU, you're out of luck. If you're not already intimately familiar with a weapon's moves and timing, have fun dying thirty-eight times on the simplest hunts before you start to kind of know what you're doing.

If you haven't played either game yet, it's important to know that combat is in many ways more difficult than in many other third-person action games. There are 14 different weapon classes, and they all have different combos, different timing, and perform superbly against some kinds of monsters while being hilariously ineffective against others. It's almost impossible to pick one weapon class and stick with it forever; to be truly effective, you'll need to master several of them, and having to practice during a mission just flat-out sucks.

In short, a game being more difficult doesn't always make it better; exactly how it's difficult (and to what end) matters. Come on, GU, let us practice a bit.

No Changing Gear Mid-Mission

In World, enemy weaknesses and resistances are somewhat more forgiving, in the sense that you can still use a fire weapon to take down an enemy that mostly resists fire—it will just take longer. Only when a monster is completely immune to an element or status effect will you notice truly enormous reductions in your effectiveness.

Nonetheless, if you're interested in doing multi-monster hunts efficiently, you'll probably want to duck into your tent at camp to change equipment now and then. GU permits no such tomfoolery. The gear you select in the mission prep phase is what you get—no additions or substitutions. You'd better research the frickin' heck out of your target and make sure you have all of the most appropriate gear before heading out, or you'll more than likely end up staring at a "Quest Failed" screen.

Needless to say, this can make multi-monster hunts quite tricky.

Palicos are Way Different (and Better)

In World, you get one personal Palico (a cat companion) at character creation, and they can't be changed later, so you'd better make it purrfect. Your single furry friend will follow you everywhere as long as you're hunting alone or with only one other person, but will vanish in parties of three or four. Depending on what gear you give them, they'll support you in combat with abilities that range from barely to moderately useful.

Not only does GU let you hire multiple Palicos at once, you can even play as one! Player-controlled kitties can't do certain things during multiplayer matches, like mine for ore or use some items, but they still offer excellent support. When hunting solo, your A.I. feline friends are more versatile; whereas World limits them to a single gadget, and therefore a single ability, GU Palicos can do a lot more without having to shuffle their gear around.

Hunter Arts and Styles Add Both Difficulty and Versatility

In World, any two players wielding charge blades have access to the same moves and the same basic tactical options—not so in GU. In that game, you can further customize your hunter with Arts and Styles, which are essentially special moves and stances, respectively.

Both Arts and Styles vary depending on the gear you choose to equip. Arts are mostly straightforward: you fill a meter under certain conditions (usually by dealing damage), and when it's full you can unleash some sort of super-move or useful support ability.

Styles are a bit more complicated. Some Styles radically alter the combos and timing of most weapons, usually offering superior performance at the cost of demanding more skill from the user. What's more, Styles also have significant impacts on how your Arts can be used.

There is a "default" Style which doesn't change much of anything, but to master any of the others, expect to put in a lot of time and effort.

Get Ready to be Annoyed by Loading Screens

One of the great things about World is the fact that each map is one seamless area; once you've loaded into a mission or expedition, you won't see another loading screen until you leave.

The area maps in GU are split into separate zones, sometimes upwards of a dozen of them. You'll have to endure brief load times each time you change zones, which also respawns minor enemies in the area. Usually, this is little more than a trivial annoyance, but it can occasionally cause bigger problems.

On more than one occasion while playing GU, I found myself happily wailing on a target monster, ready to close in for the killing blow, only to dodge roll out of reach of its jaws and right into a different map zone. Because monsters can still move around while you're waiting on a loading screen, your fleeing target might have gained a considerable lead—or even managed to partially heal itself—by the time you catch up.

You can try to keep battles away from zone borders, but combat is chaotic, and that isn't always possible.

G-Rank Hunts are Ridiculous

Perhaps you've taken on some of the newer Arch-Tempered monsters in World and you're of the opinion that they're quite difficult.

Oh, you sweet summer child.

Some of the beasts in World can indeed be tricky, even downright tough, but none (yet) rival the sheer brutal torture of some of the G-rank hunts in GU.

Take G-rank Alatreon, for instance. Reddit and many other popular MH forums are flooded with posts asking for advice about this cantankerous lava dragon. I personally haven't fought him yet, but I've gone up against some of the worst of the worst in older MH games, so I don't take it lightly when series veterans say they hate this guy with a passion.

have taken down every monster currently available in World, and in terms of sheer difficulty, there's really no apples-to-apples comparison between the toughest hunts in both games. I have to be in a certain mood to fire up a G-rank hunt; it's much easier to convince me to hop into any of World's hardest missions, and I'm not ashamed to admit it.


There's no denying that Monster Hunter: World changed a lot about the classic formula. Some of the changes are great (and long overdue), while others can be argued to have "dumbed down" the more hardcore elements of the series that some longtime fans prefer.

Monster Hunter: World and Monster Hunter: Generations Unlimited are both great games (and we've got guides aplenty for both, if you could use a hand; they share the same tag in GameSkinny's guide archives). Each will appeal to different crowds, but both deserve recognition.

How to Beat the Competition in Insurgency: Sandstorm Tue, 18 Dec 2018 11:23:08 -0500 John Schutt

Because Insurgency: Sandstorm tries to bridge the gap between hardcore simulation and casual FPS, strategies from both camps are applicable when fighting across its sandy battlefields.

Like a simulation, you won't be getting back up from a couple of bullets, and don't expect to dump an entire magazine without looking at the sky. Like a casual FPS, you can get away with taking out entire teams after a flank or jumping across a long sightline if you're quick enough. 

Neither is easy to do consistently, but if you follow the three rules outlined in the guide below, you'll have a much better chance of pulling off plays that'll have voice chat singing your praises.

Soldiers run down what looks like a middle eastern street in Insurgency: Sandstorm

Tip 1: Set the Pace

The first rule of any match is this: the team that sets the pace wins. It's a classic FPS strategy; if you and your team can determine how fast or slow the game flows, you have complete control over who is where when, and how they're going to act.

It's a trickier task in this game, though, as you die so quickly and one misstep will put the reins of the match back in enemy hands.

How, then, do you grab hold of a round and never let go? Simple: be methodical.

You have to embrace the Insurgency's slower gameplay and approach almost every engagement with caution.


  • every corner could hold an enemy
  • that "corpse" is probably going to shoot you
  • stay out of sight as long as possible
  • keep some cover between yourself and open space
  • watch where your teammates are headed and use them as bait/cover
  • use smoke
  • take the short route
  • never take the long route

Most of all, use your ears. Sound is paramount in Sandstorm, and you'll hear your enemies coming from a mile away. Remember, though, that they'll hear you coming, too. To shake up their position, approach from a direction they don't expect. Get a teammate to help you and punch through their defenses. 

Once you've started capturing an objective, slow the pace down. Let the enemy come to you, and once you know you've got friends on the point, take off on your own to scout around and strike from an off angle. 

Your ultimate goal is to keep the enemy team off balance, but keep them from descending into chaos. Chaos breeds unpredictability, and if you can't control your opponents, everything you worked for will be for nothing. 

Like I've talked about in previous guides, the funnel effect is your friend. In Sandstorm, maps have natural chokepoints you can use to create effective kill boxes, but again, don't overstay your welcome at any one of them.

If you have to start guessing at where your enemies will be coming from, you have to start all over again.

A soldier holds an M-16 from a first-person perspective while watching a firefight

Tip 2: Keep Team Composition Balanced

There are flashy ways to play Insurgency: Sandstorm. Few of them will win you matches.

Instead, focus on playing the long game. The second rule of winning in this game is: play the role your team needs, not the role you want.

Ask yourself before each match:

  • Are there a ton of riflemen but only one observer?
  • Is the commander spot open?
  • Is there only one sniper, and is he doing his job?
  • Could the team use someone with a shotgun or SMG?

Unlike most AAA FPS's on the market, you will rarely succeed through brute force alone. And sometimes that means giving up the spotlight in favor of becoming the enabler. You won't get the shiny credits at the end of a round, nor will you rack up a huge kill count. But your team will thank you for biting the bullet.

Every role in Sandstorm is a powerhouse in its own way. The commander and his observer can block off entire sides of a map with smoke or close air support. That gives the snipers breathing room to move into an advantageous position and hold down a sightline for long periods.

With overwatch, the riflemen and CQC soldiers can move toward an objective without fear of reprisal. And when the boots on the ground secure a forward position, the commander and his observer can move forward and get a line on a better chokepoint to control.

In other words, following Rule 2 makes Rule 1 easier for the whole team.

Everything cycles, but remember that your enemies will have the same idea. Your job is to be better than they are at playing your role. If you can't, it might be time to switch things up.

A player leans to get a better line of sight on their target as teammates provide suppressing fire

Tip 3: Bravery Before Foolishness

Flashy plays are possible in Insurgency: Sandstorm, and though they don't win matches on their own merits, they can enable you and your teammates to accomplish the otherwise impossible.

That's why the third rule of this game is: take calculated risks but don't jump headlong into enemy fire.

I know it sounds obvious, but you have to know that you will rarely, if ever, be shooting or bunny-hopping your way out of a mistake. Instead, when you do want to make the clutch play your team needs, take in the whole battlefield first.

Consider the following: 

  • What pushes have failed previously?
  • What successes have you had on the outskirts of the objective?
  • How long has it been since you surprised the enemy team?
  • Which route has your team routinely not been taking, and have you tried it yet?
  • Where would you sit if you were waiting for the odd flank?

Your answers to these questions should inform what play you make, though every risky endeavor puts you deep in harm's way. 

You'll need to be confident in your movement and your shot, and you'll be putting some of your faith in teammates (a travesty, I know) to keep the majority of the enemy team occupied.

Gather a couple of buddies you can trust, or think you can trust, and set out. You have to be careful when and how you spring your trap, but once you're in it, dedicate yourself to staying alive as long as possible.

Even if you're the only one left — or the only one who went — the big plays depend on being a consistent thorn in your opponents' side for an extended period.

If you can accomplish even one such play per match, you'll open up opportunities for your teammates to make something of themselves. And that, I think, is the ultimate win.


Insurgency: Sandstorm is unlike most other FPS titles on the market, but many of the same strategies still apply, even if you have to adjust them to the game's unique mechanics. If you want to know more about the game, be sure to head over to our review and see why it ight be a gem in the desert. 

Stellaris MegaCorp DLC: A User's Guide to the New Features in 2.2 Mon, 17 Dec 2018 15:26:24 -0500 Fox Doucette

Stellaris recently underwent some huge mechanical changes, and even if you haven't bought the new MegaCorp DLC, they are going to completely alter the way you play vanilla.

Whether you're just coming back to Stellaris after a long hiatus, you're a new player, or you've just purchased MegaCorp and want to be prepared for what's to come, there's a ton of stuff to go over.

From new civics and new planetary development types to new forms of diplomacy and non-military conquest, getting to the real meat of this DLC takes getting to the late-game. Just loading it up and starting a new game won't do it justice.

If you're going to invest that kind of time, you'd better be prepared to make the most of that new stuff when it becomes relevant in the game, right? Luckily, we've got you covered. Here's your guide to everything that's new in the latest release of Paradox's space oddity.

Free Patch Features

First and foremost, Unity Ambitions are no longer locked behind the Utopia DLC. They're free for all.

If you own Utopia, that's not going to be a big deal; it's the same mechanic you know and love. But for those of you who are new to the system, the gist is this: you can generate Unity through certain jobs for your pops, and those points can either be spent on diplomatic matters or a series of perks that improve certain elements of your faction.

Next, Democratic civilizations get all kinds of new Mandates and other perks that further offset the disadvantages of resource expenditure, as well as its leader-ousting effects. Again, that stuff's all beautifully explained by the game's extremely thorough tooltips.

But the real meat of the free patch? It's the new Planetary System.

Gone are the days of tile-based jobs. Now, tiles have Districts, which are further divided into:

  • City Districts (housing and clerk jobs)
  • Generator Districts (energy credits)
  • Mining Districts (minerals)
  • Agricultural Districts (food)

This also makes it much more important to choose wisely when considering planets and colonies. The size of the planets, which previously determined how many tiles the planets would contain, now determines the maximum number of available districts.

You have a guns-or-butter choice here. You could convert every available district to city tiles, usable for housing or amenities to keep your pops happy, for example. The only limit on how many city districts you can have is the size of the planet itself. Just remember that every city district you build is one less district you can use to mine resources.

The other three districts all have caps, represented by little squares in the planet view. Not all planets are equally resource-rich, so you'll want to plan strategically around that.

Meanwhile, there are buildings that can be built, as they were before, that affect overall planetary production.

Instead of these tiles being worked directly like they used to, you now get one building per 5 pops, and your maximum population is governed by food production and the number of city districts you build to provide housing.

It leads to a lot more specialization, especially since there are more resources; producing alloys from minerals, trade value for use with the game's new economic systems, and Unity for those Ascension perks described earlier is a matter of building the right advanced buildings.

And on top of all of the above, it's now easier for “tall” empires to make up for the lack of territorial expanse, which was previously necessary for mining rare resources by producing those rare materials planetside.

Speaking of Trade Value, not only is there the trade value that your planets produce, but there's also now Trade Value produced the same way other resources have been in remote star systems.

To exploit that resource, however, takes a lot more work. You'll have to build and upgrade Starbases to get at that trade potential, and you'll then have to establish trade routes back to your capital.

And the further away from the capital the resources are, the more you'll have to devote your fleets to protecting those trade routes, because otherwise you'll fall victim to piracy (don't worry, the game will tell you, to the last energy credit, how much you're losing to piracy and how much fleet cap you'll have to put out to stop all of it.)

When that happens, everything that the pirates get is lost to your empire.

Piracy suppression isn't just a matter of spaceship deployment; starbases can be packed to the gills with gun batteries that have not just an anti-piracy suppression value but also come in handy when more organized enemies show up. Fight defensively with a well-upgraded starbase present and it will be suicide for the enemy to try and crack that strongpoint.

This adds a strategic dimension, especially if you're playing with Hyperlane FTL rules; you now have easily defensible border chokepoints.

There's a new policy, known simply as "Trade Policy", now available under the usual empire policies tab that will determine what that trade value is used for. You can use it for "Wealth Creation" (a 1:1 conversion of trade value to energy credits), "Consumer Benefits" (0.5 EC and 0.25 consumer goods per unit of TV) or "Marketplace of Ideas" (0.5 EC, 0.15 points of Unity per unit of TV.) As always, the tooltip is there to remind you what you're getting.

Taken together, not only is this a whole new way to play the base-game, but for those who can make the best use of the available new resources, it's a massively profitable one, something that, if you've got Utopia, will come in real handy when it's time to build those late-game Megastructures.

MegaCorp Features

Branches and Subsidiaries

Let's start with the DLC's namesake, the Megacorporations that are a whole new empire type in the game.

Unlike Machine Empires and Hive Minds, Megacorps allow you to use any combination of basegame societal ethics. And choosing between Materialist and Spiritualist now gives you two completely different ways to play the DLC; each comes with its own pros and cons on top of the previous dichotomy between science and happiness.

This is all made available by the new Corporate form of authority, which is a special form of government similar to the machine and hive forms from the other two DLC for the game.

When you take that, you get a whole new set of civics to choose from, and your planetary ruling class now produces trade value in addition to their other effects.

The biggest advantage that Megacorps offer is a higher administrative cap. “Tall” empires can now develop those highly populated planets to their fullest.

The trade-off is that the penalty for going over the cap is now huge. This is not a playstyle for “wide” empires. But don't fret; there's still a way to expand. This time, it's by building Branch Offices on friendly planets with whom you're able to conclude a Commercial Pact.

Once you've got the pact, the branch office provides energy credits both to you and to the target faction. And when the branch office gets powerful enough, you can turn it into a full Subsidiary, which is vassalage by another name.

The difference is that the “vassal” still retains its sovereignty; it can grow and expand and wage wars and otherwise behave as an independent nation. The hitch is that you get a one-way Defensive Pact; they have to support you in your wars. And they have to pay 25% of their energy credits as “tribute”.

All told, it's very profitable and mutually beneficial.

Criminal Syndicates

But maybe you don't want a mutually beneficial relationship. Maybe you want to be the Space Mafia, exploiting your victim rather than playing nice.

For you, there's the Criminal Heritage civic.

When you take that trait, you get a permanent, irrevocable change to your diplomatic relations with other factions. Nobody will enter into a Commercial Pact with you.

On the other hand, though, you don't have to ask permission to build a Branch Office. You can put one down wherever you like, whether the owning faction of the planet likes it or not. These branch offices grow stronger the higher the crime rate is on the target planet. As the Space Mafia, you have a vested interest in keeping things unstable and lawless.

But when some other faction tries the same thing on you, this gives you your counter-strike. Put simply, the more resources you spend on law enforcement, the more you strangle the enemy's income, turning their would-be takeover of your space into a lot of jailed aliens. No crime, no profit. So if you see a Criminal Heritage empire anywhere near your borders, make plans to stay on top of that crime rate.

Gospel of the Masses

With “Gospel of the Masses”, you get a MegaChurch instead of a MegaCorp. The bulk of your income now comes from tithing, and while you can still trade, your Branch Offices now become Temples of Prosperity, spreading religion.

A lot of it is “same game, different name” and it plays fundamentally the same.

Keep in mind, you can combine Gospel of the Masses and Criminal Heritage, so they're not mutually exclusive!

Coruscant Simulator

Next, there's the Ecumenopolis, which is a “city planet”. Think Coruscant from Star Wars.

Before we get into the details of how to use them, here's how to build one:

Step 1: Unlock the Arcology Ascension Perk. This is a big reason why they unhooked Ascension Perks and the Unity system from Utopia; MegaCorp wouldn't work without it.

Step 2: Replace every resource district on the planet with City Districts.

Step 3: Go to the planet's Decisions menu. Once the first two requirements are met, you'll get a Decision to construct the Arcology Project.

Once this is done, you get the Residential Arcology, Foundry Arcology, Industrial Arcology, and Leisure Arcology, which make use of all those pops to produce even more resources than you'd get on a regular resource-rich planet.

On top of this, you get new Megastructures to even further enhance your late-game experience.

The Matter Decompressor is basically like a Dyson Sphere but extracts a ton of minerals rather than harnessing a star to make energy.

Mega Art Installations produce Unity and Amenities, which means lower crime rate, faster gaining of the rest of the Ascension Perks, and less planetary buildings devoted to keeping the peace, so instead you can generate economic value with their slots.

Strategic Command Centers let your corporation have sharper teeth; building one raises your fleet cap dramatically, adds to the number of starbases you can build, beefs up the defensive weaponry you can use to protect your trade routes and territory in general, and improves the sublight speed of your warships.

Finally, Interstellar Assemblies massively increase immigration pull and turn all but the meanest AI factions into friends with huge diplomatic relation bonuses.

Miscellaneous New Stuff

There are two other additions to MegaCorp: the Caravaneers and the Slave Market.

The Caravaneers are random wanderers who come floating through your empire, and they offer deals on goods you can't find anywhere else. They also bring with them a slot machine game. They deal in "Caravan Coinz", which are a special currency that you buy with your hard-earned energy credits. They're used for that slot machine game where you try and win more "Coinz", which you can use to buy loot boxes.

And finally, there's the Slave Market.

This does exactly what you expect it to. Anti-slavery empires can buy slaves' freedom (and deny other empires the chance to own the resources the slaves provide.) Pro-slavery empires can buy what essentially amount to pops that are either better or worse laborers than your native pops, but you don't have to wait for natural growth, just plug the slave into the job slot.

Of course, which of those you do depends entirely on what kind of empire you are.

All told, there is a massive amount of content to be enjoyed here, and now you have the complete overview. Happy trading!

Marvel Battle Lines Beginner's Guide: Everything You Need to Assemble a Winner Mon, 17 Dec 2018 11:14:12 -0500 RobertPIngram

What do you get when you take Tic-Tac-Toe and toss it in the blender with a universe containing not just decades of successful comics but also the most successful movie franchise of all time? You get the latest head-to-head online battle game, Marvel Battle Lines.

While a game which can be credibly compared to a game little children play may seem like a poor choice for anyone looking for strategic gameplay, Battle Lines manages to pack a great deal of plotting into a very simple structure. Then end result is a game which is engaging right out of the gate, unlike many of its competitors, and also allows for strong play without breaking the bank on microtransactions.

Unfortunately, for all the appeal the game has once you figure out how to make the engine purr, it doesn't do the best job of teaching new players how to play effectively. If you've been struggling in your online Arena matches and failing to progress in the campaign mode, try these tips the next time you assemble your squad.


The key to success in any game like Marvel Battle Lines starts with the deck you bring to the digital table. If you field a flawed team, you're doomed to failure before the first turn. There are many different styles of decks you can build and succeed with, but there are some core concepts to consider to ensure you build a deck with some punch.

Zeroes Can Still Be Heroes

While most online dueling games see players automatically generating energy every turn, that's not the case in Battle Lines. Because you have to play cards onto cosmic fragments in order to earn more power for playing cards, most of your cards which have a cost to play will be a push at best, unless you progress into later stages where squares begin to earn multiple fragments at once.

No-cost characters let you get valuable soldiers in the field while stockpiling resources, and offer flexibility as they can be played onto resource-free squares to set up lines without it sacrificing your ability to act next turn. You will start the game with multiple basic no-cost characters, but as you unlock more you will find characters with special powers to replace them.

Actions Make a World of Difference

You can only make one character action in a turn, be it playing a new character from your hand or moving and attacking with one already in play. You can make as many actions as you wish prior to that play, however, meaning action cards are the key to setting up chain reaction plays. An action that lets you eliminate a blocking enemy means you can fill their spot before your opponent has the chance to block again.

Choose a Deck Leader

The biggest and boldest names of the Marvel Universe hold a special place in your deck, offering boosts to the player in addition to serving as powerful characters on the battlefield. As you play through the game you'll build a nice stable of options for deck leader, so choose the one you like most, then build a deck of cards which work in conjunction with your leader's strengths.

Stocking Up on the Cheap

If you're opposed to spending to build your deck in a hurry, don't despair. There are plenty of ways to quickly build out your array of cards in order to give yourself more selections on the battlefield.

Finish the Campaign

The easiest way to fill your arsenal with useful heroes is to play through the single-player campaign. While it may be tempting to jump online straight away after playing through the tutorial, you're missing out. Unlike many games which offer a smattering of randomized rewards throughout their tutorials, Battle Lines comes with some solid guaranteed additions as heroes help you out in the storyline and are then earned as a reward. Playing through the whole campaign will give you plenty to work with when deck building.

Get in the Holiday Spirit

If you're a seasoned player of freemium mobile games, you already know to be on the lookout for free loot in the form of daily, weekly and monthly challenges. Marvel Battle Lines is no different, and you shouldn't pass up the opportunity to gather them in, but also be on the lookout for seasonal specials. These not only bring in some unique challenges to play through, but also have their own set of unlockables for checking in and playing multiple days or completing holiday challenges.

Kick, Whack, Throw

Picking on heroes and villains in the field is all well and good, but to win the game you need to take out your opponent and that means triggering battle lines. Conceptually, it's a very simple goal -- fill out an entire row or column to trigger everyone in it, or connect three characters on a diagonal. In practice, it's not as easy as it sounds. Your opponent isn't going to just let you walk to those lines unopposed, so you need to plan so that they can not stop you.

Stack Your Attack

Anyone who played Tic-Tac-Toe growing up likely learned pretty quickly to block any time their opponent got two marks lined up. To win, therefore, you had to create a situation where you had two winning moves, so your opponent couldn't block them both. Battle Lines is no different.

Take advantage of the chance to give yourself two or more attacking lanes at once. In the example below, Shang-Chi's ability was used to eliminate an enemy between Hawkeye and the S.H.I.E.L.D. Agent while he himself took the lower left square. This created two lanes which each had a pair of characters in them, leaving the opponent in the position of only being able to shut off one of them.

On the next turn, playing a character into the middle square in the second row triggered a battle line for the win.

Think Like Dr. Strange

So, now that you know the key to getting lines triggered is setting up multiple attack lanes at once, how do you get those options? You have to be thinking ahead on every turn. Don't just look at what is most immediately beneficial, instead think what is most likely to lead to an unstoppable line. Occasionally the direct route will be the best route, but often in the early game, a move which builds for a few rounds is much harder to stop.

Attacking Actions Open Lanes

Another effective way of forcing a battle line is to utilize attacking actions which damage opposing characters. Since the action doesn't end your turn, if an opponent has a square filled which would complete your line, use an attacking action to wipe them out, then drop a character in to trigger your battle line. This is the most effective way to hit at an effective defensive player who keeps shutting down your attacks.

Practice Makes Perfect

The best way to implement these tricks, and to learn how to plan moves several turns ahead, is to get out there and start playing.

Consider what you've learned about building a deck with synergy, then hit the arena or single player modes with these new tricks in mind. If you execute them correctly, you should see your win rates going up and up and be a better Marvel Battle Lines player for it.

How to Get and Use the Fishing Trap in Green Hell Mon, 17 Dec 2018 10:19:59 -0500 Sergey_3847

There are many different ways how to get food in Green Hell. You can mostly rely on hunting or gathering, which takes up a lot of time. But fishing is really simple and provides you with food automatically.

All you need to do is to set up a fishing trap in a clean water and wait a bit. Soon you will see a fish inside the trap. You can repeat this process as many times as you like.

If you want to know how to find and use the fishing trap in Green Hell, then follow our guide below.

How to Get Fish Trap Blueprint

You will be able to craft the fishing trap only after you find the original blueprint. Just go to these coordinates 51’W 19’S and enter an abandoned fishing dock. Inside the shack you will find some food and three blueprints:

  • Water Filter
  • Stick Fish Trap
  • Four Prong Spear

As soon as you find the blueprints they will be automatically added to your notebook, including the fishing trap. Now you can craft the trap using the following recipe:

  • 27x Stick

How to Use Fish Trap in Green Hell

When you have crafted the trap you can place it at the edge of the water source and put some maggots or larva inside as the bait, which can be found almost anywhere.

Leave the trap for some time, which you can spend doing other things. When you come back to the trap you will find some fish inside, such as Piranha and Peacock Bass.

In this simple way you can set up several fishing traps around the map and never be out of food again.


In these few simple steps you can craft and use fishing traps in the game, and for other Green Hell guides at GameSkinny, please see the list below:

How to Beat the Final Stage in Kingdom Rush: Vengeance Fri, 14 Dec 2018 12:54:11 -0500 Oscar Gonzalez

Ironhide Game Studio lets players take control of the bad guys for the first time in Kingdom Rush: Vengeance. As Lord Vez'nan, the goal is to take down King Denas whose kingdom was defended in the previous games in the series.

As one would expect from a Kingdom Rush game, the final level of Kingdom Rush: Vengeance tests a player's endurance while throwing in something unconventional. This guide will break down the last stage wave-by-wave with advice on how to take down King Denas and to claim the kingdom for evil. 

Good To Be Bad

The final level of Kingdom Rush: Vengeance has 18 waves, which is three more than previous levels. It's also split into two stages with the stage one being the first eight waves and stage two comprised of the following 10 waves.

For stage one, players will receive 1,5000 gold to build towers along three paths and will have to defend only two of them. The ideal towers to use will be a mix of ranged, melee, magic and artillery towers. Damage takes priority over crowd control in this final level as enemies will need to be hit hard and quickly.

This final level will also be the first time when players will have to deal with a constant stream of damage from enemy archers on the wall on the left. To help with that, Lord Vez'nan is on the right and available to unleash a magic spell that will take down one-hit kill most enemies. This is a strong attack that has an average cooldown time so make use of it as much as possible.

Tower Placement

Ranged towers should be placed at the spots next to the entryways for the enemies as well as the goal in order to land some hits right when they enter the path and leave it. Shadow Archers are ideal considering their damage and range, but Goblirangs can also work although they fire a little slower than the archers.

For melee towers, get them next to the ranged towers at the goal so they can hold off enemies about to cross the line leading to reduced hearts. It's also helpful to place one or two melees at the corners where they can be moved to guard multiple paths. Go with Elite Harassers as their ranged attacks are helpful in taking down flying enemies that sneak through the previous towers. 

Magic towers should be used as much as possible since there are a few enemies that can only take damage from magic, and the towers can take down flying troops. Orc Shamans deal heavy magic damage, but Infernal Mages can also work. As for artillery towers, place them near melees since ground troops can delay enemies causing them to pool up leading to a great damage zone. Stick with Rocket Riders to blast those groups of enemeis. 

Wave 1 

Recruits, Footmen and Troop Captains will make up the first wave. Since the original 1,500 gold will be just enough to pay for all the towers, use the gold gained in this wave to upgrade melee towers first so they will be able to hold their own against the enemies.

Wave 2 

Along with the previously mentioned enemies, stronger troops such as the Arcana Magnus, Shieldbearers and Musketeers will start showing up. Make use of Demon Goonies and Ultimate Skills to take down Musketeers who will keep their distance from melee fighters.

Wave 3

Watchdogs will start showing up in this wave via the third path. By now, most towers would be at least at level 2. As long as you're not overwhelmed, the doggies should fall quickly. 

Wave 4

The last new enemy troop will show up in this wave. War Wagons are heavy-duty troops carriers. Troops will come out of the wagon as it makes its way down the path, and it takes a lot of damage to take one down. Gryphon Bombardiers and Elven Rangers will also show up so level up the magic and ranged attack towers to take both down as they will absolutely punish melee towers.

Wave 5

This is the heavy-duty wave. Shieldbearers, Paladins and Cavaliers will be the focus. Magic and artillery towers will do the most damage while melee towers will help slow the troops down.

Wave 6 

War Wagons, Footmen, Gryphons and Shieldbearer will come through during this wave with nothing particularly special. By now, all the towers should be fully upgraded.

Wave 7 

High Sorcerers will debut at this point. Not only are they riding monsters that require a ton of damage to take down. They will also randomly transform your melee troops into sheep, which will head towards the goal.

Wave 8 

During this final wave of the first stage, all previous enemies will make an appearance with more coming via the third path so be prepared.

Once all enemies are defeated, a cutscene will occur in which Lord Vez'nan will destroy the wall. This screen will then transition to the left to start stage two.

Beat Down the King 

The second stage will have four paths and the same amount of spots for towers. Players will have 2,000 gold to start which is more than enough build all the towers needed as well as start upgrading them. 

Like in the previous stage, there is a constant attack coming from the enemy. This time around, artillery cannons will target your towers. When attacked, towers will start to burn and will be unavailable. They can be repaired right away for a price of 125 gold. Because of this, it's important to have a couple hundred gold available to repair towers. Lord Vez'nan will be off to the right again with a spell available to take down enemy troops.

Tower Placement

The tower strategy for stage two of the final level is similar to the first especially since you will not be able to switch up towers between stages. Keep ranged towers near the entryways and the goal with melees nearby. The only real difference in this section is the four plots near the enemy gate. Most enemies, especially heavily armored enemies, will come through the gate, which makes this spot prime real estate for magic towers. 

Wave 9 

Recruits, Footman and Musketeers will make up the troops in this wave. Spend this wave getting gold to upgrade towers and get used to the timing of the canons that will destroy your towers.

Wave 10

Hunting Eagles will start appearing in this wave along with High Sorcerers. As long as ranged and magic towers have been upgraded, the birds should not be much trouble.

Wave 11 

Devoted Priests begin showings up in this wave so use the Demon Goonies to get at them or else deal with extra shielded troops.

Wave 12 

War Wagons return in this wave so make sure towers are upgraded for some big damage. Elven rangers also start showing up in this wave.

Wave 13-18

All the enemy troops will appear throughout these waves. As long as you upgrade towers quickly and repair them, it should be easy to make your way through the next five waves without much issue.


Once the last enemy is killed, another cutscene will take place. Lord Vez'nan will summon a giant monster to destroy King Denas' castle door. At the same time, a knight of the king will show up and drink a potion that will cause it to grow in size.

It's at this point that the final wave will take place, but with a different goal. A meter will appear at the top of the screen indicating how close the monster is to the gate. The new super-sized knight will block the monster's way while enemy troops will still travel down the four paths. Players will have to fend off enemies while at the same time doing as much damage as possible to the knight. To win, the monster will have to reach the gate or two of these giant knights will have to be defeated.


Once done, Lord Vez'nan will take his place as king and the credits will roll. Congratulations, you finished Kingdom Rush: Vengeance and will be treated to a cliffhanger for the next game in the series.

X4 Foundations Beginner Tips and Tricks Guide Fri, 14 Dec 2018 11:45:04 -0500 Sergey_3847

X4 Foundations, the latest space combat and trading simulator from Egosoft, is an exemplary space strategy that is as complex as they get. New players may feel completely alienated by the overwhelming number of options and features in the game.

In order to prevent you from enjoying this excellent game, here is a selection of the most important beginner tips and tricks that should help you start this unique space adventure on the right foot. So just follow our advice below and create your own space empire!

Piloting and Docking

The game starts with you sitting in the pilot's chair of your first spaceship. At this point the game will offer a tutorial on the game's controls, which you should most definitely take. It will show you how to control your spaceship, so that later you could take full control of your ship.

Tip 1: Turn off your autopilot

If your ship is under control of the Flight Assist Computer, which you need to turn off by pressing Ctrl + Space key combination. This is the first essential step, which will allow you to fly your ship manually.

Tip 2: Dock at the station

After taking control over your ship, you can dock at your first station, which can be found on your world map. Approach the station and request for docking permission by pressing Shift + D.

At the station you can hire a pilot/captain and other personnel for your ship. But be sure to hire a captain first, who will pilot the ship so you could focus on other things.

Finding and Accepting Missions

After the initial steps you need to find a way how to make cash. The best way to make cash at the beginning of the game is to find and accept missions from NPCs.

Tip 3: Scan stations for available missions

When you approach a space station, you need to open your map and choose the Available Missions tab in the left menu. There you will see the types of missions available at the station.

But the best way to make a lot of money quickly is to activate the Scan Mode near the station by pressing Shift + 2. In this way you can intercept secret missions that offer much higher rewards than generic missions.

You can also pick up cash rewards in space by detecting Crystal Clusters, Lockboxes and Data Vaults that randomly spawn in space by using Scan Mode.

Purchasing New Ships

After you completed your first few missions and collected some money, you can buy yourself a new ship. Depending on the level of your income, you can buy:

  • Small to medium ships at Wharfs
  • Large and carrier ships at Shipyards

These ship trading stations can also be used for selling and upgrading your ships.

Tip 4: Buy the best ships

Various factions offer different types of ships in their wharfs and shipyards. The fastest and best M class ships in the game are:

  • Osprey Vanguard (Teladi Company, Profit Center Alpha)
  • Osprey Sentinel (Ministry of Finance, Eighteen Billion)
  • Nemesis Vanguard (Godrealm of the Paranid, Trinity Sanctum)
  • Nemesis Sentinel (Holy Order of the Pontifex, Holy Vision)
Tip 5: Upgrade your hardware

At the ship trading Wharfs and Shipyards you can add or remove certain parts of your ship. If you started off with a small or medium combat ship, then it is recommended to upgrade them with:

  • Combat main engines and thrusters
  • Guns and missile launchers on forward mounts
  • Medium gun turrets for M class ships
Tip 6: Upgrade your software

The two most important software upgrades for your ship are:

  • Docking Computer: Auto-corrects your ship's position during the docking procedure
  • Long Range Scanner: Allows you to detect stations and other small objects, including Lockboxes and Data Vaults, as far as 200 km
Tip 7: Hire new crew members

During the purchase of a new ship you can hire new crew members, including marines and service personnel. Marines are especially useful during combat and boarding other ships.

You can choose the number of crew members in the left menu and select 'Add to shopping list' in the right menu to complete the purchase.

Capturing and Boarding Ships

When you finally get a well upgraded combat ship with marines on board you can start capturing and boarding other ships. Boarding smaller ships is really simple, while doing the same with a carrier is a much harder undertaking.

Tip 8: Capture a small ship

If you attack small ships in space, then usually their owners will immediately abandon them. This will make it really easy for you to capture and own the ship.

Here is how you do it:

  1. Right-click on the abandoned ship
  2. Order a marine to board the ship
  3. Claim the ownership using Boarding Pod
  4. Assign the marine as the pilot of the ship

Later, it is recommended to hire a new pilot for the ship and bring back the marine on the board of your combat vessel.

Tip 9: Create a fleet

If you have several combat ships in your possession, you can create a wing with a wing leader by following these steps:

  1. Open the Map menu
  2. Go to Unassigned Ships tab
  3. Select ships you want for your fleet
  4. Right-click on your main combat ship
  5. Select Assignment
  6. Choose Defend this leader

In this way you will create a fleet of your own, which can now attack and board larger ships.

Auto-Trading and Auto-Mining

When you have more ships in your possession, you can make some of them do the Auto-trading or Auto-mining missions for you. This feature allows you to send trading ships into other galaxies, which will make profit for you automatically.

Tip 10: Create a trading ship

Go to any Wharf and buy a small or medium Trading ship. Upgrade it with Trading Computer Extension software and assign a pilot to it. Then, you can assign the ship for auto-trading operations.

Here's how you can set it up:

  1. Go to Map menu
  2. Open Unassigned Ships tab
  3. Right-click on your trading ship
  4. Choose Information
  5. Right-click on the galaxy of your choice
  6. Select Auto-trade (Galaxy)
  7. Go to Behaviour tab in the left menu
  8. Add/delete wares you want to trade
Tip 11: Create a mining ship

The auto-mining works in basically the same way as auto-trading, but you need to replace all the instances of auto-trading with auto-mining.

So first thing you need to do is purchase a mining ship and assign a pilot to it, and follow the same steps as above but for auto-mining.

Building Your Own Stations

In the latter parts of the game you can actually start constructing your own space stations. This is a huge undertaking, so be sure to dedicate a lot of time to planning and building your station.

Tip 12: Obtain blueprints

Each space station consists of various modules, which can be assembled to create a single structure. Before crafting modules you need to obtain their blueprints.

There are three sources of blueprints in X4 Foundations:

  • Faction Representatives
  • Data Leaks
  • Space Suit EMPs
Tip 13: Claim a plot

When you acquired the necessary blueprints, you can claim a plot in space. If you claim a sector within a faction territory, then you will have to pay taxes. If you refuse to pay them, the faction will try to destroy your station.

Follow these steps to claim a plot in space:

  1. Open your Map menu
  2. Go to Manage Plots tab
  3. Select New Plot
  4. Use axis sliders to adjust plot size
  5. Confirm by pressing Create New Plot
Tip 14: Build your first station

Finally, you can start connecting your modules to create one giant space station. Here is the list of all necessary modules for your space station:

  • Production: produces wares
  • Build: builds, upgrades and repairs ships
  • Storage: stores resources and wares
  • Habitation: NPC shelters
  • Defence: weapon module
  • Dock: docking facility


Now you should be able to rise up in galactic ranks very quickly using these beginner tips and tricks, and for other X4 Foundations guides at GameSkinny, please follow the links below:

Learn the Ropes with our Beginner's Guide to Book of Demons Thu, 13 Dec 2018 16:15:01 -0500 Jordan Baranowski

Anyone familiar with action RPGs like Diablo will feel right at home loading up Book of Demons.

Outside of its storybook aesthetic, it follows a fairly tried-and-true formula. There are a few wrinkles in it that would take you a while to learn if you aren’t paying attention however. Here are a few tips to hit the ground running with Book of Demons now that it’s out of Early Access.

Watch for Visual Cues

Most of the dungeons in Book of Demons are fairly small, but there are a few visual cues to look out for to help you navigate each one a little smoother. The first thing to notice are your footprints. Obviously, they show you which paths you’ve taken. However, notice that they will turn gold on occasion. That means you’ve explored every branch of the path back that direction - nothing to see here. Once you’ve hit every nook and cranny of a floor, every footprint will turn gold to let you know that you can move on.

If you hover over the icons at the top of the screen, they will point out to you what points of interest you’ve encountered on the map and if there are any others left to find. Finally, if you’re searching for one monster or piece of gold lying on the floor that you previously overlooked, watch the edges of the screen. Every few seconds, you should see a little twinkle. That will show you the direction of any last pieces you’re missing in your exploration.

Know Your Cards and How to Improve Them

Each of the three classes in Book of Demons has its own deck of cards to collect. These cards represent your inventory and abilities, and you have a quick toolbar that can house a growing number of them throughout the game. It’s important to know what each card type is and how they operate:

  • Blue: Ability cards. These are things like spells and talents, they use mana each time you activate them, which means being able to top off your mana reserves is key if you use a lot of abilities. Having a few powerful abilities at your disposal is going to be key to surviving as the difficulty ramps up.
  • Red: Item cards. These are things like potions, traps, and scrolls. You can collect a certain amount of them that you can hold at a time before you will have to buy more charges for them in town or pick some up during a dungeon crawl.
  • Green: Equipment cards. These are items like weapons, shields, armor, and rings. They generally provide passive bonuses, but they lock up a portion of your mana (and fill in a valuable card slot) as long as they are equipped.

There are also two ways to get improved versions of your cards. One is by finding the magical and legendary variants in your adventures. These will add additional, randomized stats to your cards - for example, your normal card might be a Chaos Ring. You might find a “Chaos Ring of the Raven,” which has additional positive effects attached to it. Magic items add one additional positive trait, and legendaries add two.

You can also start finding “Rune Cards” while you trek through dungeons. If you take these to the Fortune Teller in town, you can upgrade your cards from one to two or from two to three stars. They become more powerful as you do (and more expensive to use and recharge).

Understand Different Types of Enemy Hearts

One thing that will get you killed very quickly in Book of Demons is not understanding what your enemies are capable of and not prioritizing them in the order you should be. There are a few different aspects to familiarize yourself with to most effectively defeat your foes and stay alive longer.

The hearts above an enemy’s head show how many more hits it will be until they are defeated. It is important to know that not all hearts are created equal - here’s what you might encounter:

  • Red hearts: The normal measure of a monster’s hit points. Each heart will take one point of damage to destroy.
  • Green Hearts: These are known as Poison Hearts. They absorb the same damage as regular hearts, but they indicate that the monster will heal if they are hit with poison damage. They also usually mean that the monster will explode into a poison cloud upon death.
  • Grey Hearts: These are known as Stone Hearts. They take the same amount of damage, but indicate that the monster is immune to damage effects like poison, burning, or freezing.
  • Golden Hearts: Whenever a golden heart is destroyed, the monster’s other hearts will “lock” for a certain period, rendering them immune to damage for a few seconds. They will unlock when you can deal damage again.
  • Frozen/Burning Hearts: These function in essentially the same manner as one another. Each heart takes three hits to destroy, and will reveal a different type of heart underneath it. That means it will take four hits for every heart these enemies have; it will take them a while to go down during a fight.

Prioritize Monsters with Spells and Summoning Abilities

Another easy-to-miss aspect of combat in Book of Demons is that you can interrupt enemies who are casting spells. When using a spell or ability, a monster will become immune to damage as a circle above them fills. Once the circle has filled, they will use that ability.

If you are close enough to the enemy, you can hover your pointer over that ability and hold down the attack button to keep them from using it. This will also instantly open them back up to damage - take out those spellcasters quick before they inflict serious damage on you. Note that you cannot disrupt spells and abilities of boss enemies.

Dispel Poison ASAP

If your hit point meter turns green, we all know that means poison. However, there is a quick visual indicator you can use to dispel poison almost as soon as you are inflicted with it.

A small demonic face will drop from the top of your HP orb after a second or two of being poisoned. If you click inside your HP orb when that face is visible, it will cure you of poison. Don’t eat that extra damage - it adds up quickly!

Save Time After Clearing out a Level

I don’t know about you, but I hate it when I find the exit to a dungeon right away, and know I’ll have to explore the entire floor before backtracking all the way back the way I came in order to get to the next level. Luckily, Book of Demons has a lovely little time saver for you.

Once you’ve found the exit for a floor, a little icon will always appear on the edge of the screen to show you what direction you need to go to find it.

Once you’ve completely cleared out a floor, that icon will turn green. You can then just click it and - voila - you will instantly be teleported to the start of the next floor. No backtracking necessary.

Utilize the Magical Cauldron - Before Its Contents Disappear

Occasionally, you will find loot in a dungeon that will appear to fly into a giant pot that appears on the side of the screen. If you approach the Barmaid in town, you will have access to the Magical Cauldron, which can open up all sorts of rare loot.

It may be tempting to leave this to collect, since the cost of using it increases every time you use it. However, keep in mind that, if you die, everything that has collected in the cauldron will disappear. Not getting every last bit of loot in a dungeon crawler is a mortal sin, so don’t press your luck too long - you might get overwhelmed and lose access to several powerful items.

There are still going to be some bumps along the road to your showdown with the Archdemon, but knowing these tips out of the gate will save you time and frustration in your quest. Good luck in your race to the bottom of Book of Demons!

How Trade Offer Subscription Works in X4 Foundations Thu, 13 Dec 2018 11:38:46 -0500 Sergey_3847

Trading has always been a huge part of X series of video games, and in the latest X4 Foundations it has become even more important. Players now have a variety of trade options that make the gameplay truly dynamic.

Actually, trading can be your main occupation in the vast universe of X4 Foundations, where you can create an entire trading fleet, which is capable of increasing your profits immensely.

One of the most cryptic and interesting trading options in the game is buying a Trade Offer Subscription. For more details on this deal keep on reading our guide below.

What is Trade Offer Subscription?

Before making a decision to buy Trade Offer Subscription (TOS) in X4 Foundations, let's first define what it is. TOS is a deal that a player with high level of reputation can make with one of the main factions.

As a result, you will have a complete list of all trade operations with live prices within that faction at all times.

Who needs a TOS?

Now let's see who would want to purchase such a deal. Usually, players that have a special interest in auto-trading schemes would sure want to know all the prices of the faction and all their trading positions at any point in the game.

So auto-traders simply ought to buy TOS, which will cost around 10 million credits. This is quite a hefty price for a deal with one faction, so it will not fit all types of players.

How Does a Trade Offer Subscription work?

If you have a +10 reputation level with a certain faction, you can just land at that faction's station and speak to any faction representative. The option to buy their faction's TOS will appear automatically in the dialogue option.

When you open the map, you will see all their trade operations with live prices after the purchase. However, if your reputation falls below the 10 mark with that faction, the deal will be automatically annulled.

Is it worth a buy?

If you aren't focused on auto-trading, then you should probably skip this deal. Instead you could deploy a number of satellites around stations and get all the trading info you need in this way.

The cost of satellites is much cheaper, but you need to manually deploy them around the stations of your interest.


Hopefully, our quick guide helped you make the decision concerning the Trade Offer Subscription, and be sure to come back soon for more X4 Foundation guides here at GameSkinny!

How to Get the Infinity Blade in Fortnite Thu, 13 Dec 2018 10:32:21 -0500 Oscar Gonzalez

Fortnite: Battle Royale Season 7 is underway, and to celebrate the new season, Epic Games added a new weapon to the game this past Tuesday. This weapon, however, is actually from Infinity Blade, another franchise owned and developed by Epic, and it is by far the most powerful object in the game.

The Infinity Blade is now available for any player who is quick and brave enough to pull it from where it rests. Those who survive the mad rush for the sword will have in their hands a power that can't be matched by any other weapons in Fortnite.


The Blade Is Mightier Than the Gun

Since the Infinity Blade is a Mythic melee weapon, it is incredibly overpowered. When a player pulls the weapon from the ground in Polar Peak, they will immediately receive 200 shields and 200 health.

Each swipe of the blade will deal 75 damage to other players, and there's a jumping dash attack that will cause 25 damage. The blade can also destroy buildings and structures like a hot knife cutting through melted butter. 

It doesn't end there, though. Each elimination made with the Infinity Blade will increase the wielder's health or shields by 50. There's also regeneration that comes with the blade that will increase health or shield by one point every three seconds

The Sword in the Stone

To get the Infinity Blade, players will have to head to the new snowy areas on the island that were added in Season 7. More specifically, Polar Peak.

Where the letters for Polar Peak are on the map, there is a mountaintop with a castle half-buried under snow. Players will see a square with several pillars, and in the middle sticking out of the ground is the Infinity Blade.

The exact location is marked on the map below. 

Survive the Bum Rush 

Finding the Infinity Blade is easy, but actually getting it is the hard part.

The first obstacle is the rush of players going for the sword. Numerous players will head to Polar Peak at the start of the game, especially if the Battle Bus passes over it.

The next problem is the lack of weapons and materials in the area. There are a few buildings around the sword, making the decision on whether to battle with pickaxes or run to a building in hopes of finding a weapon before another player gets the Infinity Blade somewhat tough.

Several trees are also in the immediate area, but like the conundrum of finding weapons, getting wood or brick will take time and you may be too late to the blade. 

What could be the biggest problem is the five seconds it takes to claim the Infinity Blade. You can stop while trying to pull the sword from the ground, but that will reset the five-second timer.

But we've got some tips that might make things easier.  

Gimme That Sword!

Since it's currently OP, the Infinity Blade isn't easy to get. While the strategies below aren't foolproof by any means, they should give you a fighter's chance in pulling the sword from the stone. 

Getting the Blade Tip 1

If the Battle Bus travels over Polar Peak, forget about going for the blade. Everyone will take a stab at it since it's right there. 

However, if the route for the Battle Bus is more down the center of the island, jump out and glide your way to the mountaintop.

Going straight for the sword in this configuration is a good tactic because you will most likely only deal with other players with pickaxes. You'll be able to take a few hits from a pickaxe as you try to pull it out.

The key thing is to make a run for it when other players are preoccupied, which is likely to happen since most people will be afraid to go after the blade when there are others around.

If there's one player in the vicinity of the Infinity Blade, then take a shot at claiming it. You will be able to survive multiple pickaxe attacks as long as it's only from one player. 

Getting the Blade Tip 2

Those that want to go the weapon route first should head for the castle buried under snow. There are two chests in the building: one on the ground floor and another on the fourth floor.

Use the weapons in either chest to take other players in the building. If you obtain a sniper, head to the rooftop and take shots at the player who acquired the sword. If not, go to the ground entrance and leave through the door in the direction of the square where the blade is.

Make sure to get some materials in the building as you make your way up and down the floors. If someone has the Infinity Blade, keep your distance and attack from afar. Do not get close or you'll be dead in just two hits.

You can try building a structure for protection, but a player with the sword will quickly demolish it. Stay far away and try to maneuver back to the castle in the snow or any high ground. Build some ramps to get the higher ground and try to do a quick edit to remove parts of the ramp so the sword wielder won't follow you.

Ideally, you being above them will be enough to get some free hits as its unlikely the player with the Infinity Blade has enough materials to build a ramp to chase you.

Getting the Blade Tip 3

If you do get the sword, use the jumping dash attack to close the distance on any player. It'll be easy to take them down up close, but as mentioned, from a long distance, you are a sitting duck, especially if someone has a sniper rifle.

After you've killed all nearby players, start gaining those materials so you can defend yourself from snipers and assault rifles as you try and get close. Since the Infinity Blade can heal you, don't be ashamed to disengage in order to heal up.


Like the Infinity Gauntlet Limited Time Mode from earlier in the year, the Infinity Blade will likely last for a short period of time before Epic removes it from Fortnite. At the very least, it will get nerfed since it's currently OP.

This means you'll need to jump on right away in order to get a taste of its power.

Looking for more Fortnite tips? Head over to our Fortnite guides page for more.

How to Find and Manage Crew Members in X4 Foundations Wed, 12 Dec 2018 14:54:50 -0500 Sergey_3847

Anyone who plays space combat and trading simulators knows that a well-trained crew is important to success. And in X4 Foundations, the latest game from Egosoft, that's no exception.

Although you only have to hire a few crew members to run your ship properly, having more can make your journey through the game's missions much more enjoyable. 

In the guide below, we'll cover how to find crew members and how to properly manage your crew. 


How to Find Crew Members in X4 Foundations

The first thing you need to do is to hire a captain/pilot. You can find a free (volunteer) pilot on any space station with NPCs. Just walk around the station and speak to any NPC. During the conversation, you will see the dialogue option "Hire."

Here's how you do assign the pilot to the captain's chair:

  1. In the Hire Staff menu, select an Unassigned Ship in the left menu
  2. Right-click on the ship and press Select
  3. In the Assign Staff menu to your right, click on Selected Role
  4. In the drop-down menu, choose Captain
  5. Confirm your choice by pressing Hire on the bottom of the menu

This is also how you hire and assign any crew member to your ship, whether they be marines, managers, or other crewmen.

Here is the breakdown each shipmate's role and corresponding skill:

  • Captain: Piloting, Morale
  • Manager: Management
  • Marine: Boarding
  • Service Personnel: Engineering

How to Manage Your Crew in X4 Foundations

If you want to hire new crew members, transfer them to another ship, or change their roles, then you can do it by upgrading your ship at any Wharf or Shipyard.

At the ship's upgrade menu, you can hire additional personnel by following these steps:

  1. Select Crew in the left menu
  2. Choose a number of service crew and/or marines you want to add
  3. Select Add to shopping list in the right menu

If you want to transfer your personnel to another ship or change their roles, then follow these steps:

  1. Go to the Map menu and choose Property Owned
  2. Right-click on your ship and select Information
  3. Go to Personnel -> Crew -> Full Crew List
  4. Choose a crew member you want to promote or transfer
  5. Right-click on the name and choose Promote to change role
  6. Or choose Comm -> Work somewhere else for me to transfer
  7. After choosing a transfer, select another ship from the menu


That's all you need to know about finding and managing your crew members in X4 Foundations. Be sure to keep an eye for more X4 guides as we make our way through the cosmos and find more tips and tricks. 

How to Become a Competent Fighter in Kenshi Tue, 11 Dec 2018 12:22:56 -0500 Tim White

The first time you get into a fight in Kenshi, you'll notice one thing in a matter of seconds: you just got served, and it was bad.

This isn't a case of bad game design, so give Kenshi a chance to show you how it works. Haul your bloody carcass up out of the dust, hobble to town, and buy some bandages to patch yourself up. Once you're feeling better, we'll show you how to do ever so slightly better next time.

There are (Almost) No Shortcuts

There's only one way to skip a buttload of hard training, and that's with about 10,000 Cats. You can hire a Warrior with 20 ranks in every melee combat skill (they show up randomly in bars), but if you can't spare that kind of cash, you'll have to learn the hard way.

First of all, you will get pummeled dozens of times before you even begin to be able to hold your own in a fight. You (the player) don't suck, I promise. Every time you get knocked out, but not killed, your toughness and your KO modifier both increase.

What does that mean? Well, when you take a beating and survive, you'll be a little bit harder to knock out next time (after you've fully recovered). Resist the temptation to hammer that F9 key every time you get your clock cleaned; it's all part of the learning process, and you'll be stronger for it in the long run.

Practice, Practice, Practice

Much like real life, wailing on a mannequin won't turn you into a heavyweight champion overnight, but it's a good place to start. Training dummies can increase your melee attack skill (but not individual weapon skills) to about rank 5, and they're useless once your skills rise higher than that, so you might as well take advantage of them while you can.

Once you've built your first settlement, set aside a few iron plates to make a training dummy (which you first need to unlock at a research bench). Go to town on the dummy for a few minutes until you hit rank 5, at which point you'll be kinda, sorta effective against a real opponent.

Picking a Real Fight

Once the training dummies have done all they can do for you, roam around near a major city until you find hungry or scrawny bandits. By now, your odds against a single one of them are about 50/50, but these thugs roam in huge packs. I don't need to explain what will happen if you start swinging your rusty iron bar at ten of them.

Instead, play it smart. Get close enough to make them mad, then hightail it for the town gates. The guards don't take kindly to bandit scum, and will lay waste to them in short order, giving you an opportunity to circle around and practice on one or two bandits once they get split off from the main horde.

Again, don't get too discouraged if you're still losing fights at this point. You are getting tougher, and provided you're giving yourself ample time, food, medicine, and rest to heal between fights, your combat stats will steadily improve.

Know When to Block (and When Not to)

In the lower-right corner of your screen, where all the toggle boxes are for various behaviors, you'll see options like "passive," "block," and "ranged." These options tell your characters to behave in certain ways whenever possible.

Passive characters will avoid combat at all costs, and are less likely to be targeted by criminals when they come into range. Ranged characters (if they have a ranged weapon) will always try to stay at a distance equal to its maximum effective range; this setting is obviously more effective if you have melee fighters to pull aggro.

Taunting enemies will make them mad, and encourage them to gang up on you (use with extreme caution). Finally, blocking is a great way to not die. While in block mode, a character will gain +20 melee defense, but will never attack. This is a good way to buy time if help is on the way, or if you need to drop stuff so you can run away faster.

However, not eating dirt is not always the optimal outcome (weirdly enough). Recall that your toughness and KO resistance increase when you take damage. Well, they increase faster the more damage you take. So blocking keeps you alive longer, but doesn't train your abilities as well. If you really need serious amounts of combat XP, consider dropping your guard and taking it on the chin (as long as you're pretty sure you'll just be knocked out and not utterly vaporized).

Make Some Friends (or Buy Them)

Before too long, you'll come to realize that there are other ways to even the odds a little. If you've been gaining some sage wisdom from our money-making guide, before too long you should have enough cash rattling around in your bag to enlist some help.

Workers and Warriors hang out in bars in every major town, and most of them are for hire. Workers tend to be request a one-time payment of about 3,000 Cats, but all their skills start at rank 0. Warriors will demand roughly three times as much, but they come with well-developed battle skills; it's up to you to decide whether fighting or crafting and farm labor is more important to you in the beginning.

For detailed information on building and managing a squad of wasteland wanderers (which can eventually grow up to 30 members), be sure to check out our guide on that very topic.

In the beginning, though, think very carefully about your needs and your resources, and don't go too crazy with hiring several helpers at once. Each person you recruit needs to eat and needs to be healed after combat, and bigger groups draw more attention outside the city walls. Build your squad slowly over time and train each member thoroughly in a few select skills for the best long-term results.

Finally, you can also hire mercenaries (also found in bars) as bodyguards to accompany you, or to guard your settlements. You get 8-10 of them for the same price as a permanent party member, precisely because they're not permanent; their contracts will expire in a day or two.

Mercenaries are especially useful as defense against bandit raids, which can utterly devastate your camp and kill your whole party. (The guys circled in red are really, really bad news.) Fortunately, the game gives you a generous heads-up when a raid is closing on your property—usually long enough to run back to town and bring back some mercenaries, if need be.

If you ever see that message after a bandit raid, pat yourself on the back and go have a beer. Surviving your first raid is enormously difficult, and it's a sure sign that you're on the right path.

Live Today, Fight Tomorrow

There's no shame in running. Sometimes, a battle will clearly be unwinnable. If enemies are strong enough to outright kill you, make a break for it. Even if only one squad member manages to escape, they can return to the area and revive everyone else once the enemies have dispersed.

Above all else, be conservative. Don't engage in fights you're not reasonably sure you can win, or at least survive. With patience and regular training, you'll eventually be able to go toe to toe with the wasteland's worst outlaws.


There you have it! Check out our other Kenshi guides here at GameSkinny!

How to Build and Manage a Squad in Kenshi Tue, 11 Dec 2018 12:22:37 -0500 Tim White

Kenshi does tell you within its first few minutes that you can hire helpers to join you in the wastes, but it doesn't explicitly clarify how essential building a squad really is. Long story short, you'll want to make some friends sooner than later.

Squad members are a huge boon, but they require a lot of upkeep, too. Be sure you know what you're getting into before you sign on the dotted line.

Your Employees are an Investment

Shockingly, nobody in Kenshi is willing to follow you all over a ludicrously dangerous desert for free. If you want strangers to risk their lives for you, be ready to pony up a fair bit of cash.

It costs somewhere around 10,000 Cats to hire a 0-level worker and train them to the point of being halfway competent in a handful of skills. I use the following rule of thumb: if I can't comfortably spare 10k, I'm not ready to hire a new person. They need gear, time and equipment for training, and they need to eat. They'll also soak up piles upon piles of medical supplies when they inevitably get their faces smashed in by enemies.

Fortunately, you can use this guide to teach them to be better at that whole fighting thing. As for scrounging up enough cash to pay their salary in the first place, check out our money-making guide.

Division of Labor

Kenshi becomes a radically different game as soon as you hire your first squadmate. Unless you want to sustain yourselves with crime (which is viable, but difficult), you'll need to build a settlement and gradually turn it into a self-sustaining town.

There are six broad categories of activities in the game: combat, crime, farming, crafting, labor, and engineering. (These are my labels, not Kenshi's.)

  • Fighters hit things until one or both of them dies (obviously)
  • Thieves sneak around, pick locks, steal stuff, and ambush unsuspecting targets
  • Farmers grow various plants for food and for raw crafting materials
  • Crafters turn raw materials into food, weapons, armor, or clothing
  • Laborers dig up ore and operate simple machinery
  • Engineers build and maintain structures and research new technology

As you might suspect, a strong squad is a well-balanced one. Crime is always optional (and you'd better be ready for the very long-term consequences if you go down that road), but every other sort of job is required if you want to be successful within the law.

Once your squad grows to about a half-dozen members, you'll spend most of your time managing their activities and making sure everyone's pulling their weight in an efficient and productive manner.

Give Everyone a Routine

If you had to manually order every squad member to do every little action, Kenshi would be unplayable. Fortunately, it has a crisp and efficient A.I. system that handles a big chunk of the busywork for you, but the game doesn't do a great job of explaining how to use it.

When you right-click on a machine or resource with a squad member selected, he'll go do that thing until you tell him to stop or until he fills his inventory—but after that he'll just sit around like a lump. However, if you hold Shift while right-clicking to give the order, you'll assign that task to that person as a permanent job. This means they'll do that activity forever as long as their "Jobs" tick box is set to "on."

As you can see in the screenshot above, squad leader "Peace" is my designated Iron Guy. He's actually got multiple jobs—four, at the moment. Assign multiple jobs to a squad member, and they will carry them out in priority order.

In this example, Peace is to use the Iron Refinery to create iron plates if he can. If the raw iron ore runs out, he's then to jog up the hill to the right and mine some more. He'll bring it back to the iron ore storage container before finally taking any finished iron plates out of the Refinery and storing them in their appropriate container. Once he's made all those checks, he goes back to the top of the list and starts working the Refinery again.

It's important to note that if a permanent job involves gathering large quantities of something, you also have to tell that person where to put their stuff. If you don't, they'll just stand around with a full inventory. Each resource has its own type of storage container, and assigning a permanent job to it will generate a task that starts with the prefix "Haul." Hauling orders can't be linked to general storage containers (copper has to go in copper storage, water in water tanks, and so on).

In this squad, "Heft" is in charge of both farming and cooking, while "Gecko" is my engineer and backup laborer. As long as bandit raids aren't rolling in to wreck my face, it all runs like clockwork and saves me a ton of clicking.

These routines can get pretty complicated. If you decide to have one person cover tasks spanning different categories, I recommend grouping related tasks together within their job list (e.g. have all the iron smelting activities happen before any farming checks are made).

For best results, consider more concentrated supply chains once you have enough people to make them feasible (for example, rather than having one guy do the entire iron process from mining to smelting, have him just focus on bringing ore to guy #2, who spends all his time smelting).

Bear in mind that squad members will always try to do their jobs if their job selector box is ticked. If you're trying to issue them a manual order and they keep running away, they're probably going back to work. Just tick their job box "off" to make them stop and listen.

Final Thoughts and Tips

Here are a few things to keep in mind as your posse starts to grow and become more successful (that is, as they start to become more tempting targets for criminals):

  • At any time, you can left-click and drag to select multiple squad members within a rectangle.
  • Make liberal use of the pause function (space bar). You can issue orders while the game is paused to have them carried out once you unpause. This is especially helpful once you're trying to guide fifteen people through a complex semi-automated production line.
  • If you need to send someone to town for a supply run, send someone who can fight well and run fast (and make sure they're as unencumbered as possible)
  • Never leave workers undefended at your settlement. If you can't spare a fighter or some hired mercenaries to protect them, consider having everyone travel together when you need to leave. Even if a bandit raid steals all your stuff while you're gone, that's better than having them kill your whole party and steal your stuff. People are much harder to replace than supplies.
  • Don't work at night. Most production activities incur major penalties in the dark. Build enough beds for everyone to get a solid 8 hours, especially if they're injured.


There you have it! Just as in real life, if you want to make money and be successful, treat your employees well. Keep their bellies full and protect them from bandits, and they'll give you their best effort in return. Be sure to keep an eye out for our other Kenshi guides here on GameSkinny.

3 Ways to Start Making Money in Kenshi Tue, 11 Dec 2018 12:22:21 -0500 Tim White

Kenshi can be an overwhelming game, especially in the first few hours. Its mechanics can seem as inhospitable as the barren wastelands of its post-technology world, but they do become more comfortable if you manage to power through the difficult early stages.

Pretty much everything in the game requires money, and big piles of it. You’ll burn through your meager starting cash in short order and may have no idea how to get more. Tag along for three ways to kick-start your cash flow.

1. Cheese Bandits and Wildlife

“Cheese” is being used as a verb in this case, to be clear. Right after character creation, Kenshi tells you that you aren’t special, and it means it. You stand no chance whatsoever against bandits — or even against the wolf/dog/hyena things that roam the sand dunes — until you’ve spent a good deal of time training up your combat skills.

The city guards, however, are more than capable of taking out everything near most of the starting areas.


Make sure your encumbrance is “weightless” (because you run way faster as long as that’s true), and then go pick a fight you can’t possibly win. Lead your pursuers back to the steps of any major city, pop some popcorn, and enjoy the show.

Once the guards have laid waste to everything, loot freely (but don't loot guard corpses, if there are any; it's considered a crime). You'll need to make many trips to a shop to sell your plunder, at least until you've made enough to buy a backpack.

This isn't the most profitable method, but it is relatively safe and easy for newbies (as long as you're totally unencumbered), and in the case of animals, it can net you valuable skins for making leather later on. Finally, this is easier to pull off if you're alone, and it only really makes financial sense in that case, too. Once you've got a few squad members, there are better ways to make money.

2. Become a Copper Magnate

Copper will be a staple of your local economy for a long time and will net you many thousands of Cats (the currency, not the aloof house pet) for a relatively small investment.

The first thing you need to do is scare up enough cash to buy 10 building materials from local merchants; most carry them, and they aren't terribly expensive.

You won't be able to carry them all at once, as they're big and heavy. Just take however many you can manage at first. Once you've begun construction, you can leave the project partially finished and come back to it later.

Head out of town and build a small shack with the build button; you'll need 5 building materials to finish it. Ideally, you'll want to find a spot that's close to both a city and to at least one copper mining spot. When it's done, head inside and lock the door to help keep bandits out, should they wander by (this is why you want to be close to town, so the guards will protect you).

Now, click the build button again and set up a research bench inside your shack for 3 building materials. When it's ready, interact with it and start researching copper storage containers.

Build one or two storage containers inside your shack, and you're finally ready to start stockpiling copper. Head over to the copper ore vein you found and start mining copper by right-clicking on it. It may not seem like anything is happening, but if you left-click on the ore vein, you'll see a veeerrrryyyy slllooowwww progress meter. When it fills up, a nugget of copper ore will pop up that you're free to drag into your inventory.

The mining progress meter will fill faster as your laboring skill rises, and if you assign more workers to the same ore vein. It also fills faster at high-quality ore veins, and you can discern the quality of said veins by left-clicking on them. For now, make sure you zoom your camera out as far as possible so you can scan the landscape for bandits. If you see any heading your way, run inside your shack or into town before they ambush you.

Copper mining is slow at first, but it's great money; each nugget sells for about 200 Cats, depending on the merchant and their mood. Use your early profits to buy bigger backpacks and hire more workers, and before you know it, you'll be swimming in cash.

3. Make Headbands Like You're Reebok in the 90s

At least for me, this was the logical next step once I needed to scale up from selling raw copper. You'll need a total of 6 books and 12 cotton to get started (buy books from tool and supply merchants in towns for ~350 Cats each). You'll also need enough building materials and iron plates to craft a fabric loom,clothing bench, and a shack or house to put them in.

First, head to your research bench and research cotton farming (2 books, 2 cotton), fabric manufacturing (1 book), clothing manufacturing (1 book), and hats and headgear (2 books). Then go outside and start a small cotton farm from the build menu (near a plentiful water source, preferably with a well and water storage tanks). Be sure to water your farm before you plant the 10 cotton plants required to get it going.

Once you've amassed a few dozen cotton plants, build your fabric loom and assign someone to start making fabric from your cotton. Put your best armorsmith on the clothing bench to take that fresh fabric and start cranking out headbands. Alternatively, if you're the patient type interested in longer-term investments (which you really should be in this game), hold off on starting your new clothing line for a bit. Instead, when your first cotton crop grows, stash the cotton until you've got enough to upgrade your small field to a medium, then a large one. You'll grow more, faster.

Now, you'll notice that your first few headbands are worth a paltry 6 Cats or so. Again, this is a long-range endeavor. Masterwork headbands sell for a whopping ~930 Cats, and you can make fistfuls of them from a single roll of fabric, which requires only 6 cotton.

In the short term, your main job is to have your designated armorsmith hone their craft. Grow cotton like crazy, and spin it into headbands. Needless to say, this will all go a lot faster if you have at least 3 total workers: one to work the cotton farm (and plant new ones whenever possible), one to make headbands, and one to keep everyone fed and do other miscellaneous tasks.

By about armorsmith rank 40, which takes a few hours of constant crafting, you'll start to see a more substantial profit from each headband. You can make masterwork quality headbands at rank 100, and at that point you'll never need money again.


There you have it! Since everything in Kenshi is so tightly interwoven, you'll definitely want to also check out our Combat 101 and Forming a Squad articles to get a better feel for other important early-game mechanics. Keep an eye on the Kenshi guides page for more content in the near future, too.

How to Eat in Kenshi: Just Do It Mon, 10 Dec 2018 16:48:44 -0500 Ashley Shankle

You've got a ton of things you have to worry about in Kenshi, and eating is sort of one of them.

Well, it's halfway one of them -- you've certainly got a lot more to worry about, but you've got to eat or you'll wither away and die.

There are two steps to eating:

  1. Have food
  2. Get hungry

After both steps are completed, your character will automatically eat any food you may have in your inventory. Really, that's it. You don't have to manually eat.

You can purchase food stuffs from traders or make it yourself. Bread, which is easy to make, will very likely be a staple of your diet but is generally a bit pricey from traders.

If you don't want to cook, dried fish is one of the cheapest food options out there and can be found at fish traders.

Eating in Kenshi really is this simple, thank goodness. It would be nice if there were an animation for eating, but auto-eating is fine, too.

Destiny 2: Black Armory Spoiler-free Raid Guide Mon, 10 Dec 2018 13:26:45 -0500 John Schutt

With the "Black Armory" expansion, Destiny 2: Forsaken moves into the meat of its Year 2 content. And with it comes a brand new Raid: Scourge of the Past. Some of the most dedicated Guardians have already completed it, and in no time flat. 

That's not what we're here to talk about. In this spoiler-free guide for the latest pinnacle activity in Destiny 2, we'll be discussing how you and your fireteam can go in blind and learn the mechanics quickly and efficiently.

It's not as hard as you think. All it takes is a little knowledge of how Bungie structures their Raid encounters, which can all be summarized as follows:

  • Wave(s) of enemies
  • Unique mechanic
  • Secondary wave
  • Damage phase
  • Repeat

Every encounter will also have a team wipe mechanic, though some are more forgiving than others. For some, just knowing the basic breakdown is enough, but we'll be going into much more detail shortly.

Like, right now

The Core of Every Raid

Since the first Destiny's first Raid, "Vault of Glass," every encounter that contains a boss has followed the blueprint outlined above. Now, let's break it down into more granular detail and look at how you can use your understanding of the core mechanics to learn these new encounters.

Wave of Enemies

This phase is exactly what it says on the box. The first part of a Raid encounter will be a (sometimes) endless wave of enemies that you'll have to clear or contain if you want to have the breathing room to deal with the boss's unique mechanic. 

Your primary goal here is to decide how you want to split the team to best deal with the oncoming waves. In the Baths room in "Leviathan," for instance, each player has their small groups of enemies to deal with. In the Argos fight in "Eater of Worlds," enemies spawn in droves, but because of the rotating nature of that encounter, you only need to clean up a single platform at a time.

Take your time during this initial phase, as you'll likely be doing it several times before you get everything right. Think about where people are standing, the layout of the room, where cover is, and more importantly isn't, and from which directions the enemies spawn. Consider if you need to funnel them into kill boxes or move around them.

You can answer most of those questions within a few moments, but be sure to communicate what you see to your squadmates because their experience often isn't the same as your own.

Unique Mechanic

Whether the enemies stop spawning or not, Step 2 of any Destiny Raid encounter is dealing with a mechanic geared specifically to test you prior to the damage phase. For example:

  • Leviathan: Calus's Throne Room and Shadow Realm
  • Eater of Worlds: Preparation of the skulls and removal of the boss's barrier
  • Spire of Stars: Destroying the ships and lowering the boss's shield
  • Last Wish: Using crystals to remove the boss's immunity (to name just one)

What you might notice is the timing of these unique mechanics is, well, unique. On the Leviathan and Spire, and especially Last Wish, there are plenty of ways to lose your stride, but in Eater of Worlds, the add wave and the unique mechanic blend almost seamlessly into the DPS phase.

When you go into Scourge of the Past and get past the first boss encounter's enemy wave, know three things:

  1. There's probably not going to be much of a break before the mechanics start.
  2. Don't be afraid of failure. Like a Dark Souls boss, Raid encounters are not built to be conquered on the first go around.
  3. Once you've pulled off the mechanic once, you need to internalize why you succeeded and how you can replicate your success. That can mean wiping to discuss and practice, or trying to learn on the fly. Unless you want to speed through the Raid like the World First racers, I recommend the former.

Be aware that the unique mechanic often has something to do with the damage phase. Pay close attention to the left side of your screen for buff and debuff notifications and messages demarcating whether you've completed the mechanic or not (Challenge Failed, Ship Destroyed, Force of Will x100, etc.). 

Most importantly, though, you want to approach this step of each encounter with care. In the moment, tensions will run high, and mistakes will happen. If you're looking to get the most out of your Raid experience, don't push yourself or your team too hard, and play every moment like you're at low health.

Trust me. It'll save you a major headache later on.

Secondary Wave and Damage Phase

Some encounters, like the Baths, the Argos fight, or the final phase of Shuro Chi in Last Wish, don't let you breathe. You'll be dealing with a second wave of enemies that you'll have to clear before you can safely deal damage. If the first wave wasn't endless, this one probably will be. 

Once you're set up to do damage, you have to figure out the best weapons to use. In most cases, Whisper of the Worm is your best bet, with the IKELOS shotgun taking a very close second for shorter-ranged encounters.

Rockets with cluster bombs can sometimes be better options, depending on the size of the boss or its position about the player.

The enemy weak spot is usually pretty easy to spot, but if it isn't, have your teammates each go after a different candidate for critical damage. Once you find it, make shooting it your top priority.

Bosses usually only die if you shoot them.

Repeat, and it gets harder

If the boss isn't dead after DPS phase 1, one of two things will happen: either there will be a second unique mechanic you need to figure out, or the first one will shift in some fashion.

For instance, Calus's Shadow Realm gains some inconvenient new holes in the floor, or Shuri Chi demands you solve an arbitrary hopping puzzle to not die.

One you aren't dead, start the damage phase a second time and repeat as necessary. Follow the same basic strategies outlined above to figure out new mechanics, just know that if you fail, you'll have more to do if you want to get back to where you were.

Wipe Mechanics

Wipe mechanics are always well-telegraphed, and you should make note of them as soon as you see them. I would almost suggest letting one happen to figure out what the trigger condition is, but if the mechanic occurs deep into the fight, best to try and avoid it if at all possible. 

As with the unique mechanic mentioned above, keep a sharp eye on the left hand side of the screen, because if there isn't a loud sound and some majorly flashy particle effects telling you that "This thing will kill you get away from/kill it now," that's the only place that will.

To deduce how to avoid wiping is usually not hard either. Raids are structured such that where you deal damage from has line of sight on what will be doing the wiping. Keep an eye out for something you've never seen before or something that feels out of place. Odds are that strangeness wants to kill you. 

Don't let it.

Non-boss encounters

Lastly, the Destiny franchise has seen many instances of encounters without so much as a single boss. Because these encounters are primarily mechanical, they require more trial and error, but again, there's plenty you can glean through simple examination.

Look around the encounter area and take stock of the big, shiny things that stand out. Ask yourself:

  • Are there items appearing and disappearing?
  • Are there visual distortions that you don't see anywhere else in the arena?
  • When you step somewhere, does it cause a message or enemies to appear? 
  • Are there specially named enemies that look or act differently than everything else? How can you make them spawn?
  • What causes a Guardian to die seemingly without explanation (there is one)?

It might take your fireteam a few goes to get a handle on where and what you'll be doing. Communication is your friend in these matters. Everyone should be saying what they see because not everyone will be seeing the same thing or focus on the same place all at once.

No question is not worth asking.

No clarification is unwarranted.

No strategy is not worth pursuing, at least until you find something that works.

Most of all, try to keep it fun. Don't be afraid to take a break. The checkpoint will be waiting for you when you get back.


Raiding in Destiny is one of the most satisfying ways to engage with the game. Though the community always settles on the "right" way to do something, that doesn't mean you and your team need to follow "the meta." After all, if you're laughing your way through every encounter, that's the whole point of playing with a group. Embrace it.

If you found this guide useful, take a gander at our other Destiny 2 guides here on GameSkinny.

Super Smash Bros. Ultimate Beginner's Tips Guide Mon, 10 Dec 2018 13:02:25 -0500 RobotsFightingDinosaurs

No matter how confident you are in your Smash skills, Super Smash Bros. Ultimate changes the formula in a lot of key ways.

Players will have to re-learn some of the basics in order to be competitive, from all-new defensive mechanics to the optimal ways in which to approach enemies.

Luckily, we've done a lot of the heavy lifting over release weekend and put together a Super Smash Bros. Ultimate beginner's guide to help you take part in Elite Smashes in no time. 

We'll cover, in the following order: 

  • Playing defense
    • Changes to rolling
    • Changes to perfect shield
  • Playing offense
    • Changes to smash attacks
    • Changes to short-hop aerials
  • How to use spirits
  • Tips and tricks for mitigating lag online
  • How to unlock characters

Playing Defense

Learning how to play Super Smash Bros. Ultimate can be slightly frustrating.

On the surface, it does play a lot like Super Smash Bros. For Wii U. But playing the game as if it were one of the previous versions will only end in despair.

Offensively, not much has changed, but the way that your character defends has changed drastically. If you're not sure where to start on your quest to git gud, we recommend focusing on defense first.

Don't Roll, Really ... 

If you're a constant roller, stop that right now. To make matches more interesting and to reward aggressive play, Nintendo has really nerfed the defensive capabilities of rolling.

What that means for you is that if you generally roll either as a defensive maneuver or, even worse, as a movement option, you'll quickly find that you're a lot more vulnerable than you expect.

Upon startup and finish, rolls have fewer invincibility frames, and as you roll more often, their effectiveness is reduced even further.

The good news is that there are plenty of other, better defensive options for you to use.

In most cases, simply jumping or running away from attacks works, as does shielding or sidestepping attacks. If you're playing as a character like Inkling, Wii Fit Trainer, or Kirby, you can also duck under plenty of attacks as well.

If you're having trouble breaking the habit, simply re-map your controls so that no buttons are mapped to shield. Play a few matches this way and force yourself to find defensive options that don't involve rolling.

Before long, you'll stop relying on it, and your play will improve dramatically. 

Changes to Perfect Shield

Another new wrinkle in the defensive game is the perfect shield mechanic.

Now, instead of a perfect shield occurring when you press the guard button at the perfect time, a perfect shield triggers when you drop shield at the right time. This is dangerous, as if you drop shield too early, you'll eat an attack, but the tradeoff is that, much like in 2D fighting games, this perfect guard will give you an opportunity to counterattack.

Learning this timing is super tough, and there's no shortcut to getting comfortable with it, so what we recommend is that you hop into practice mode, set the CPU to attack, and drill perfect guards until you're confident!

Playing Offense

On the offensive side of the ball, changes are a little more subtle, and the end result is that players have more tools to work with.

Charge Smash Attacks Longer

The first, and most obvious change, is that no matter what character you play as, you can now charge Smash attacks for a whole lot longer.

Obviously, you won't want to go around charging your attacks non-stop just trying to get lucky, but the new charge mechanics offer a lot of opportunities for mind games. Charging an attack can often give your opponent the sense that they can approach you, so if you can take advantage of that, you can catch them off guard.

Short-Hop Aerials

Another important change has to do with short-hop aerials, an advanced Smash Bros. technique that has been simplified for the new game.

Put simply, if you tap the jump and attack buttons at the same time, you'll perform a jumping attack that skims the ground. These are super-quick attacks that themselves can launch combos, so it's worth getting comfortable with them.

Spirits: A Primer

The spirit system in Super Smash Bros. Ultimate can seem daunting at first blush, but it's pretty self-explanatory once you dig in a little bit.

The most important thing to remember (as the game will drill into your head through constant visual reminders) is that you'll need to equip spirits of a certain type to stand a chance during the game's Adventure mode or to pick up bounties on the Spirit board. 

Attack beats Grab, Grab beats Shield, and Shield beats Attack. 

Make sure to keep an eye on your opponent's spirit type so that you're always at an advantage, because some of these battles are really, REALLY tough.

Make sure you keep your spirits leveled up but focus more on the ones that have the "enhanceable" trait -- those will transform into more powerful spirits once they reach level 99. 

More importantly, at least when it comes to the Spirit board, don't be proud and go in without a team. You only get one shot at the bounties on the spirit board, so if you're after a Legend- or Ace-class bounty, make sure you give yourself every advantage possible -- especially when you're just starting out.

The game will tell you you'll get fewer rewards if you beat a bounty with a more powerful spirit team, and this is true, but it's also irrelevant. These rewards usually come in the form of SP, gold, or spirit snacks, so it's not worth it to risk missing out on unlocking the spirit just for those goodies, especially when the battles themselves are so hard.

Tips and Tricks for Mitigating Lag Online

You've probably heard this from everyone already, but it is highly recommended for you to snag a LAN adapter if you don't already have one. Wi-Fi connections are notoriously spotty, and generally, aren't suited to fast-paced fighting game action. 

Having said that, if setting up a wired connection to your Switch isn't possible, you're not completely sunk. You can actually mitigate a whole lot of lag super easily by fiddling with some settings in the Switch's menus.

What you'll want to do is open up your settings, then go to the Internet tab and select Internet settings. Once you're there, select the connection you're using, select Change Settings, then scroll down to the "MTU" setting.

By default, this is set to 1400, but most Wi-Fi networks support 1500 or more.

There's a handy Reddit thread that gives step-by-step instructions on how to deduce the optimal MTU for your network,
but for most folks' purposes, you should be able to just pop the number 1500 into the MTU settings and then perform a connection test.

If everything works, you're good to go! You should immediately notice that you have less lag, and your download speeds should be increased.

Unlocking Characters

There are a ton of different theories on the quickest way to unlock the game's entire 74-character roster, but this method is the most consistent one that we've been able to find. 

Here's how to do it: 

  1. Play for 10 or so minutes to unlock your first character.
  2. Save a rule setting
    • 10hp stamina one-on-one contest
  3. Change the language settings
    • This resets the game's internal timer
  4. Battle as Fox, Falco, or a quick projectile character
    • Fight against a level 1 CPU 
  5. Beat them to get a new challenger
    • Win or lose
    • Change language settings again
  6. Repeat

In my experience, it can sometimes take two or more battles between unlocking characters, so keep that in mind. Don't change the language setting until the next challenger appears.

Keep that up for a few hours, and you'll have unlocked the entire cast in no time!

Oh, and don't fret if you lose a few matches against the new challengers. Occasionally, when you lose, a door icon will appear on the "Games and More" section of the menu. Select it, and you'll get another chance at defeating one of the challengers you lost to before!


There's no better time to get into Super Smash Bros. Ultimate than right now. Everyone's still learning, the meta is in its infancy, and the whole world is playing.

With the tips in this beginner's guide, you'll be at the top of your game in no time!

14 Great Single-Player Weapons in Monster Hunter: World Mon, 10 Dec 2018 12:30:11 -0500 Tim White

Monster Hunter: World is almost two games in one; the weapons you choose and the tactics you employ can vary significantly between solo play and cooperative mode.

With so many weapons to choose from, and in light of the fact that everyone will have different preferences, this guide is not meant to identify any end-game weapons as objectively superior (there really aren't any, most of them are exceptionally well balanced).

We're only trying to point out why our favorite weapons are well suited to playing alone.

Note: Because not all players may have access to limited-event weapons, they are not eligible for inclusion in this list.

Note #2: Weapon damage ratings (weak, low, average, high, outstanding) are assessed relative to typical damage values for that class of weapon, not against all weapons; the strongest dual blades are obviously going to have much lower base damage than the weakest hammers.

Be sure to head over to our best multiplayer weapons guide for even more great MH: World weapons. 

Charge Blade

Charge blades are slow, heavy, and often considered the hardest weapons to master—but they hit ridiculously hard and their shields can block most attacks too. In skilled hands, charge blades can fell even the beefiest monsters in short order.

Our pick: Xeno Ra'atz

Attack power: Average
Sharpness: White
Decoration slots: 
Lv. 3 (x2)

Why it's great for solo play: 
This is a great all-around charge blade. While it doesn't excel at anything (other than in having two level three slots), it's capable of taking down almost any monster. Spend a Hero's Streamstone to give it Health Regen and you'll have a fantastic weapon for survivability.


Hammers have one main job: shutting down enraged or exceptionally dangerous monsters by hitting them in the head. All hammers deal stun damage and excel at breaking armor, but their range is deceptively short; you'll need to be right in the monster's face.

Our pick: Obliteration's Footfall

Attack power: Outstanding
Sharpness: Blue
Decoration slots: 
Lv. 1 (x1)

Why it's great for solo play: 
If you're using a hammer, it's probably because you like to shut down a monster's worst attacks, so it makes sense that you'd also want the high elderseal that this weapon comes with. It also just hits really, really hard. That's kind of all there is to it.

Dual Blades

Dual blades are among the weakest weapons on a per-hit basis, but their DPS can reach respectable levels, especially with their unique demon mode activated. Because they hit so fast, they're also the melee weapon of choice for inflicting status effects.

Our pick: Empress Daggers "Styx"

Attack power: Average
Sharpness: White
Decoration slots: 
Lv. 3 (x2)

Why it's great for solo play: 
These puppies are hard to make but worth it. Look in the bottom right corner of the screenshot above and you'll notice that the Empress Daggers "Styx" is one of the rare weapons that has an armor skill—Razor Sharp/Spare Shot in this case, meaning its impressive white sharpness will last twice as long.

Its 120 blast damage on top of that makes this a highly formidable offensive weapon.


If you want to be a heavy hitter, but charge blades aren't quite doing it for you, try a greatsword. They hit harder than charge blades, but they're slower, so your DPS will likely be a bit lower. However, you'll be a little more mobile when wielding a greatsword.

Our pick: Jagras Hacker III

Attack power: High
Sharpness: Blue
Decoration slots: 
Lv. 3 (x2)

Why it's great for solo play: 
I know what you're thinking, "Why are we recommending a weapon made from the very first monster you ever see?" Well, for one thing, it's non-elemental, so it'll deal consistent and respectable damage to every monster in the game.

It's also got room for two level 3 decorations and, as a rarity 6 weapon, it has three augmentation slots—you can add some seriously powerful upgrades of your own if you're willing to spend the streamstones.


Longswords are the weapon of choice for generalists and the indecisive. They're neither amazing nor terrible in any respect, offering moderate speed, reach, and damage.

Our pick: Divine Slasher

Attack power: Outstanding
Sharpness: Blue
Decoration slots: 
Lv. 3 (x1)

Why it's great for solo play: 
Like the Jagras Hacker III greatsword, the Divine Slasher is non-elemental and focused purely on raw attack power. Extending its sharpness gauge with Handicraft would give this weapon great staying power in extended combat, and if you're willing to invest in a few ranks of Hidden Element, you'll get high elderseal and 150 dragon damage too.


Have you ever found yourself thinking, "I wish this charge blade could launch artillery barrages?" Of course, you have.

Gunlances offer high damage in the form of both melee and ranged attacks, and they come with medium-high tier shields too. They take more practice to master than most other weapons, so hit the training room for a while.

Our pick: Royal Burst

Attack power: Average
Sharpness: Blue
Decoration slots: 
Lv. 1 (x1)

Why it's great for solo play: 
While its single low-level decoration slot leaves much to be desired, the Royal Burst's solid 330 poison damage and two augmentation slots make up for it.

Consider using one of them to add Health Regeneration, which will give you extended survivability in solo play. Gunlance wielders who can stay cool when they're pulling 100% of the aggro and time their shots well will find this weapon to be dependable and capable in most situations.


Lances are ideal for tanks; most of the best shields in the game can be found paired with lances. Their melee strikes have longer reach than those of gunlances, and they're somewhat more maneuverable, but the tradeoff is missing out on those sweet ranged attacks.

Our pick: Empress Lance "Ruin"

Attack power: High
Sharpness: White
Decoration slots: 
Lv. 2 (x2)

Why it's great for solo play: 
This was a tough call; there are a lot of great end-game lances to choose from. There are lances with higher base damage, but this one's white sharpness increases its overall damage potential, and no other lances have the Health Recovery skill built right in, which allows you to leech health from your target with every hit.

It's also got 150 blast damage, so you're basically healing yourself with explosions.

Switch Axe

Switch axes are strange. They have a weird rhythm and it takes a while to get a feel for the wide variety in the range of their different attacks, but they can put out decent damage with practice. They're like a cross between a charge blade and a greatsword, without the strong advantages (or disadvantages) of either.

Our pick: Terror Tyrannos

Attack power: Outstanding
Sharpness: Blue
Decoration slots: 

Why it's great for solo play: 
This was another tough call. Ultimately, since switch axes are such a weird hybrid, a good one needs to excel in at least one area, so we went with base damage here.

Yes, the Terror Tyrannos has negative affinity, which sucks, but even with that penalty, it has the potential to be the most damaging switch axe available. Its respectable 180 dragon damage (which most monsters don't resist), high elderseal and two augmentation slots help to set it apart from most comparable switch axes.

Sword & Shield

Your classic sword n' board is primarily a defensive weapon, but not in the same way that the heavier weapons are; the shield can't withstand many of the more powerful attacks you'll face. Instead, they leave you fast and flexible, able to quickly retreat or launch aerial attacks to mount a monster.

They're also the only weapon with which you can use items while blocking, which is amazingly helpful at times.

Our pick: Barroth Club III

Attack power: Outstanding
Sharpness: Blue
Decoration slots: 
Lv. 2 (x1), Lv. 1 (x1)

Why it's great for solo play: 
This weapon class tends to attract jack-of-all-trade types, and the Barroth Club III is surprisingly competent at almost everything. If you're willing to commit a few armor skill slots to Hidden Element, you'll be superb at inflicting paralysis.

But even without that, you've still got three augmentation slots, great base damage and sharpness, and enough decoration slots to make most medium-tier configurations viable.

Insect Glaive

Like most weapons, the glaive takes some getting used to, but it's worth mastering. You'll need a huge amount of stamina to use one effectively, as you'll be in the air most of the time, and aerial maneuvers chew up stamina.

It's hands-down the best weapon around for mounting monsters or for builds centered around maximizing critical hits.

Our pick: Empress Cane "Styx"

Attack power: High
Sharpness: White
Decoration slots: 
Lv. 3 (x1), Lv. 1 (x1)

Why it's great for solo play: 
Another hard winner to pick. Glaives do two things exceedingly well: inflict statuses and critical hits, and this weapon is predisposed to be great at both. Its base affinity rating of 10% certainly isn't the best around, but if you're willing to boost it with skills like Weakness Exploit and Critical Eye, you can put together a devastating weapon.

In any case, Empress Cane "Styx" has double white sharpness thanks to Razor Sharp and a punchy 210 blast damage. Fast, aggressive players will be able to pump out ridiculous damage with this glaive—at that point, you can pretty much attune your kinsect however you please, it's all good.

Hunting Horn

You can use a hunting horn by yourself, but it's designed to be a co-op support weapon. To effectively fly solo with a hunting horn, you'll need to be very comfortable with its somewhat awkward combos and the timing of playing songs (i.e. buffing yourself) when you're the only target for the monster to wail on.

Our pick: Desolation's Overture

Attack power: Outstanding
Sharpness: Blue
Decoration slots: 
Lv. 1 (x1)

Why it's great for solo play: 
Hunting horns aren't primarily built for damage, so to get far on your own, you'll need to pick one of the few with great attack power. In addition to being the second strongest horn in that respect, Desolation's Overture has high elderseal and 150 dragon damage to help you put the hurt on some of the game's stronger enemies.

It can also play some highly useful songs, including Earplugs (L) (which frees up your decoration or charm slots), Affinity Up (S) and Health Recovery (S). Bring a Palico with a Shieldspire gadget to pull aggro and you just might be able to call yourself a successful solo hunter horn main.


Like the hunting horn, the bow is not really meant to be a solo weapon, but it can be done. It's much better at inflicting status effects and at briefly stunning enemies than at dealing significant damage to them, so fights with stronger monsters might take a while.

On the plus side, it's a great defensive weapon, as it allows for speedy dodging and permits most attacks to be canceled.

Our pick: Great Hunter's Bow

Attack power: Average
Sharpness: N/A
Decoration slots: 
Lv. 3 (x1)

Why it's great for solo play: 
Bows are limited by the types of coatings they can use (close range, power, paralysis, poison, sleep, or blast). Most bows can only use 2-3 coating types by default, but the Great Hunter's Bow can use everything except power coatings right out of the box. (Unfortunately, it will never be able to use power ammo, as there's a decoration-based coating skill available for every type except power.)

Nonetheless, with decent damage and a level 3 decoration slot, this can be a serviceable solo weapon capable of inundating monsters with any and all status effects, provided you carry an absolute truckload of crafting components to constantly replenish your coatings.

Light Bowgun

Light bowguns are the smallest of the three ranged weapons, offering brisk rates of fire at the cost of stopping power. They can also be expensive to use, as you'll need to constantly craft or buy many different kinds of ammo.

Nonetheless, they can be an effective solo weapon, especially with liberal use of special ammo types catered to your target's weaknesses.

Our pick: Karma

Attack power: Average
Sharpness: N/A
Decoration slots: 
Lv. 1 (x1)

Why it's great for solo play: 
Karma has the highest affinity of any light bowgun at 30%, making its normal shots highly effective despite its so-so base damage. Its three custom mod slots allow greater flexibility in choosing its bonus attributes (three Reload Assists would be a great choice for better DPS).

Finally, it has zero deviation, meaning every shot will land precisely where your cursor is; few other light bowguns can claim that distinction.

Heavy Bowgun

Heavy bowguns are among the most challenging weapons to use when you're by yourself. They need range and time to be effective—two things that are generally in short supply when you're alone in combat. To come out on top, you'll need to spend a lot of time getting to know how each ammo type works and how long they take to fire and reload.

Our pick: Magda Gemitus II

Attack power: High
Sharpness: N/A
Decoration slots: 
Lv. 2 (x1)

Why it's great for solo play: 
Heavy bowguns, in particular, seem to sacrifice a ton of affinity as their base attack power gets higher, so the -20% affinity on this model isn't an atypical price to pay.

The single level two decoration slot (better than most other high-end models) helps make up the difference, and it's got two augmentation slots for further customization. Consider stacking some shields in your mod slots to gain limited blocking ability, since it's pretty hard to dodge with these weapons.


There you have it! Hopefully, you'll fall in love with at least a few weapons from this list, but even if you don't find your forever weapon, perhaps you've learned something useful about different ways to evaluate other options.

Keep an eye on our Monster Hunter: World hub page for more guides.

Sonic the Hedgehog Live-Action Design Partially Revealed in New Poster Mon, 10 Dec 2018 12:06:15 -0500 Ashley Shankle

Sonic the Hedgehog fans are used to being the butt of jokes, and Sonic's new look for the upcoming live-action movie is sure to make it even harder to defend being a fan of the Blue Blur.

IGN recently spoke to the movie's executive producer, Tim Miller, and producer, Neal Moritz, both of which had a few things to say about the new realistic direction for Sonic.

It's a good piece to read if you're a Sonic fan, but not really worth it if you don't care for Sega's hedgehog mascot.

This newest incarnation of Sonic will have new shoes and two eyes, and has clearly has not skipped leg day.

Honestly, I'm not digging it.

The poster looks a bit like a horror movie thanks to those proportions -- and you can see a bit of eye or eyelid there on his turned face. It looks creepy.

The Sonic fanbase has flown off the handle multiple times in the past over the character's redesigns. This one looks to veer off more than any of its predecessors, and I'm sure it's going to get plenty of references to hedgehog on human relations from those in the community (thanks again for Sonic '06, Sega).

The Sonic the Hedgehog movie is slated for release in November 2019, so we likely have a while to wait before we see what this new live-action take on Sonic really looks like.

Maybe it'll be better than we think. 

14 Awesome Multiplayer Weapons in Monster Hunter: World Sat, 08 Dec 2018 11:07:54 -0500 Tim White

Monster Hunter: World becomes a substantially different game depending on whether you're playing it alone or with others. In multiplayer mode, monsters get much tougher and often attack differently. As such, your favorite weapons to use when playing alone might not be ideal in co-op, and vice-versa.

With hundreds of weapons to choose from, finding a few that you love can seem overwhelming. MHW is pretty well balanced, and different players will always have different preferences; this guide is certainly not intended to be The Final Word in the best weapons, only to highlight some of our favorites and point out their niftiest features.

Note: Because not all players may have access to limited event weapons, they are not eligible for inclusion in this list.

Note #2: Weapon damage ratings (weak, low, average, high, outstanding) are assessed relative to typical damage values for that class of weapon, not against all weapons; the strongest dual blades are obviously going to have much lower base damage than the weakest hammers.

Be sure to head over to our best sing-player weapons guide for more Monster: Hunter World weapons. 

Charge Blade

Often considered the most difficult weapons in the game to master, charge blades are slow and have complex move sets, but make up for it by having excellent offensive and defensive capabilities, whereas most other weapons aren't so great at one or the other. All other factors being equal, charge blades have the highest damage potential of any weapon class. Their large shields can also block all but the very strongest Elder Dragon attacks.

Our pick: Devastation's Thorns

Attack power: High
Sharpness: Blue
Decoration slots: 
Lv. 1 (x1)

Why it's great for cooperative play: 
Not only does this charge blade deal pretty good damage to just about everything, it's utterly devastating to Elder Dragons, and only slightly less so to anything else with an aversion to dragon damage. Its impact phials make its non-elemental axe form attacks even more potent, and with teammates around to pull some of the aggro, you'll be free to attack more liberally, ensuring that this weapon's high elderseal stays active at all times. (The shield component of this weapon is also super strong, if you're a tanky charge blade user.)


Hammers have the shortest range of any weapon other than dual blades, but they're built specifically for hitting things in the face and stunning, so they're great for getting monsters that like to rage frequently to take a chill pill.

Our pick: Pandemonium's Root

Attack power: High
Sharpness: Blue
Decoration slots: 
Lv. 2 (x1)

Why it's great for cooperative play: 
As a hammer user in a party with others, your main job is generally to hit the monster in the face repeatedly in order to stun it as often as possible (and to break its parts for extra drops). This weapon's 270 dragon damage and average elderseal are both pretty darn good for a hammer with such high base damage, and the same is true of its single level two decoration slot. You can do (a little) better in terms of raw damage, but you'd have to sacrifice some of the extras.

Dual Blades

Dual blades have the fastest attack speed of any weapon, but deal the least damage per hit (obviously). This makes them superb for inflicting status effects, and their unique demon mode is capable of dealing out surprisingly big damage for such little weapons.

Our pick: Fire and Ice

Attack power: Average
Sharpness: Blue
Decoration slots: 
Lv. 2 (x1)

Why it's great for cooperative play: The biggest limitation of dual blades for solo players is the fact that your DPS is compromised by needing to dodge frequently, but with teammates around, dual blades users generally pull the least aggro. This means you're free to take advantage of both ice and blast damage at impressive values of 240 each. As long as your target doesn't fully resist either, you can dish out a lot of pain with this weapon, especially if you bring armor that enhances affinity or Blast Attack.


Greatswords are both slower than charge blades and less damaging on a DPS basis. You might ask: "Why use them, then?" Well, they're easier to handle and they boast higher damage per hit, making them the best choice for waking up sleeping monsters. They also don't limit dodging quite as much as charge blades do.

Our pick: Purgation's Atrocity

Attack power: High
Sharpness: Blue
Decoration slots: 
Lv. 1 (x1)

Why it's great for cooperative play: 
This is the third strongest greatsword in terms of base attack power, and it boasts another 150 dragon damage and high elderseal on top of that. With other hunters helping out, you should be able to attack more aggressively, taking full advantage of all that hard-hitting goodness. Adding Health Regeneration to its single augmentation slot has the potential to make you nigh unkillable.

Long Sword

Long swords are the most popular weapon in Monster Hunter: World according to the wandering Wyverian, and it's not hard to see why: they're the most versatile and flexible weapon class. Featuring decent range, damage, and speed, long swords are a solid choice if you're not sure what to expect or if you'll be taking on several different monsters at once.

Our pick: Reaver "Calamity"

Attack power: Outstanding
Sharpness: Blue
Decoration slots: 

Why it's great for cooperative play: 
The Reaver "Calamity" is the single hardest hitting long sword—759 base damage is amazing, considering how quick these weapons can be. 210 dragon damage and high elderseal, along with two augmentation slots, make this decision kind of a no-brainer, even though it lacks decoration slots. Recruit some teammates to pull aggro so you can go to town on the target undisturbed.


These truly weird weapons are tricky to master, but capable of both great offense and defense in skilled hands. They're not quite as good at either as charge blades, but they're somewhat more user-friendly and even I (a devout charge blade user) have to admit that gunlances are way cooler.

Our pick: Earthshaker Magda Lahat

Attack power: Average
Sharpness: Green
Decoration slots: 

Why it's great for cooperative play: 
Don't be underwhelmed by this weapon's middle-of-the-road attack power or its absence of decoration slots—it boasts long-range shells and level 4 shells, making its ranged attacks among the most devastating to be found in its class. Being a Zorah Magdaros weapon, it also makes everything explode with a whopping 420 blast damage. With fellow hunters distracting the monster, you can fire off slow, long-range charge attacks in relative safety—or shoot the monster right in the face at point-blank range if you're in charge of tanking.


I must confess that I know less about lances than any other weapon, but to the extent that I've used them, I find them to be a better choice for multiplayer than for solo play. They lack the ranged and burst damage options of gunlances, but offer better maneuverability, better defense, and more consistent (if lower) melee damage, making them a more "vanilla" (but still useful) weapon.

Our pick: Empress Lance "Blaze"

Attack power: Average
Sharpness: White
Decoration slots: 
Lv. 2 (x1), Lv. 1 (x1)

Why it's great for cooperative play: 
If you're a lance user in a party, odds are you're the designated tank. Keeping that in mind, it's hard to ignore the free rank of Guts you get from this lance, which will let you survive a fatal hit once per battle. Its 20% affinity is bested only by a small handful of other lances, and you've got 180 blast damage as well. Taken as a whole package, this weapon makes you a veritable bastion of defense while also granting above-average offensive potential.

Switch Axe

If a charge blade and a greatsword had a baby, that would be extremely weird, and the baby would be a switch axe. These awkward weapons have a strange feel and rhythm to them, but make good offensive weapons in trained hands. They lack both the incredible damage potential and the major weaknesses of their parents.

Our pick: Jagras Raider III

Attack power: Average
Sharpness: Blue
Decoration slots: 
Lv. 3 (x1), Lv. 2 (x1)

Why it's great for cooperative play: 
As you've no doubt learned, rarity isn't everything when it comes to comparing different weapons. Though the Jagras Raider III is "only" a rarity 6 weapon, that does mean you get three augmentation slots to play with. What's more, it has dormant sleep damage of 240 (you'll need Hidden Element to take advantage of it) and 210 exhaust power, meaning it's capable of tiring monsters out fast and frequently. Since monsters can't use their worst attacks when they're exhausted, your teammates will thank you.

Sword & Shield

The bread and butter of fantasy melee weapons, the good old sword n' board does it all. While long swords are also versatile weapons, they're mostly offensive in nature, whereas swords and shields are better suited for defensive play. They also have a unique property: they're the only class of weapon that permits item usage (and slinger shots!) in combat while blocking, which is an enormous advantage during tougher fights.

Our pick: Grand Barong II

Attack power: Average
Sharpness: Blue
Decoration slots: 
Lv. 3 (x1)

Why it's great for cooperative play: 
You're never going to get superlative damage output with a sword n' board, so embrace its other strengths instead. The main attraction here is the 300 paralysis damage that can lock monsters down for your allies to wail on, but it's dormant, so you'll need to invest in Hidden Element. It also grants a +10 defense bonus, which is unusual for this weapon class. Swords and shields are designed to be versatile, so do whatever makes the most sense for you with its three augmentation slots and single level three decoration slot.

Insect Glaive

An insect glaive was the first weapon I tried in MHW, and I hated it at first. It's now my second favorite weapon type. Glaives take some getting used to, but they offer the best speed and mobility of any weapon, and they have some nifty extra abilities too. Glaive users spend most of their time in the air, excel at dodging and mounting, and can inflict multiple element or status effects on the fly with different glaive and kinsect combos.

Our pick: Xeno Shmaena

Attack power: Average
Sharpness: White
Decoration slots: 
Lv. 3 (x2)

Why it's great for cooperative play: 
Few glaives offer stamina boost as a kinsect bonus, but this is one of them. (Note that this refers to your kinsect's stamina recovery, not yours; this boost allows you to dispatch your bug more frequently.) 15% affinity is decent for a glaive; you can boost that number way higher if you're an affinity-based fighter, or just focus on keeping the monster under low elderseal with an unrelenting barrage of aerial attacks. Consider allocating a few armor skill slots to Handicraft to boost this glaive's offensive potential.

Hunting Horn

It's not quite fair to say that hunting horns are useless to solo players, but they're definitely intended to form the backbone of a party. Their buffing and healing songs will be of limited use to lone hunters, but can overcharge a party's abilities to an impressive degree.

Our pick: Teostra's Orphée

Attack power: High
Sharpness: Blue
Decoration slots: 

Why it's great for cooperative play: 
As any experienced Monster Hunter vet will tell you, status effects are often way more dangerous than a monster's direct damage attacks—but Teostra's Orphée has you covered on both sides. It can play Divine Protection and All Ailments Negated songs, and it can also turn the tables on enemies by boosting your allies with an Abnormal Status Attack Increased song. It can't restore HP directly, but that's about the only support task it can't do.


Bows are definitely meant to be used in multiplayer, as they're primarily for distracting or lightly stunning enemies and for inflicting status effects. They're ideal for lazy players that don't like to do much dodging, too; stay well out of range, and monsters will rarely bother to come harass you.

Our pick: Xeno Metora

Attack power: Average
Sharpness: N/A
Decoration slots: 
Lv. 3 (x2)

Why it's great for cooperative play: 
This bow can use power coatings by default, which means if you want access to the two it doesn't have (sleep and paralysis), you can add them via decorations in order to support the team more effectively. Its 15% affinity, low elderseal and 180 dragon damage are all respectable, making it more physically powerful than many other bows as well as useful for keeping Elder Dragons under control from a safe distance.

Light Bowgun

As you might expect, light bowguns fire more quickly and permit greater mobility than their heavy counterparts at the cost of reduced damage. They're great with support ammo for inflicting status effects, and they can plant mines in the ground to set up traps for moderate damage.

Our pick: Devil's Madness

Attack power: Outstanding
Sharpness: N/A
Decoration slots: 

Why it's great for cooperative play: 
This bowgun is hard to control and has negative affinity, but it's got great base damage and two augmentation slots to play with. However, it has a hidden property that isn't openly advertised: it deals amazing slicing damage, making it superb at severing monster parts from afar. Most light bowguns don't really distinguish themselves from one another, so this one stands out from the crowd and can be a great support weapon.

Heavy Bowgun

Beefier and slower than its little brother, heavy bowguns can be particularly challenging to use effectively without teammates, as they're slow and unwieldy, and they make dodging difficult. But if you do have a friend or two backing you up, heavy bowguns become much more useful.

Our pick: Empress Cannon "Styx"

Attack power: High
Sharpness: N/A
Decoration slots: 
Lv. 3 (x1), Lv. 1 (x1)

Why it's great for cooperative play: 
There are stronger HBGs out there, but damage isn't what this weapon class is all about anyway. The main draw here is the free rank of Spare Shot, which grants every shot fired a chance to not consume ammo; this means you can support your team effectively throughout much longer fights. After that, the medium-tier affinity rating and decoration slots are just added bonuses.


There you have it! Hopefully you'll fall in love with at least a few weapons from this list, but even if you don't find your forever weapon, perhaps you've learned something useful about different ways to evaluate other options.

Keep an eye on our Monster Hunter: World hub page for more guides.

]]> Cheats And Tricks For The Beginner Player Fri, 07 Dec 2018 16:18:16 -0500 Ty Arthur

You know you love those .io time wasters, and there's another one to add to your repertoire when the grocery line just won't budge:

This game is exactly what it sounds like, so to master the mechanics of this iteration of the .io phenomena you need to think of the game as bumper cars, but with fidget spinners.

Rather than avoiding other players like in a normal .io, you can smash into them to knock them out of the game. Once you learn the flow of the movement and master the physics of the edge of the arena, it isn't tough to hit first place in every match.

How To Win Matches Easily In

First and foremost, you win matches of by being the last spinner standing, not by becoming the spinner with the most kills. You don't actually have to knock anyone else out of the arena at all.

Like with that one camper who wins a battle royale match with 0 kills, you can just avoid the other players and make it to the last position. In many matches, this is actually a better strategy than racking up kills, because your spinner's speed is reduced as you grow larger with each kill (although you have more momentum as a larger spinner).

The main advantage to getting kills is in unlock skins, with a full list of unlockables available below.

Knocking Out the Competition

In terms of offense, its better to go in a large circular pattern around the outer edge and try to hit spinners at an angle as they are moving away from you towards the edge so they quickly get knocked out of the arena.

Going into the center at the start of the match isn't worth it, as most spinners will immediately hit each other and get knocked out in a quick frenzy like the cue ball kicking off a game of pool.

In terms of defense, don't crash directly into a spinner going the opposite direction, as you are likely to get thrown out. It's better to follow after other spinners and then dodge out of the way before a collision so they hit another AI player and knock each other out

Whether staying defensive or trying to rack up kills, remember that the area is a bowl, which means the edges curve up so your spinner slow down slightly as you are about to go over. This gives you time to swipe back towards the center of the arena and avoid getting knocked out.

While some skins like the space invader and dragon are limited only to premium members who pay, most of the spinner skins can be unlocked over time either by winning matches, spending gold coins, or getting kills.

Getting skins

These skin unlocks are currently available for the f2p players:

  • Razor Swirl - 25 kills
  • Fire - 75 kills
  • Skull and Bones - 150 kills
  • Nuclear - 250 kills
  • Dollar - 5 wins
  • Euro - 15 wins
  • Fidget - 25 wins
  • Bitcoin - 35 wins
  • Diamond - 50 wins
  • Balloon - 75 wins
  • RGB Circle - reach level 5
  • Shield - reach level 7
  • Atom - reach level 10
  • Medal - reach level 15
  • Moon - reach level 23
  • Blue Circle - play 10 matches
  • Water - play 20 matches
  • Moon - play 25 matches
  • Target - play 30 matches
  • British Pound - play 50 matches
  • Yen - play 70 matches
  • Eye - play 150 matches
  • Heart - 500 gold
  • Black swirl - 750 gold
  • Club - 750 gold
  • Yin and Yang - 1000 gold
  • Pumpkin - 1,500 gold
  • Flags - 2,000 gold
  • Pizza - 2,500 gold
  • Animals - 3,000 gold
  • Web - 3,500 gold
  • Batman - 4,000 gold
  • Cat with eye patch - 10,000 gold

Keep in mind that many of the above skins can be unlocked earlier by voluntarily watching ads.

On that note, while it doesn't have any effect on your strategy or winning the game, there's one final tip we have to mention, as there are some concerning elements to what permissions wants and how the game displays ads.

Deceitful Ads

The game absolutely doesn't need permission to access your camera to function, and some of the ads are deviously setup to look like official terms of service that you have to accept to play. You don't have to agree to them! Just hit "Refuse" instead to skip the ad.

Have any other tips for always winning or racking up kills to unlock new skins? Let us know your best strategy!

Looking for more .io games for standing in line or dealing with unpleasant family dinners? Check out our top 5 .io games here, or see our tips for consistently getting the top score in here.

Surefire Drafting and Deck Editing Tips for Artifact Fri, 07 Dec 2018 11:39:28 -0500 Sergey_3847

Drafting mode is an essential part of almost every card game in existence. You can find it in Magic: The Gathering and you can find it in Hearthstone Arena. Artifact also has a Draft mode, which is quite similar to Magic booster drafting.

However, drafting in Artifact is still unique and requires a different approach than what you might be used to considering you are allowed to draft two cards from one pack.

If you want to know how to draft properly in Artifact, then follow our tips below.

How to Draft in Artifact

There are two types of drafts in Artifact: Phantom and Keeper.

Phantom Draft allows you to play the complete draft game, but in the end, you can't keep all the cards you've drafted.

The Keeper Draft, on the other hand, allows you to keep the cards in your collection.

When the draft starts, you will be given a chance to select two cards from each pack. You will have five full packs opened for a total of 60 cards. If you haven't chosen any heroes during your draft, the game will automatically add random heroes to your deck.

Taking this into account, let's now assess which cards to choose during drafting.

Hero Cards

Hero cards are the most important cards in Artifact, which means that you need to pick them up first. But how do you know what heroes are the best? Well, you need to know the cards well, or you could refer to our best Artifact heroes guide.

Heroes should also help you define the colors of your deck. But don't eliminate the most powerful cards if they don't fit your heroes. You never know how your draft will end up, as you could easily change your strategy during the deck editing process.

Main Cards

Always look at the rarity of the card before drafting.

Every pack will offer your one rare card, three uncommon cards, and the rest will be common cards. Rare and uncommon cards are usually the best, so you should pick them up in the early stages of a draft.

In the second half of drafting, you can start choosing proactive common cards that fit your deck archetype and colors. We'll talk more about archetypes and colors in the deck editing part of this guide (which you can find in the next section).

Here are some of the best spells and creeps you can currently draft in Artifact:

  • Mist of Avernus
  • Unearthed Secrets
  • Time of Triumph
  • Annihilation
  • Emissary of the Quorum
  • Spring the Trap
  • Tyler Estate Censor
  • Conflagration
Item Cards

The shopping phase at the end of each turn allows you to buy item cards that can significantly improve your chances of winning if you know which cards to buy. During the draft, you can pick your own item cards, which is strongly advisable.

These items can be used for buffing your heroes, so it is recommended to buy a complete set for one of your heroes, including, a weapon, an armor, and an accessory.

If you decide not to draft any item cards, then the game will offer the three basic types of items for your item deck.

In any case, here is a short list of the best item cards in Artifact:

  • Stonehall Cloak
  • Blink Dagger
  • Revtel Signet Ring
  • Traveler's Cloak

You can also train your drafting skills in Artifact using Howling Mind's draft simulator, which allows you to master the art of drafting in a safe environment.

How to Edit a Drafted Deck in Artifact

After you're done drafting your 60 cards, you can edit your deck by removing any unwanted cards. Just like in Constructed, the optimal size for a drafted deck is 40 cards. This means that you can remove 20 cards that don't fit your desired colors or are generally weak cards you don't wish to play.

Before removing any cards from your deck, you need to consider a few key points:

  • Which colors you wish play
  • Which archetype you wish to construct
  • How your mana curve should look like

It is almost impossible to draft a solid mono-color deck in draft, so the best and most optimal option is to go for two-color deck. If you really see the potential in splashing a powerful hero that doesn't fit your chosen two colors, then you can sometimes opt for three colors.

There is no one strongest color or pair of colors in the game as everything mainly depends on the chosen archetype of your deck. But if you need to choose a specific color, then go for Red, as it is the best supplementary color.


You can figure out the deck archetype in your draft by looking at the colors you have chosen:

  • Black has a lot of cheap creeps and removal spells
  • Blue has the best spells in the game, but it has understatted creeps
  • Green focuses on health and buffing with some really large creeps
  • Red has the best statted creeps in the game and some decent spells

Taking all this into account, if you want to be aggressive and win quickly, then opt for Black and Red as your two main colors for an Aggro archetype.

But in case you have Blue and Green colors, then you should definitely aim at a Control archetype.

Mana Curve

When drafting a deck in Artifact, mana curve doesn't play such an important role as in other card games, since you already start with three mana in your pool.

This allows you to play some really expensive cards without getting worried that you will lose.

With all that said, the game in Draft mode rarely goes up to ten mana, so try to keep your cards in the range between 3 and 8 mana with most of your cards somewhere in the middle. This will allow you to play everything you want and have a great chance of winning.


With these tips, you should be able to quickly draft a powerful deck in Artifact. Do you have any strategies that you've found to work well? Let us know in the comments. 

Where to Pre-Order Far Cry New Dawn Thu, 06 Dec 2018 23:50:13 -0500 Jonathan Moore

Far Cry New Dawn may have just been announced at The Game Awards, but a handful of retailers and marketplaces, including Amazon, Gamestop, PlayStation Network, Steam, and the Xbox Marketplace, already have pre-orders locked and loaded for the game's February 19, 2019 release. 

New Dawn will, of course, be available in both physical and digital formats, and there will be two editions, a $39.99 standard edition and a $49.99 deluxe edition.

As of this writing, and since the game was just announced, we don't know the exact pre-order bonuses each retailer will be providing, but we do know that the deluxe edition will give you access to "additional weapons, outfits, and vehicle skins". We will update this article when bonuses for each storefront are announced.

Here's where you can pre-order each edition right now. Note that not all platforms and editions are available on every storefront at the current time, but they should be made available in the coming days. 


PlayStation 4
Xbox One


PlayStation 4
Xbox One

Best Buy

PlayStation 4
Xbox One

PlayStation Network

Xbox Marketplace


Set in post-apocalyptic Hope County, Montana, the newest installment in the long-running FPS series is set 17 years after the ending of Far Cry 5, and it is the first game in the franchise to be a direct sequel. 

Based on the game's reveal trailer, players can expect more Mad Max than Fallout, as well as a vibrant color palette that rivals the one seen in Rage 2.

Far Cry New Dawn will also feature online co-op play, and allow players to craft new weapons from old items, including (hopefully) the high-profile saw-gun that's been heavily featured in the game's trailers. 

6 Strategies for Survival in Mutant: Year Zero Thu, 06 Dec 2018 10:47:41 -0500 Tim White

Do you really like X-COM, except for its overbearing insistence on making you miss seven 95% shots in a row? Mutant: Year Zero will treat you better, but it's still an unforgiving game that expects you to play by its rules. Set your Stalkers up for success by sticking to these six key strategies.

1. Searching for Extra Loot is Not Optional

Most games are built in such a way that players can cruise through the main campaign without focusing too heavily on side errands and still be successful. Mutant: Year Zero is not really one of them.

Especially on higher difficulty settings, you'll need to thoroughly scrounge every area in order to recover enough supplies to carry on. Common scrap and weapon parts are found everywhere and are used to buy stuff and to upgrade your weapons, respectively.

Looting it up in Mutant Year Zero

Artifacts are much rarer, but are even more important to your long-term success; they can be exchanged for permanent perks that benefit the whole squad.

Finally, unless you're a brilliant strategist or just extremely lucky, you'll be going through medkits and grenades (see tip #5) like candy. Both can be found in fairly healthy quantities, but often just out of plain view. Search high and low to keep your stocks full(ish).

2. Stealth is Also Not Optional

X-COM veterans in particular may think it's possible to build your squad in such a way that you'll be successful running into open combat, guns blazing.

It really isn't.

You might be able to get away with Rambo tactics on easy difficulty (which is called normal), but on normal (hard) or higher, enemies will consistently outnumber and outgun you. Even if you survive a particular knock-down-drag-out fight, you won't power through on a regular basis.

Mutant Year Zero positioning

Positioning your squad for devastating ambushes is absolutely critical. I generally put my heavy gunner (Bormin) on overwatch and leave the others to stealthily snipe or support as needed for the first turn of combat, but the basic principle of preparing thoroughly for each and every fight is what matters here.

If a concealed squad member manages to one-shot an enemy that's unaware of them, you can continue picking off stragglers for free as long as you remain undetected. When someone eventually notices what you're doing (and they will), you'll definitely want to already have a trap set for them.

The outcome of the first turn of a battle is usually a good predictor of the final result, so hit hard, hit fast, and make sure each party member's gear and skills synergize well together.

3. Take the High Ground

This probably seems obvious—the tutorials do tell you to take the high ground, but they don't really emphasize how important it is. If there's a hill, rooftop, or vehicle, get on it ASAP.

Being above your target makes it easier to hit them, and harder for them to hit you. What's more, it effectively shuts down (or at least hampers) melee enemies, who will have to climb to get to you, and will often need to cross open ground in the process, making themselves choice targets.

4. Half Cover is No Cover

I don't mean that half cover (indicated by a half-filled shield icon during movement) is literally useless, but it should be viewed as only marginally better than no cover.

Taking cover in Mutant Year Zero

Some characters will gain skills that allow them to gain full-cover bonuses from half-cover positions, but until then, don't underestimate how accurate even regular enemies can be. The second rule of survival in Mutant: Year Zero (behind hit hard, hit fast) is don't take damage.

Full cover provides significantly better protection than half cover, but it's also harder to find. If you can't leave a great position to get within range of the enemy, so be it—let them come to you, which they eventually will. Hold your castle and be patient.

5. It's Raining Men Grenades

As we've already mentioned, dominating the enemy during the first round of combat is key to keeping your squad healthy and well supplied. One of the best ways to do that is to inflict big damage on multiple targets at once, before any of them have a chance to spread out.

Enemies often clump together when they think they're safe, and if you've been searching each map carefully, you should always have at least a few grenades on hand at all times. Use 'em.

If you've got enough ordinance to spare, battles that would otherwise be tough can sometimes be won during the first turn without any of your Stalkers taking a scratch.

For even more first-round devastation, set all but one squad member in overwatch and have the last person trigger the trap by tossing the grenade.

In most cases, you don't need to worry too much about using your last grenade. As long as you maintain good loot hunting habits, you should find more explosives soon enough.

6. Heal Freely (Out of Combat)

During combat, medkits restore a set number of hit points, but out of combat, a single one will fully heal a squad member. This may seem like a no-brainer, but maybe it doesn't, especially if you're a conservationist used to hoarding supplies in games.

How to heal out of combat in MYZ

As a rule of thumb, you should generally heal out of combat anytime a party member falls below 50% health. This may feel wasteful, especially since your medkit reserves will rarely reach double digits, but rest assured, the game is designed to be played this way.

Heading into combat in a weakened state dramatically increases the odds of allies being knocked out. Not only does this mean at least two missed turns for you (one for the unconscious Stalker and one for the person who has to revive them), it's also an inefficient use of relatively uncommon medkits.

A proactive approach will eliminate, or at least mitigate, most of these problems.


There you have it! Mutant: Year Zero is a challenging but fair turn-based strategy game. Knowing when to be conservative and when to give it all you've got will make your team's dangerous and difficult journey much more manageable.

Be sure to periodically check our Mutant: Year Zero hub page for more guides in the near future.

Artifact Deck Building Guide: Aggro, Midrange, and Control Thu, 06 Dec 2018 10:29:52 -0500 Sergey_3847

Artifact, the latest card game from Valve, offers a different perspective at the typical card game mechanics introducing three lanes or boards instead of one. However, when it comes to deck-building strategies and gameplay, it can't escape the traditional breakdown into Aggro, Midrange, and Control playstyles.

There is one more possibility to engage in a combat with a Combo deck, but at this early stage there are not enough good combo cards in Artifact to withstand the three staple archetypes. The situation may change in the future with the introduction of new cards, of course.

For now, let's focus on the three basic archetypes that will help you build the best possible decks in Artifact.

How to Build Aggro Deck in Artifact

Aggro decks in Artifact mostly rely on cheap creeps and some spells that should help it remove the unwanted enemy heroes and creeps from the board. As usual, an Aggro deck has to be proactive from the very beginning of the game, as in time it will lose its power, especially against Control decks that dominate matches in the late phase.

The three most aggressive colors in Artifact are Black, Green, and Red, but there are a few really good Blue cards as well. In any case, it is highly advisable to play in two colors or even just one, as it increases the chances of being able to play the best cards early.

Let's take a look at the most optimal cards for an effective Aggro deck in Artifact:


Choose heroes that will either buff your creeps or gain a lot of attack power.

Drow Ranger is an excellent choice for Aggro decks that wish to go wide. It will buff their attacking capabilities and provide Silence effect with the help of the Gust card against more potent enemy heroes.

Lycan is another great hero that buffs adjacent creeps and summons another one that grows each turn.

Bounty Hunter is a different type of hero, but just as valuable in Aggro. It can have as much as 11 points of attack during a turn, which can finish a tower in just four turns single-handedly.


Playing creeps early is essential for an Aggro deck, so try to include only the best cheap creeps in your list.

  • The best 2-drops in green and black colors are Vhoul Martyr and Untested Grunt.
  • The best 3-drops are Rebel Decoy and Disciple of Nevermore.
  • The best 4-drops are Satyr Duelist and Oglodi Vandal.

If you have these cards in your opening hand, then it's just a matter of time until they will quickly gain control over at least one lane.


If you decide to include spells into your Aggro deck, then be sure to put only the ones that are absolutely necessary. Also, they should be cheap, as you will have no time casting anything else except your creeps.

One of the best green spells for an Aggro deck is Arm the Rebellion, which buffs all your creeps for an ultimate attack.

In case you need to remove an enemy creep use Slay or Coup de Grace, if there is a hero standing on your way.

You can also consider a few blue spells, if you decide to tackle this color, such as Lightning Strike and Arcane Assault.

How to Build Midrange Deck in Artifact

Midrange archetype is the most balanced one of all and relies on an equal number of spells and creeps. You can play Midrange deck either fast or slow depending on your opponents reactions.

Usually, this type of deck tries to control the early game by removing cheap creeps, and then buffing your heroes for a strong mid and late phases.

Here are some cards you should consider for a Midrange deck:


The best Midrange heroes must not only have a significant health pool to be able to survive the long game, but also enough attack points for a solid confrontation.

Legion Commander is probably the best Midrange hero in Artifact. It has decent stats and +2 Retaliate ability.

Bristleback is another extremely well-statted hero that gains +2 armor every time it kills a blocking hero.

Omniknight is basically a healer that will keep your other units alive, which is a very important ability against Aggro decks.


Midrange deck may include cheap, as well as, expensive but powerful creeps for all stages of the game. This mostly depends on your gameplan.

Bronze Legionnare and Rebel Decoy are excellent cheap drops, which can be quite effective in the early stage of the game.

But you also shouldn't neglect such powerful creeps like Emissary of the Quorum, which costs 8 mana, but has the capacity to buff your allies with +2 attack and +2 health, and it will survive long enough due to its 10 points of health.


Spells in the Midrange deck should mostly serve the needs of your heroes.

Fight Through the Pain and Defend the Weak are both great for keeping your heroes alive, and they only cost mere one and two mana respectively.

Steal Strength and Divine Intervention are slightly more expensive spells, which can virtually make your allies immune. Both should be used during an especially intense mid-game phase.

But the beauty of Midrange decks lies in their versatility, which can be achieved through a variety of other methods.

How to Build Control Deck in Artifact

The Control gameplan is similar to the Midrange archetype, but here the late game is more emphasized, and there is a larger reliance on spells, such as removals, board clears, and tower defenses.

If you manage to survive the early and mid games, then you will surely win in the late game. Control decks usually have very strong and expensive win conditions, usually in the form of one extremely powerful spell.

Blue is the best color for Control archetype, as it has the best number of heroes and spells that revolve around keeping your lanes safe from harm.


Zeus and Luna are both fantastic blue heroes that provide regular pinging to the enemy allies. In most cases it is enough to remove all the small creeps from the lanes they are on.

Ogre Magi is a must-have card for any Control deck that utilizes blue color, as it has the chance of putting copies of your spells back in your hand, which is a highly valuable ability, especially in the longer games.

Axe and Bristleback are two of the strongest protective heroes in red color. They can withstand almost any attacks, and if need be, they can deal just as much damage.


Creeps are not particularly important in Control decks, but you need to have a few that can make a difference.

For example, one of the best creeps a Control player can have is the Incarnation of Selemene, a 9-mana creep that restores your mana every time you play a card, which means that you factually pay nothing for it.

But Control decks, as mentioned earlier, mainly rely on spells, and that's where you should focus on.


Removal spells and board clears are the heart of any Control deck. That is why the two best blue spells in this case are At Any Cost and Annihilation. Include three copies of each of these cards in your deck and don't worry about anything.

You also need to be able to stall your opponents, using Buying Time and Lock in Time cards, while you draw cards for yourself with the help of Foresight.

Lastly, when it comes to win condition, you can use Time of Triumph, an 8-mana spell that modifies all stats of your heroes with +4 points, including Attack, Armor, Health, Retaliate, etc.


These three recipes are optimal for the three staple types of decks in Artifact, so look at your budget and see which one fits your capabilities the most. Also, be sure to come back soon for more related guides here at GameSkinny!

Fallout 76 Rusted Key -- Where to Get It and How to Use It Wed, 05 Dec 2018 21:21:02 -0500 Synzer

Fallout 76 has a lot of secrets and hidden items that you normally would not find unless you randomly stumbled upon them.

The Rusted Key and Alien Blaster weapon are two such items. I'm going to show you where you can get these items, where to use the Rusted Key, and what you get from the room it opens.

Rusted Key Location in Fallout 76

The Rusted Key is not in a landmarked location or marked on the map at all. It is in an open container in the water near a collapsed house.

If you look on the map above, my marker and location is where you can find the Rusted Key. It is in the northern part of the map, northeast of the Eastern Regional Penitentiary.

When you find the container, you'll see the Rusted Key and Alien Blaster inside. Unfortunately, there isn't any ammo for the Alien Blaster in or near the container.

You can find ammo for the gun near the Black Mountain Ordnance Works north of the Mothman Museum in the Forest region. 

Now let's see where to use the key. 

Where to Use the Rusted Key

The place you want to visit is called Freddy Fear's House of Scares. This is to the east of the Route 66 icon on the map, as you enter the Mire region.

When you reach the location, go to the back of the building and up the stairs. You'll find a red door that requires the rusted key to open. There are some crafting materials and a safe with some moderately useful items inside.

There is one important item that you can find under a desk, called the Stolen Terminal Passcode. I haven't found where to use this, but I believe it leads to a bunker somewhere. Scouring forums and the game's Reddit threads, it doesn't seem any other players know either, so we'll update this guide when we find out. 

Now that you know where to get and use the Rusted Key in Fallout 76, you can pick up your own Stolen Terminal passcode.

If you know where it leads or know of any similar secrets, let me know in the comments below. 

To find more tips on Fallout 76, such as how to farm mutations or farm springs, be sure to check out our Fallout 76 guides hub

Two Point Hospital Bigfoot DLC Brings New Illnesses, Hospitals Wed, 05 Dec 2018 15:29:46 -0500 Ashley Shankle

You didn't think Two Point Hospital would release then fade into obscurity, did you? The folks over at Two Point Studios and Sega have made sure that hasn't happened, with the game having received a sandbox mode patch in October and now the new Bigfoot DLC, which brings a welcome host of new content to play with.

Out today, Two Point Hospital's Bigfoot DLC brings some holiday cheer to the game, featuring three new hospitals for players to manage to utmost efficiency and a whole host of new illnesses, nine of which have animations and treatments befitting the legacy of Theme Hospital and are available outside of the new Pointy Mountains area.

If this all sounds good, you can wander over to Steam to get your hands on the Bigfoot DLC, but be prepared! You're going to have to cough up $8.99 to start taking on these new hospitals and the ailments they come with.

Complete MapleStory 2 Runeblade Build & Play Guide Mon, 03 Dec 2018 11:46:30 -0500 Synzer

Runeblade is a magic swordsman class in MapleStory 2 that lets you imbue your weapon with one of three elements -- fire, ice, or electric. I have played Runeblade since it officially launched in Global and have done many different tests of various stat and skill builds.

This guide is a result of my testing and weeks of play. I'm going to go over not only the skill and stat distribution, but also the core of what it means to play Runeblade. My goal is to let other players know of all the options they have and that there is more than one or 2 ways to play this class.

Table of Contents

Runeblade Basics

Let me get this out of the way now. All three elements are viable in end-game content. That's right, you can use more than electric if you want and still do good damage.

Runeblades are melee damage dealers with a few ranged abilities/mechanics, and a party buff that increases Critical Hit Damage. Their abilities work a little differently and deal different amounts of damage depending on which elemental sigil you use on your weapon. I'll go over the detailed numbers later in the skills section.


The main stat for the Runeblade is Strength, but it works differently than other classes. 70% of your Strength stat is added to Intelligence. Some attacks are affected my magic attack, but it is not significant enough to focus on Int.

Crit is also a great stat for Runeblades because of Honing Rune skill that increases crit damage. This means that you can also choose to put the max number of points in Crit if you want.

My testing has shown them to be generally even, with Strength allowing you to deal a bit more damage depending on gear.

Attack Skills

I'm not going to list all of the Runeblade skills, but I am going to give in-depth explanations on the important ones you should be using. I'm also not going to list how the skills are without elements because you should never use them without one.

All skills do physical damage, even if it's elemental damage, unless it specifically states that its based on magic damage. All values listed are assuming the skill is maxed, as well as Rune Focus and the appropriate elemental sigil.

Before I get into let me briefly explain sigils.

You have a Flame, Frost, and Electric skill. Each one requires 10 skill points to max and increases your elemental damage while that sigil is active by 20% when maxed. You can only apply 1 sigil at a time.

For example, if you max out Fire sigil, then use it, you will deal 20% more fire damage.


This is your most basic skill and the one you use to recover SP. It hits up to five enemies and attacks three times.

  • Fire - 72% fire damage per hit plus 54% fire burst damage. Burst is based on magic attack. 270% total fire damage*
  • Frost - 99% ice damage per hit. Has more range than the other 2 elements. 297% total ice damage.
  • Electric - 116% electric damage per hit. 348% total electric damage.

*The damage will be slightly lower for fire since part of it is based on magic attack, which will be lower than your physical attack.

Echoing Blade

This is one choice for your main attacking/spirit draining skill. It launches a series of attacks that hit up to 8 enemies. This move is cancelled if you perform any other action.

maplestory 2 frost echoing blade

  • Fire - 51% fire damage for 14 hits. 714% total fire damage.
  • Frost - 94% ice damage for 7 hits. This has more range than the other 2 elements. 658% total ice damage.
  • Electric - 71% electric damage for 7 hits, plus and additional hit for 31% electric damage. 

Electric here is a little tricky. It is hard to tell how many hits it actually does. It doesn't look to be as many hits as Fire, but it is appears to be more than 8, so the additional hit happens more than once per attack.

Regardless, the overall damage you see from this attack is pretty even across all 3 elements.


This is a slamming area attack that deals a lot of damage to up to 5 enemies within 2.25 meters and is on a cooldown.

  • Fire - 410% instant fire damage, then 359% fire pillar damage every second for 5 seconds if they stay in the area. Pillar damage is based on magic attack.
    • 410% total physical fire damage + 1,795% magical fire damage over 5 seconds. 12 second cooldown.
  • Frost - 1,123% instant physical ice damage to 8 enemies within 2,25 meters, and 408% instant ice magical damage to 8 enemies within 1.5 meters.
    • 12 second cooldown.
  • Electric - 297% instant physical electric damage to 5 enemies within 2.25 meters, additional 4 hit storm for 117% magical electric damage per hit, and a final thunderbolt for 693% magical electric damage.
    • 1,161% magical electric damage + 297% physical electric damage. 7 second cooldown.
Whirling Blades

This is a long range physical attack that hits multiple enemies multiple times.

  • Fire - 70% fire damage for 3 attacks, then 127% fire damage every second for 12 seconds. Hits 5 enemies.
    • 210% total instant damage + 1,524% total damage over 12 seconds.
  • Frost - 58% frost damage for 3 attacks, then an additional 181% frost damage attack. Hits 8 enemies.
    • 355% total damage
  • Electric - 203% electric damage for 3 attacks, then bounces to additional enemies up to 4 times with 203% electric damage per bounce.
    • 609% total damage on initial target

There are 4 passives/buffs that I'm going over in this section. The first 2 you should almost always have, and the last 2 are situational.

  • Rune Focus - Increases fire, ice, or electric damage by 1% at base, then 0.6% each level up to a total of 6.4% at max level when using the appropriate sigil. Also gives another benefit depending on which sigil is active.
    • Fire Sigil - Increases health by 4.6%.
    • Frost Sigil - Increases defense by 4.6%.
    • Storm Sigil - Increases evasion by 4 and movement speed by 10%.
  • Honing Runes - Places runes on the ground that increase critical hit damage to everyone that steps on them by 2% at base level, up 16% at the current max of level 8, for 2 minutes. Cooldown is also 2 minutes.
    • Passively increases the Rune Blader's critical hit damage by an additional 1% per level, up to 8%. This gives a total of 24% additional crit damage at max level.

maplestory 2 rune blader honing runes

  • Elemental Potency - Buff that increases fire, ice, and electric damage by 2% for 10 seconds at base level and and additional 2% damage and extra second duration each level up to a max of 20% damage for 19 seconds.
    • Cooldown is 60 seconds.
  • Blade Mastery - Passive that increases weapon attack by 1%, then an additional 0.6% each level up top a max of 6.4%.

Elemental Potency is an amazing buff, but it's only worth it if you can max it out and take advantage of attacking for the full duration of the buff since it has a minute cooldown. Since you must put 7 points in other skills that you generally don't use, it is hard to justify getting this most of the time since we have limited skill points.

Blade Mastery is a straight passive damage increase. I usually don't max it out because it isn't worth more than the actual damage skills, but I put my extra points in it after I've maxed out all the important skills.

Skill/Stat Build and Play Style

Below is a screenshot of my current skill build. This is with all 68 points unlocked, which requires level 60 and all the skill point trophies.

This can me modified to the other builds easily. If you use the Whirling Blades build, simply take 7 points from Echoing Blade and put them in Whirling Blades instead. Also, just take the 10 points from one sigil in put them in one of your choosing.

I always put 1 point in Blade Chasm no matter the build. This is mostly just used for an extra dash. However, if you use Storm Sigil, Blade Chasm becomes a very strong ability that's great for clearing adds. It also reaches high in the air, so you can hit enemies below you.

A great example of this is for the healing adds in the Chaos Devorak raid. If you position yourself underneath them, then use Blade Chasm with Storm Sigil active, you will kill them all in 1 hit.

Echoing Blade Build

For this one, you will be using Echoing Blade as your main attack. When you get low on spirit, use Flurry to recover, and use Impact on cooldown. That's it.

However, Echoing Blade is a special skill. You have to stand still while doing it and you can't use other skills during it or it will cancel. Luckily, you can spam Echoing Blade and it won't cancel itself. Instead it will go right into another Echoing Blade.

This means that you should never macro Echoing Blade with another skill, only use it by itself.

You also don't want to cancel it by using Flurry or Impact too early. When you get low on spirit, or when Impact is coming off cooldown, just stop using Echoing Blade. After that, wait 1 second, then use Flurry or Impact before continuing Echoing Blade.

It is a little more complicated to use than Whirling Blades, but it is much easier than it sounds. If you practice, it will become second nature in no time.

Whirling Blades Build

This is similar to Echoing Blade, except you will be using Whirling Blades as your main attack instead, but still use Flurry to recover spirit and Impact on cooldown.

One thing to keep in mind is that this build only works well with Storm Sigil. Fire Whirling Blades costs too much spirit and Frost Whirling Blades does significantly less damage than Electric.

Whirling blades will use more spirit than Echoing Blade, so you must use Flurry a lot more. At full spirit you can use Whirling Blades 3 times before running out. I generally use Flurry twice for every Whirling Blades I use.

Elemental Potency

Below is the build I use when picking Elemental Potency.

This causes you to lose 3% elemental damage passively, but you get 20% during the buff's duration. Great for burst damage and works for either Echoing Blade or Whirling Blades. If you use Whirling Blades, you'll have to take a few more points from either Flurry or Honing Runes.

I generally don't use this build because it takes so much to get there and you have to make sure you take full advantage of every second of the buff. It's less overall damage than the other build, but still does a decent amount and is great for any fight that has times when you need to do burst damage.

Stat Allocation

I found that you will get a bit more damage on the training dummy if you put all your points into Strength.

However, putting the max points possible into Crit and putting the leftovers into Strength gives damage that's pretty close, between 500k - 1 million less over 2 minutes. This also depends on how often you crit.

This was also without any additional Crit Rate or Crit Damage on any of my gear. If you get that on some of your gear, it would pull ahead. Plus, if you have an Archer with Sharp eyes in the party, that will help as well.

In general, I use full Crit, even though I have no extra Crit Rate or Crit Damage on my gear currently.

Closing Remarks on Each Element

Fire Sigil

Fire will do the most overall single target damage, but only if the boss stays in Impact/Blade Chasm area for most of the duration. I refer to this is potential damage.

Echoing Blade does more hits and can potentially do the most damage, which is greater the higher your Crit Rate and Damage gets.

In a dungeon or raid Fire will usually do less, what I refer to as, realistic damage.

This is still good to use if you have a good handle on the mechanics of the class and boss and think you can get most of your dot damage during the fight.

Frost Sigil

This is my personal favorite and better than I think people think. The main idea of Frost is to slow enemies down, but it can also do a good amount of damage.

Over the course of a fight Frost Impact my deal less damage than Storm Impact since Storm can be used more, but Ice Impact can deal a lot of damage if you have high Crit Rate and Crit Damage. 

maplestory 2 rune blader frost sigil

If you have high accuracy and depending on the fight, you can get more damage out of Frost Impacts just because of how high it hits.

Frost Echoing Blade has the potential to deal more damage than storm since the individual hits deal more damage. If those also crit and you have high Crit Damage, that overtakes Storm.

Ice Flurry and Echoing Blade also have extra range than the other elements so there are times when you can stay back a bit or hit enemies you wouldn't normally be able to hit.

Storm Sigil

This is the most versatile element and best all-around, I won't deny that. The higher flurry and whirling blades damage plus the shorter cooldown on Impact can make it pull ahead of the other 2.

Mix in the amazing utility and add clearing of Blade Chasm and the passive evasion and movement speed, and you have an element that's hard to beat.


It all comes down to what content you're doing, and the play style or job you want. For hard dungeons, you can use any of the elements and clear in a decent time to get S ranks. For chaos raids, you will usually use Storm, and  Frost in some situations.

The safest bet is to use Storm, or if you need to clear specific adds with Storm Blade Chasm.

Fire is for highest potential single target damage and if you want to be risky.

Frost is great with high Crit Rate and Crit Damage, or if you want that extra range and slows.

That's all I have for my complete Runeblade guide for MapleStory 2. I hope I've cleared up how these elements and the class work so that you can make more informed decisions on how you want to play the class.

I love the versatility that Runeblade has and I plan on showing people just how good each element can be. Let me know if you have any questions, or found any other builds that worked well for you!

How to Win Horse Races in Red Dead Online Sun, 02 Dec 2018 12:04:34 -0500 Oscar Gonzalez

The Red Dead Online beta has finally rolled out for everyone and with it comes an array of activities for players to participate in. For those who want to feed their need for speed, horse races will scratch that itch.

After logging into Red Dead Online and jumping into Free Roam, there will be checkered flag markers on the map indicating a Race Series.

Head to the spot and walk up to the signpost to start matchmaking. After the loading screen, you will likely be asked if you want to spectate a race. It's important to say "yes" because if you choose not to, you will be vulnerable to attacks from others players.

When the match you're spectating is over, then you will be able to partake in the next race.

Let's Race, Cowpoke

There are three kinds of horse races in Red Dead Online that currently take place in locations such as Saint Denis, Valentine, and Fort Wallace.

The first is a lap race, which will be familiar to GTA Online players. Players must make their way through checkpoints in two laps around the race area and the winner is whoever reaches the finish line first.

There is the regular race, which is a longer course and only one lap.

Then there's the open race, where the checkpoints are scattered throughout the area and players can to reach each point in whatever order they like. Finishing in the top spots will net players gold nuggets, money, and XP.

In Red Dead Online horse races, having the fastest horse doesn't guarantee you'll win. A fast horse will help, but horse racing is more akin to Mario Kart.

On the course are barrels that contain weapons and stamina for your horse. The weapons are important as they can be used to take out the player in front of you.

It's also possible to knock your horse into another player's horse, thus causing them to fall off. Players thrown off their horse or killed will have to respawn, although not far from where they died.

Racing Like An Outlaw in Red Dead Online

Here are some tips on how to win races:

  • Stamina barrels are the key to winning. Even if it appears that a barrel might be slightly out of your way, it's important to nab it. 
  • If you want to win, getting a proper horse will be the biggest help. As you grind through the game, you'll obtain better and faster horses than those just starting out. A fast horse is great, but it also helps if the horse has a little weight to it to bump other players.

  • Speaking of bumping, try to avoid crowded areas. Even if you don't get bumped, someone else might to cause a chain reaction that will wipe you out. Don't be afraid to hit the breaks and let everyone in front take the risk. This is especially important at the beginning of certain races where there's a tight turn early on.

  • If you have a weapon, use it. Everyone else will. You can also use your Dead Eye to give yourself a damage boost. Be mindful of any weapon you pass up since the player behind you might pick it up. If they start shooting, do your best to dodge their shots.

  • Learning where the finish line is in an open race is a big help. Since the checkpoints are scattered, some will require going well out of the way to reach them. This will add precious seconds to your time if you have to ride a long distance back to reach the finish line. A good strategy is to clear the outer checkpoints first, then make your way into the inner checkpoints to be close to the finish line.

Racing horses in Red Dead Online may not be the easiest way to make a buck, but at least you won't have to deal with griefers killing you without notice.

Looking for (relatively) quick ways to make money in Red Dead Online? We've got a guide for quick methods, infinite money exploits, and gold grinding. Wondering how to fast travel? Check here. Want to know how to form a posse? We've got you covered

And if you want to know what we think of the mode in general, check out our early impressions (and why the economy is the mode's biggest problem). 

Monster Hunter: World: Guide to the Winter Star Festival Sun, 02 Dec 2018 11:27:43 -0500 Tim White

Let the Frigid Festivities Begin!

It seems like the Harvest Festival was just last week, but the Celestial Pursuit in Monster Hunter: World is already decked out in a Yule theme. Undertake special bounties and collect prize tickets to craft new winter armor, enjoy special festive meals, and more.

Sadly, we PC players will have to make do with a limited version of the Winter Star Festival — console players have some weapons and quests that we don't have access to. (Don't worry guys, I'll cover your exclusive content too.)

Still, you should make the most of what we do have. Here's a full list of all the new activities and goodies available:

  • New hunter armor (the Orion set), comes in regular and layered versions
  • New Palico armor, the Snowcat set
  • New Palico weapon, the Snowcat Bell
  • A new hammer, the Bristly Pincushion/Bristly Grudge (console only)
  • Daily limited bounties with unique prizes, including Heavy Armor Spheres
  • 5 new Guild Card titles (Winter, Snow, December, January, February), as well as poses and backgrounds
  • New outfits for Poogie, The Handler, and the Receptionists
  • Double daily login bonuses
  • Free Gold Wyverian Prints at login (Wednesdays and Sundays only)
  • 50% off sales at most shops
  • All previous events and their respective rewards return, except for the Harvest event items

How to Score Winter Star Tickets

Altogether, you'll need 13 Winter Star Tickets to craft everything that calls for them. You'll get one for free each day as a login bonus, but they don't roll over like Lucky Vouchers do, so make sure to log in every day.

You can also score Winter Star Tickets by completing daily limited bounties, which reset every 24 hours and award one ticket each. See the Resource Center for details.

Logging in and completing all limited bounties each day will net you enough tickets to craft all the new stuff in just three days. Pretty reasonable!

Winter Weapons and Armor

The new Orion armor sets and the Snowcat set are all crafted in the workshop, like everything else. They only require common materials in addition to the Winter Star Tickets. If you've been playing the game for any length of time, you'll have hundreds of spare parts.

The Bristly Pincushion hammer is a different story. To earn one for yourself, you'll have to be playing Monster Hunter: World on a PS4 or Xbox One. (Hey, I'm sure we'll see this weapon on PC someday.)

Console players can saunter over to the quest board and find the Rank 4 Event quest Timberland Troublemakers, which requires you to beat down a poor, defenseless Anjanath in the Ancient Forest. Finishing the job will earn you Bristly Crake Tickets, which you can haul to the workshop to craft the hammer.

Its upgraded version features 1040 attack power, blue sharpness, 0% affinity, and 270 (330) poison damage.

It's really a shame I can't use this thing yet. It's equal parts adorable, hilarious, and terrifying.

The cozy Orion armor set will not only keep you toasty, it will boost Flinch Free, Recovery Up, Windproof, Heroics and Health Boost by one rank each.

Food, Shopping, & Presents

  • The new Guild Card decorations, as well as the Poogie and Handler outfits, are unlocked automatically for all players. The Handler's new outfit is free for the duration of the event, but must be purchased for $2.99 if you want to keep it forever.

  • The Winter Star Platter is served with guaranteed 6x fresh ingredients, maximum HP and Stamina boosts, and a selection of useful Palico skills. It can only be ordered in the Celestial Pursuit, not in the main canteen or at camp.

  • The item shop, the botanist, the canteen, the melder, and the armorer will all offer their respective goods and services for 50% off automatically.

  • Every Wednesday and Sunday, you can snag a free Gold Wyverian Print at login. That's a killer deal! These prints are one of the hardest non-monster items to come by, and they're used in melding lots of rare items.
  • Two Lucky Vouchers daily at login instead of the usual one—make sure to use one if you have four, since five is the limit!

  • Celebrate the holiday and annoy your friends with Star Fireworks, pretty bombs that do hilariously small amounts of damage. You'll get three at login each day, and you can craft more at the melder with your excess Winter Star Tickets.

You have until December 17 to round up all the Winter Star goodies, so don't wait too long! Make sure to complete old event quests for any limited-time rewards you may have missed the first time around, too.


Be sure to regularly check our Monster Hunter: World hub page for more guides and news.

Chef Wars Journeys Quiz Answers, For a New Gourmet You Sat, 01 Dec 2018 10:09:03 -0500 Ashley Shankle

If I had to describe Chef Wars Journeys, I'd say it's cute and it has a lot of pictures of food. That's it. The end. You can all go home now.

Wait, no: not really. Don't leave yet. 

If you're a bit of a foodie, you'll probably enjoy this game a lot more than someone who isn't discerning or knowledgeable about international cuisine. Actually taking a crack at figuring out the answers is fun if you've had some of the dishes within a category and want to flex those food knowledge muscles.

This guide is pretty simple. All we've got here are the quiz answers. Completing quizzes gives you Fame, which in turn, levels you up. You also get exclusive ingredients for finishing certain quizzes, which you can have your chefs cook up and take on their journeys.

As a slight reminder, a chef has a higher chance of visiting a particular country if all three dishes they take are from that locale. So stock them up right!

The quizzes below are mostly in the same order as you find them in the completed section of the quiz menu. With that in mind, you may have to do some searching below.

Intro Ingredients (Guess the ingredient)

1. Cheese 6. Fish
2. Strawberry 7. Pasta
3. Carrot 8. Onion
4.  Bread 9. Egg
5. Mushroom 10. Garlic


Intro Dishes (Guess the dish)

1. Burger 6. Pancake
2. Fries  7. Taco
3. Spaghetti  8. Ice Cream
4. Steak  9. Doughnut
5. Pizza  10. Popcorn


Veggies (Guess the ingredient)

 1. Potato 6. Lettuce
 2. Tomato 7. Pickle
 3. Corn 8. Avocado
 4. Olive 9. Cucumber
 5. Cabbage 10. Eggplant


Fruits (Guess the ingredient)

 1. Apple 6. Cherry
 2. Banana 7. Coconuts
 3. Blueberry 8. Pears
 4. Orange 9. Raspberry
 5. Lemon 10. Mango


France (Guess the dish)

 1. Onion Soup 6. Crossant
 2. Souffle 7. Escargot
 3. Quiche 8. Steak Tartare
 4. Crepe 9. Profiterole
 5. Ratatouille 10. Mille Feuille


Italy (Guess the dish)

 1. Lasagna  6. Polenta
 2. Minestrone  7. Bruschetta
 3. Tiramisu  8. Cannoli
 4. Risotto  9. Carbonara
 5. Parmigiani  10. Margherita


China (Guess the dish)

 1. Peking Duck  6. Shumai
 2. Spring Rolls  7. Mooncake
 3. Sweet and Sour Pork  8. Beef Chow Fun
 4. Wonton Noodles  9. Fried Rice
 5. Dumpling  10. Mango Pudding


Japan (Guess the dish)

 1. Tempura  6. Ramen
 2. Sushi  7. Teriyaki
 3. Gyoza  8. Omurice
 4. Sukiyaki  9. Donburi
 5. Soba  10. Tonkatsu


Seafood (Guess the ingredient)

 1. Tuna 6. Crab
 2. Salmon  7. Clams
 3. Shrimp  8. Oyster
 4. Lobster  9. Octopus
 5. Squid  10. Anchovy


Spices (Guess the ingredient)

 1. Vanilla  6. Saffron
 2. Cinnamon  7. Nutmeg
 3. Ginger  8. Cloves
 4. Chili  9. Paprika
 5. Anise  10. Cumin


Intro Trivia (Food trivia)

 1. Garlic 6. Oktoberfest
 2. Onion  7. Honey
 3. Beer  8. Olive
 4. Tea  9. Saffron
 5. Olive Oil  10. Cucumber


Herbs (Guess the ingredient)

 1. Mint  6. Thyme
 2. Basil  7. Bay Leaf
 3. Oregano  8. Dill
 4. Rosemary  9. Chives
 5. Parsley  10. Pandan


Mexico (Guess the dish)

 1. Taco  6. Quesadilla
 2. Nacho  7. Guacamole
 3. Enchilada  8. Tamale
 4. Burrito  9. Chili Con Carne
 5. Fajita  10. Ceviche


Nuts and Seeds (Guess the ingredient)

 1. Peanut  6. Pine Nut
 2. Sesame  7. Hazelnut
 3. Cashew  8. Chestnut
 4. Walnut  9. Pistachio
 5. Almond  10. Poppy Seed


Meats (Guess the ingredient)

 1. Chicken  6. Duck
 2. Beef  7. Turkey
 3. Pork  8. Lamb
 4. Bacon  9. Sausage
 5. Ham  10. Blood Sausage


UK (Guess the dish)

 1. Fish and Chips  6. Bangers and Mash
 2. Trifle  7. Banoffee Pie
 3. Roast Beef  8. Pork Pie
 4. Beef Wellington  9. Manchester Tart
 5. English Breakfast  10. Bakewell Tart


Asian Food Culture (Food trivia)

 1. Chopsticks  6. Sake
 2. Rice  7. Fish Sauce
 3. Noodles  8. Vinegar
 4. Nian Gao  9. Koreans
 5. Kimchi  10. Fugu


Spain (Guess the dish)

 1. Churros  6. Polvorones
 2. Paella  7. Arroz A La Cubana
 3. Chicharron  8. Tombet
 4. Gazpacho  9. Puchero
 5. Pisto Manchego  10. Crema Catalana


Thailand (Guess the dish)

 1. Pad Thai  6. Pandan Chicken
 2. Tom Yum  7. Oyster Omelette
 3. Mango Sticky Rice  8. Papaya Sald
 4. Green Curry  9. Thai Fried Rice
 5. Fish Cake  10. Green Mango Salad


Korea (Guess the dish)

 1. Bulgogi  6. Gimbap
 2. Dak Galbi  7. TTeokbokki
 3. Japchae  8. Samgyetang
 4. Naengyeon  9. Pajeon
 5. Bibimbap  10. Patbingsu


For Chocoholics! (Food trivia)

 1. Aztecs  6. Dogs
 2. Blond  7. Easter
 3. Diabetes  8. White
 4. Switzerland  9. Food of the Gods
 5. Belgium  10. Poop


Spices 2 (Guess the ingredients)

 1. Coriander  6. Juniper Berry
 2. Curry  7. Ginseng
 3. Turmeric  8. Five Spice
 4. Capers  9. Sichuan Pepper
 5. Peppercorn  10. Truffle


Starches (Guess the ingredient)

 1. Flour  6. Lentils
 2. Rice  7. Chickpeas
 3. Buckwheat  8. Oats
 4. Tapioca  9. Noodles
 5. Beans  10. Flatbread


Germany (Guess the dish)

 1. Sauerbraten  6. Jagerschnitzel
 2. Black Forest Cherry Cake  7. Kartofelsuppe
 3. Berliner  8. Labkaus
 4. Wurst  9. Kartofellsalat
 5. Sauerkraut  10. Stollen


Greece (Guess the dish)

 1. Gyro  6. Spanakopita
 2. Moussaka  7. Souvlaki
 3. Saganaki  8. Yemesta
 4. Tonosalata  9. Pasteli
 5. Horiatiki Salata  10. Bourdeto


Russia (Guess the dish)

 1. Stroganov  6. Solyanka
 2. Pelmeni  7. Kissel
 3. Olivier Salad  8. Shashlik
 4. Vinegret  9. Coulibiac
 5. Okroshka  10. Syeniki


Austria (Guess the dish)

 1. Apfelstrudel  6. Sachertorte
 2. Wiener Schnitzel  7. Kartoffelpuffer
 3. Kaiserschmarrn  8. Millirahmstrudel
 4. Germknodel  9. Tafelspitz
 5. Linzer Torte  10. Stelze


Switzerland (Guess the dish)

 1. Muesli  6. Fondue Bourguigonne
 2. Chocolate Fondue  7. Raclette
 3. Basler Lackerli  8. Brunsli
 4. Rosti  9. Fondue Neuchateloise
 5. Aplermagronen  10. Apfelkuchlen


Indonesia (Guess the dish)

 1. Ayam Penyet  6. Bakso
 2. Beef Rendang  7. Kue Lapis Legit
 3. Rujak  8. Cendol
 4. Satay  9. Gado Gado
 5. Mi Goreng  10. Tahu Goreng


Malaysia (Guess the dish)

 1. Nasi Lemak  6. Ayam Taugeh
 2. Roti John  7. Sambal Stingray
 3. Tau Sar Piah  8. Maggi Goreng
 4. Curry Mee  9. Ais Kacang
 5. Mee Siam  10. Devil's Curry


Vietnam (Guess the dish)

 1. Pho  6. Bot Chien
 2. Goi cuon  7. Bun Bo Hue
 3. Banh Mi  8. Chao Ga
 4. Bun Cha  9. Banh Cam
 5. Banh Xeo  10. Nem Nuong


Scandanavia (Guess the dish)

 1. Gravlaks  6. Smorgastarta
 2. Pulla  7. Ostkaka
 3. Mammi  8. Ronttonen
 4. Frikadeller  9. Farikal
 5. Inlagd Sill  10. Koldskal


Portugal (Guess the dish)

 1. Pastel de Nata  6. Piripiri Chicken
 2. Caldo Verde  7. Arroz Doce
 3. Arroz de Pato  8. Bolo De Mel
 4. Caldierada  9. Acorda
 5. Bacalhau Com Todos  10. Bola De Berlim


Veggies 2 (Guess the ingredient)

 1. Spinach  6. Long Beans
 2. Fennel  7. Bell Pepper
 3. Squash  8. Turnip
 4. Artichoke  9. Scallion
 5. Beet  10. Celery


Fruits 2 (Guess the ingredient)

 1. Fig  6. Lingonberry
 2. Date  7. Lime
 3. Plum  8. Papaya
 4. Apricot  9. Pineapple
 5. Currant  10. Durian


Singapore (Guess the dish)

 1. Chili Crab 6. Black Pepper Crab
 2. Bak Kut Teh  7. Char Kway Teow
 3. Ban Mian  8. Laksa
 4. Bak Chor Mee  9. Cereal Prawn
 5. Ngo Hiang  10. Kaya Toast


Guess the Origin (Food trivia)

 1. France  6. Britain
 2. Spain  7. Japan
 3. Hungary  8. Greece
 4. Cambodia  9. India
 5. Germany  Ma


Sauces (Guess the ingredient)

 1. Olive Oil  6. Mayonnaise
 2. Soy Sauce  7. Mustard
 3. Fish Sauce  8. Ketchup
 4. Mirin  9. Vinegar
 5. Dashi  10. Worcestershire Sauce


Veggies 3 (Guess the ingredient)

 1. Sweet Potato  6. Tofu
 2. Yam  7. Bean Sprouts
 3. Sauerkraut  8. Bamboo Shoots
 4. Bok Choy  9. Seaweed
 5. Kimchi  10. Banana Blossoms


Guess the Origin 2 (Food trivia)

 1. France  6. Mexico
 2. Czech Republic  7. Greece
 3. Korea  8. Finland
 4. Myanmar  9. Italy
 5. Iran  10. Portugal


Balkans (Guess the dish)

 1. Cevapi  6. Shopska Salata
 2. Sarma  7. Tarator
 3. Mamaliga  8. Krempita
 4. Ciorba  9. Kavarma
 5. Palacinka  10. Tocana


Philippines (Guess the dish)

 1. Adobo  6. Buko Pie
 2. Crispy Pata  7. Bulalo
 3. Halo-halo  8. Tinola
 4. Sinigang  9. Arroz Caldo
 5. Bibingka  10. Sisig


Liquids (Guess the ingredients)

 1. Bechamel  6. Beer
 2. Gravy  7. Cider
 3. Wine  8. Tea
 4. Spirit  9. Sake
 5. Coffee  10. Blood


Most Expensive Foods! (Food trivia)

 1. Iberico De Bellota  6. Saffron
 2. Puffer Fish  7. Yubari Melon
 3. Almas  8. Italy
 4. Moose  9. Civet
 5. Pigs  10. Beer


Eastern Europe (Guess the dish)

 1. Goulash  6. Zapiekanka
 2. Dobos Torta  7. Rigo Jancsi
 3. Bigos  8. Langos
 4. Knish  9. Povitica
 5. Gundel Palacsinta  10. Bryndzove Halusky


Odds and Ends 1 (Guess the ingredients)

 1. Raisin  6. Jackfruit
 2. Feta  7. Chocolate
 3. Lemongrass  8. Blue Cheese
 4. Caviar  9. Tamarind
 5. Eel  10. Caraway


Exotic Cuisines! (Food trivia)

 1. Balut  6. Fish Sperm
 2. Durian  7. Haggis
 3. Casu Marzu  8. Century Egg
 4. Bird's Nest  9. Tarantula
 5. Octopus  10. Wasps


Taiwan (Guess the dish)

 1. Gua Bao  6. Lu Rou Fan
 2. Beef Noodles  7. Baobing
 3. Oa Misua  8. Sun Cake
 4. Pineapple Cake  9. Sheng Jian Bao
 5. Ba Wan  10. Oyster Omelette


Odds and Ends 2 (Guess the ingredient)

 1. Char Siu  6. Scallops
 2. Marrow Bone  7. Lard
 3. Oxtail  8. Red Bean
 4. Snail  9. Fish Cake
 5. Mussels  10. Bread Crumbs


Autumn Dishes (Guess the dish)

 1. Roast Turkey  6. Cabbage Roll
 2. Pumpkin Pie  7. Cassoulet
 3. Pecan Pie  8. Cobbler
 4. Caramel Apple  9. Pumpkin Soup
 5. Mashed Potatoes  10. Apple Pie


Summer Dishes (Guess the dish)

 1. Baobing  6. Insalata Caprese
 2. Blueberry Pie  7. Buttermilk Soup
 3. Parfait  8. Halo-halo
 4. Patbingsu  9. Key Lime Pie
 5. Poke  10. Pina Colada


It Came From... (Food trivia)

 1. Strugeon  6. Avocado
 2. Cochineal Insect  7. Coconut Tree
 3. Pigs and Cattle  8. Sheep
 4. Bees  9. Cabbage
 5. Corn  10. Goat


Tropical Fruits (Food trivia)

 1. Pineapple  6. Acai
 2. Lychee  7. Pomegranate
 3. Rambutan  8. Guava
 4. Passion Fruit  9. Kiwi
 5. Star Fruit  10. Dragon Fruit


How to Slay the Arch-Tempered Kirin in Monster Hunter: World Fri, 30 Nov 2018 19:55:26 -0500 Tim White

In terms of new Monster Hunter: World content, PC players are slowly but surely catching up to console players; all platforms should be receiving new content simultaneously within the next few months.

The Arch-Tempered Kirin just arrived on PC today, and there are some good reasons to go take him down—but it won't be easy. You'll need some top-tier gear and a lot of patience to prevail.

Well Prepared is Half Done

Like most of the more challenging hunts in Monster Hunter, you'll get nowhere if you run in without doing lots of research and planning. For PC players, this has perhaps never been more true than it is now.

The Arch-Tempered Kirin hits brutally hard and has a respectable amount of HP. Even the beefiest hunters aren't totally immune to one-hit knockouts, so you'll need to bring your absolute best gear and thoroughly rehearse your tactics.

This monster is identical to the regular Kirin in terms of his attack patterns—he mostly just has way higher stats. You'll need as much thunder resistance as you can possibly muster, as well as plenty of physical defense. Thunder Charm III would be an excellent choice for your necklace slot.

If you normally play glass cannons, that probably won't fly here, unless you're absolutely world-class at dodging. You may need to sacrifice some offensive potential in exchange for survivability and settle in for a long fight, at least for your first few runs.

For co-op runs, having a dedicated group healer is a very good idea. Arch-Tempered Kirin's already potent attacks become ridiculous in multiplayer settings. Someone with Wide-Range Level 5 standing by to heal the whole group at a moment's notice is hugely helpful.

Before starting the A Whisper of White Mane event quest, make sure you:

  • Hit up the canteen and order a meal that offers a large elemental defense boost (or, if you're feeling extra confident, a Lucky Liquor Platter for better drop rates);
  • Are very comfortable with your weapon and how its attacks affect your ability to block or dodge;
  • Bring weapons with high elderseal and/or fire damage;
  • Ensure that you are completely immune to paralysis;
  • Pack a Thunderproof Mantle and a Health Booster in your special item slots, as well as a full backpack of your strongest potions and buffing items.

Picking a Fight

The Arch-Tempered Kirin's moveset is basically identical to his little brother's. If you haven't taken down several regular Kirins already, it's advised to go do that before challenging this beast.

Whether or not you choose to take on the Arch-Tempered Kirin solo is largely up to you. Fighting him alone isn't as suicidal as it might seem, as long as you're patient and careful. But be aware—he gets a lot more HP and hits even harder if you bring friends.

Incoming anecdote: at least on PC, some Monster Hunter: World players can be more of a liability than an asset. This fight absolutely demands respect for the monster and its offensive abilities. Overeager teammates summoned via the SOS Flare may very well get themselves killed and fail the mission in short order, especially while this hunt is still new on Steam. Unless you've got a group of friends you know and trust, consider flying solo.

Watch Your Feet and Don't Get Greedy

The thunder horse's most dangerous attack is his AoE lightning field, which can hit the battlefield in a variety of different patterns. He's also prone to chaining it several times, especially when he gets low on health. Be careful not to commit to long, slow weapon combos that can't be canceled, at least until you're highly confident about the timing.

Watch the ground carefully and avoid this attack at all costs. Even if it doesn't kill you outright, getting caught in the line of fire can inflict paralysis, leaving you hugely vulnerable to the next wave. (Hopefully you brought three anti-para decorations or their equivalent in armor skills.)

Keeping him locked under elderseal will reduce the frequency of his two most annoying habits: his AoE lightning blast and his virtually impenetrable temporary body armor.

His melee attacks are also powerful, but aren't as deadly as his lightning-based attacks. Watch out for his charging headbutt, which can incapacitate you long enough to be finished off by a lightning attack.

Keep your health full at all times; your Health Booster can help, without leaving you quite as vulnerable as using potions does.

When you move in to attack the boss, aim for his head unless you have a weapon with white sharpness; anything less might bounce off his thick body armor.

Once you've damaged the boss enough that he starts to conjure his lightning field more frequently, equip your Thunderproof Mantle as needed—it might help you survive two hits if you get caught in a nasty combo.

In short: attack conservatively and don't get hit. Not to be cheeky, but while this fight is challenging, it's not complicated. Keep up the pressure and stack tons of barrel bombs on his head when he goes to sleep.

Even if it takes a while, you'll eventually claim victory.

Reaping the Rewards

The Arch-Tempered Kirin can be turned into spiffy clothes like all other monsters. It also drops several other things to watch out for:

  • Rare Kirin parts, at a higher rate than the regular Kirin;
  • Kirin tickets (~0-2 per run, used to craft the Kirin γ armor set and the Blossom layered armor set;
  • Warrior and Hero streamstones—many players claim that this monster drops rare streamstones at a much higher rate than anything else in the game, but this hasn't been substantiated with rigorous testing yet.


There you have it! The Arch-Tempered Kirin may be challenging, but at least he's not all that complicated. Keep an eye on our Monster Hunter: World guide page for more guides and tips as the game receives new updates.

How to Triumph Over the Lunastra in Monster Hunter: World Fri, 30 Nov 2018 15:44:15 -0500 Tim White

The Lunastra in Monster Hunter: World is the female version of Teostra, and she's even worse than he is.

Unprepared hunters will find themselves carted in short order—but you won't be unprepared, right? 

Follow the tips in this guide to get geared up and ready.  

Getting Lunastra to Show Herself

The Lunastra hunt isn't as convoluted as Kulve Taroth, but it's not quite as straightforward as most other hunts, either. Once you're at least Hunter Rank 16 and able to take on 8-star quests, the Hunstman in the Tradeyard should have a quest called The Blazing Sun for you.

You need to take down a regular Teostra to lure out his female counterpart. No big deal, right?

Definitely bring a weapon with high elderseal to keep his constant DoT fire aura in check. If you don't have a good elderseal weaponice would be an acceptable second choice.

Once you've put Teostra down, check in with the Hunstman again. This time, he'll send you to the arena for a quest called Pandora's Arena, but don't head out just yet.

Lunastra General Stats & Pointers

You really, really want a high elderseal weapon this time around. If you thought Teostra's ultimate attack was bad, it pales in comparison to Lunastra's. Keeping her constantly inundated with elderseal will ensure that she almost never uses her worst move, and it dramatically limits how often she'll use the weaker version of it.

She's also weak to ice, but elemental damage is a secondary priority—elderseal takes precedence.

When you stop by the canteen for your pre-hunt meal, consider ordering something that gives a large elemental resistance boost. If you get tagged by either of her two ultimate attacks, having lots of fire resistance may help you survive it (so prioritize armor with fire resistance as well). If you can get your fire defense up to 20 or higher, you'll be immune to fireblight, which will also make your life much easier.

Bring a Fireproof Mantle for sure, and maybe a Vitality Mantle too. Both will help you withstand the incredible damage she's capable of putting out. Finally, pick up a full stack of cool potions.

When you're ready, launch the Pandora's Arena quest. Consider running it solo at first; monsters in Monster Hunter: World receive huge buffs as soon as a second hunter joins your party, and Lunastra, in particular, may prove unmanageable for novices if she's 150% stronger during your first attempt.

Fighting Lunastra -- Round 1

Buff yourself like crazy (and drink your cool potion) before taking the rope lift to the arena entrance, as you'll be dropped directly into combat after the cutscene if it's your first time attempting this mission.

Simply being near Lunastra causes constant fire damage, which cool potions or the Fireproof Mantle will nullify.

You'll notice that she's not alone, either—her hubby, Teostra, has shown up again, and the arena is in total free-for-all chaos. Your first priority is a simple one: don't die.

If the two monsters are focused on each other, let them duke it out. Move in to land some hits (on Lunastra) when you can do so safely, but don't be too conservative—you need to lay down some elderseal soon and keep it up throughout the fight.

She'll periodically lay down purple fire all over the floor of the arena. In and of itself, it won't damage you, but explosions or fire will detonate it, and you don't want to be caught in the aftermath. Avoid using either if possible. (Bug dust from insect glaives can also trip the trap if your bug is attuned to fire or blast.)

If you see her lower her stance and start an obvious charging animation, sheathe your weapon and run for the hills as fast as possible. The AoE fire blast she's about to unleash deals insane damage over an enormous area, and it's best to avoid it entirely if you can.

You can try blocking it if you have a heavy shield and lots of shield-related skills, but you'll need to be a really beefy tank with abundant stamina to survive the hit.

As if the damage from the blast itself weren't bad enough, if you survive it, you'll find yourself on fire and losing health at an alarming rate. Use a nulberry and heal up as soon as possible. (Max potions and ancient potions are great for this eventuality since they can be used much faster than most other healing items.)

A few minutes into the fight, the Dragonator will become available for use, so lure her into range and set it off when you can. Don't hesitate to drop the ceiling boulders on her head, either. Deal enough damage before time runs out, and Lunastra will flee.

You'll need to track her down one more time to finish the hunt once and for all.

Fighting Lunastra -- Round 2

Once you've bested her in the arena, Lunastra will retreat to the Elder's Recess to recover. Don't give her the chance.

Report back to the Huntsman once more to receive the quest No Remorse, No Surrender.

The good news is that preparation-wise, nothing is different. Stock up on all the same supplies as before and eat a hearty large elemental resistance meal at the canteen.

Stupid dumb-dumb-face Teostra is still going to be around, so plan on having to take him down too. If anything, this final fight is easier than the first, because you'll have a lot more room to maneuver (as well as a much more generous time limit).

Whether you divide and conquer or take on both targets at once, prioritize one over the other—you don't want to flip-flop back and forth, giving one target time to limp away and heal while you're being indecisive.

Keep up the pressure with elderseal, avoid Lunastra's AoE at all costs, and you'll eventually bring her down. The armor you can make out of her has excellent fire defense and boosts useful skills like Evade Extender, Peak Performance and Wide-Range.


There you have it! She wasn't so tough, right? Keep an eye on our Monster Hunter: World hub page for more tips, tricks, and guides as Capcom continues to give us new beasts to hunt.

Red Dead Online Bard's Crossing Treasure Guide: How to Find and What You'll Get Fri, 30 Nov 2018 11:21:46 -0500 Synzer

In Red Dead Online, you get treasure maps as rewards for leveling up. This is a good way to get money, even though you have to progress through the ranks to do so. 

Treasure locations, such as Bard's Crossing, are also a lot easier to find online than they are in Red Dead 2's base game. Once you get a map, all you have to do is open the satchel, go documents, and select the treasure map. This will mark an area on your map to search for the treasure.

It won't show you the exact area, though, so you'll have to do some searching when you get there.

Finding the Bard's Crossing Treasure

One such map you can get is for the Bard's Crossing location. Once you reach level 10, you unlock the map. In order to actually get the map, you must head to a post office or your camp to collect it.

Bard's Crossing is between Riggs Station and Flatneck Station, east of the town of Strawberry, or northeast of Blackwater.

Once you reach the location, there are two things you can do.

  • Walk around until you feel the controller rumble
  • Use Eagle Eye to look for the lockbox

Waiting for the rumble is the what you should do first. If you don't feel a rumble, keep walking around the area until you do. As you get closer, it rumbles more. 

When you reach the location, the rumble stops. This is when you want to use Eagle Eye to search for the lockbox. You will see a yellow glow while in Eagle Eye, which marks the location of the treasure.

I found it on a rocky cliff near a skull under some rocks. You might find it in a different spot, so be sure to follow the above steps until you find where it is located in your game.

Opening the treasure lock box gave me 100 gold nuggets, which equals 1 gold bar, $141, a few consumables and ammo, and some experience.


That's all you need to find the treasure at Bard's Crossing in Red Dead Online and get a significant increase in your income. If you haven't already, I suggest using some of it to buy a bow, which you also conveniently unlock for purchase at level 10.

Be sure to check out our guides on how to make money fast and the infinite money exploits if you want more ways to get money in Red Dead Online.

Ring of Elysium Complete Weapons Stats List Fri, 30 Nov 2018 10:01:49 -0500 Sergey_3847

There is a huge number of weapons in the latest battle roayle game from Tencent Games. Ring of Elysium currently offers over 20 different weapons, including assault rifles, sniper rifles, submachine guns, shotguns, and handguns.

If you've just started playing the game and have no idea which weapon to focus on, then follow our guide for the complete weapons stats list in Ring of Elysium.

Assault Rifles Stats List

Name Damage Range Stability Fire Rate Weight Magazine Ammo
AK-47 41 60 29 55 200 30 7.62mm
AUG 37 65 40 72 200 30 5.56mm
FAMAS 34 60 25 98 200 30 5.56mm
Groza 41 56 31 69 200 30 7.62mm
LVOA-C 34 58 40 61 200 30 5.56mm
M4A1 37 62 34 64 200 30 5.56mm


Sniper Rifles Stats List 

Name Damage Range Stability Fire Rate Weight Magazine Ammo
G28 48 70 32 61 300 10 7.62mm
M200 100 100 32 3 300 5 .408mm
MK12 40 72 36 55 300 15 5.56mm
Mosin-Nagant 63 79 35 3 300 5 7.62mm
Remington 700 73 96 33 3 300 5 5.56mm
VKS 100 45 25 6 300 5 .50mm


Submachine Guns Stats List 

Name Damage Range Stability Fire Rate Weight Magazine Ammo
MP5 32 31 45 60 150 30 9mm
MPX-SD 32 27 48 78 150 20 9mm
Vector 28 30 50 100 150 13 .45mm


Shotguns Stats List 

Name Damage Range Stability Fire Rate Weight Magazine Ammo
Citori 100 8 77 28 200 2 12ga
Fostech Origin-12 100 10 86 22 200 5 12ga
Remington 870 100 8 77 6 200 5 12ga


Handguns Stats List 

Name Damage Range Stability Fire Rate Weight Magazine Ammo
Desert Eagle 42 40 30 15 100 7 .50mm
Glock17 25 16 25 54 100 17 9mm
USP45 30 15 27 50 100 12 .45mm



Now you can quickly chose the best possible weapon in Ring of Elysium, and be sure to check out more related guides at GameSkinny:

How To Make Money Super Fast in Red Dead Online Thu, 29 Nov 2018 13:49:08 -0500 Ty Arthur

Like GTA 5 before it, Red Dead Redemption 2 finally has an online mode available, and its the real deal wild west!

Unfortunately, being an outlaw is expensive, as the daily camp and stable fees will quickly eat through any money you've earned up by robbing folks and completing stranger tasks.

Money is fairly tough to come by in this game as well. Randomly murdering every NPC you come across isn't usually a viable option. You'll net very sad amounts -- like around 9 cents a pop -- that just aren't worth the attention you'll receive.

Hunting and looting corpses are the obvious ways to earn, but that's mostly just chicken scratch since there won't be enough animals or dead bodies available to make real money quickly (with the few exceptions noted below).

Raiding other player camps is lucrative, but risky. If you want a low-risk, high-reward way to earn cash fast, use our Red Dead Online fast money guide we've got here.

Farm The Emerald Ranch Animals

Grinding on Emerald Ranch livestock

This is midway between a clever way to earn money for an unscrupulous thief and an outright exploit of the system that will likely be patched. Emerald Ranch has a large stockyard area filled with animals that are easy to kill, because they are corralled in a pen and can't escape.

Head over to our short guide on the exploit to see exactly what you need to do. 

Hunting For Pelts In The Wild

If you want better pelts than what you can find from the poor corralled animals at Emerald Ranch, bow or knife hunting can potentially yield more money more quickly -- if you find the right animals and get perfect pelts.

By skinning perfect pelts from three star pronghorns outside Blackwater, its possible to make up to $180 an hour if you get lucky. Be sure to keep in mind the type of ammo / weapon needed and the star rating for each creature, as poor pelts are easy to come by by don't yield much money unless you are quickly farming large numbers of creatures like with the method above.

Have you found any other surefire spots for great pelts in the wild? Let us know where to look and we'll get this sectino update!

Quick Join Story Missions

Most of the various activities from stranger quests or large scale events net small amounts of money, and we want to avoid that. The real cash is to be found in completing story missions.

While this works better with a posse you trust to blaze through the missions, you can do this with random players to get some quick money as well.

While in free roam mode, tap the left d-pad button (don't hold it down or it will pull up the catalog). If the Free Roam menu, choose Quick Join and then Story Mission On Call. Choose a mission and wait for three other random players to be slotted in.

Since this system puts you in a mission with other players, note that you may see things later in the story than you've currently experienced while playing solo, so there are spoilers there!

Continue to play successive on call story missions (but don't repeat the same ones as they don't have cash bonuses) because the later missions supply several hundred dollars each.

Reset Your Character Repeatedly

Another day, another character to farm with

This nifty little system is slightly time consuming, but if you want a bunch of money and don't mind playing the same missions a few times over, it can be extremely lucrative.

First, make any character you want (sticking with all the base options is best so its quickest) and play the first six story missions of the free roam mode. This will get you around $400 and nearly a full gold bar.

If you want an extra $100 and another gold bar, play that character until hitting rank 10, which automatically unlocks a treasure map.

Next, delete the character entirely in the Player menu and start over with a new character. The game keeps track of how much money you had, so you can repeat this process several times until you have as much money as you want, then continue on with the character you actually want to play.

Go Trout Fishing

Red Dead Online fishing

When you hit rank 14, your character will unlock a fishing rod (or if you've managed to grind enough gold nuggets, you can buy one for four gold bars early).

If you can get one gold bar, you can order the lake lure (unlocks normally at rank 30) from the catalog, which makes it much, much easier to catch fish. From that point, it's simple to make plenty of money by fishing.

For the most money, though, set up camp at the lake at the south end of Valentine, which has Steel Head Trout. Place your camp there and put up your white flag so other players can't kill you, then collect as many fish as you want!

Sell them in stacks of 10 at the butcher in Rhodes for more than $40 per trip!


Have you found any other ways to quickly grind large sums of cash while exploring the wild west? Let us know and we'll get your method added!

You can also check out our growing list of Red Dead Online guides here:

How to Form a Posse and Play With Friends in Red Dead Online Thu, 29 Nov 2018 11:13:08 -0500 Jonathan Moore

While you can play Red Dead Online without ever forming a posse, playing with friends or a like-minded group of randos has benefits beyond just being "more fun". 

Forming a posse will help you get money faster, overcome harder missions quicker, and let you stay alive longer while exploring in free roam. In other words, the posse system is the co-op element of Red Dead Online that you definitely want to take advantage of whenever you can. 

To do that, you need to know how to form a posse and the differences between the types available. 

Joining and Forming a Posse in Red Dead Online

To join a posse:

  1. Press left on the d-pad (don't hold because that will open your catalog) Select "Posse" from the "Free Roam" menu

Choose from the list of all nearby posses; if they are open, you can join up and start working with them to collect money, gold nuggets, and more.  

To form or create your own posse

  1. Go to the "Posse" menu (outlined above)
  2. Press "Square" on PS4 and "X" on Xbox One

After following those steps, you'll find yourself in a new menu. Here, you can choose your posse type (which we'll cover below), privacy, if friendly fire is on or off, where to place your camp, and the posse's name. 

Once you form your posse, you'll see another menu where you can view members, change your settings, invite players, and abandon your posse. 

Inviting Members

To invite members, choose the "Invite to Posse" option. Here, you can select from nearby players, recently-met players, your friends list, and crew, which are the players you're connected with via Rockstar's Social Club. 

Just press "X" or "A" to invite after highlighting the player. 

Different Posse Types

Not all groups of outlaws are created equal. There are a few distinct difference you need to know about. 

  • Temporary posse: These types disappear when the posse leader exits the game or posse. These are free to form and support up to four players. 

  • Persistent posse: These types stay together even if the posse leader leaves. Think of these as clans. They cost $200 (in-game money) to form and support up to seven players. 

Depending on how you want to play Red Dead Redemption 2 Online -- such as if you just want a quick run with whoever's on your server or if you always want to team up with the same players when completing missions -- the posse type matters. You don't want to drop $200 for a Persistent Posse if you have no one you can regularly play with. 


As we learn more about posses in RDO, we'll update this guide with even more information (like, can you creat a Temporary Posse while part of a Persistent Posse?). If you know the answer to that question or have other posse tips, let us know in the comments below. 

Looking for more tips on RDRO? Head over to our Red Dead Online guides page to learn how to fast travel or exploit the infinite money glitch

Red Dead Online Infinite Money Exploit Guide Thu, 29 Nov 2018 10:40:14 -0500 Jonathan Moore

Editor's note: This guide has been updated to include more money exploits and glitches as of 11/30/18.

If you've played Red Dead Online, you know that it's not easy to make money. You might even find yourself struggling to make ends meet. Beans aren't cheap, you know. 

However, aside from these quick ways to make money, there are a few money glitches/exploits you can take advantage of right now to make your wallet grow. 

Player carrying cow skin at night at Emerald Ranch

Infinite Money Exploit 1: Harvest Animal Skins at Emerald Ranch and Other Farms

The best time to do this is at night since killing the animals in the day will not only affect your Honor level, but it will also increase your Wanted level because there will be witnesses. Having the law called on you will only make the process take longer. 

Here's what you need to do: 

  1. Go to Emerald Ranch at night
  2. Kill all of the animals 
  3. Harvest their skins/pelts
  4. Sell those skins to the butcher/trapper/fence 

After you've killed the animals, harvested their skins, and sold them, start a new session by pausing the game, then going to Online -> Free Roam. This will start a new session and the animals will respawn, letting you farm more money. 

You can find Emerald Ranch in New Hanover, east of Valentine. It can be found between the "N" and the "O" in "Hanover" on the map, southeast of Heartland Overflow. 

You can also use this exploit on all of the farms and ranches near Rhodes and Valentine

Infinite Money Exploit 2: Exploiting Free Roam

This method for getting infinite money in Red Dead Online comes from YouTuber JumpmanGerm via GameRant

Every time you begin a new Free Roam session, you also start a new instance of RDO. That means that the money and items you're carrying transfer to the new instance, but the items in the world respawn. 

We mention this above with the Emerald Ranch glitch, but it's worth noting by itself: any items you loot from any location will respawn after starting a new Free Roam session. 

West elizabeth map with cabin location

GameRant's article shows off a great spot for loot in West Elizabeth. North of the "E" in Elizabeth on the map, and northwest of "Creek" in "Little Creek River", you'll find a cabin with some valuables that you can farm using this method. 

It takes around one to two minutes to farm this location. Each piece of jewelry will net you $9 for both, which is around $270 per hour

Red circle on map showing bayou cabin money glitch location

Another great place to loot items for money can be found in the Bayou south of Lagras and west of St. Denis. Pointed out by YouTuber Daryus P, a cabin here also has two pieces of jewelry that you can easily farm. 

In the video, the jewelry type changes each time they enter the house after reloading a Free Roam instance, but you can make roughly $8.70 per three minutes, which comes out to roughly $174 per hour. Not as good as the West Elizabeth, exploit, but still not bad.  

Red Dead Online map showing cabin east of Tall Trees

A third place to farm jewelry for money in Red Dead Redemption 2 Online can be found east of Three Sisters in Ambarino

As pointed out by YouTuber Obese Giraffe, you can find a platinum chain necklace/platinum watch and 2x platinum earrings in the cabin here. The platinum pocket watch has the best value at $3.25, while the platinum chain necklace will sell for $2.50 and the platinum earrings will sell for $2.

This comes out to around $155 per hour. Again, not as lucrative as the previous two locations, but a good place to check if the other two are crowded by other players. 

Map of Granite Pass for the fish farming money glitch

Infinite Money Exploit 3: Falling Fish Farming

This exploit is more interesting than it is lucrative because it's rather hit or miss. However, if you're in the area, and farming money via hunting, it's an exploit you might want to check out. 

Found by YouTuber Mansa Gaming, this spot can be found at Granite Pass, west of Bacchus Station. Climb up to the cliff underneath the waterfall, and you'll find that fish rain down onto the cliff from the waterfall during the morning hours

The types of fish are random, but you can pick up two- and three-star bluegill and salmon. Some of the fish sell for $1, while the salmon can fetch $3


These are some of the better ways to farm money in Red Dead Online, but they most certainly aren't the only ways. Let us know in the comments if you've found a more lucrative way.

If you're looking for more tips on Red Dead Online, head over to our growing RDRO guides hub

How to Get Gold Bars (Kind of ) Fast in Red Dead Online Wed, 28 Nov 2018 14:52:12 -0500 Ty Arthur

Outside of ranking up over time and acquiring new card abilities, Red Dead Online gates off certain content by requiring you to acquire and spend gold bars.

The currency is used to unlock items like new outfits, better horses with upgraded stats, and the fast travel system. While several gold bars are easy to come by just by finding the right locations in the base game, the online version makes you work a lot harder for them.

Below we cover exactly where to go to turn nuggets into the coveted Red Dead Online gold bars.

Important Note: You can currently only play Red Dead Online if you meet certain criteria. You can find those criteria here

Some users are also currently experiencing problems connecting to the online version -- check out our guide to resolving that problem here.

How To Get Gold Bars In Red Dead Online

Since the online mode is technically still in beta, this is all very much subject to change. Currently, 100 nuggets are automatically converted to one gold bar.

However, almost anything that requires gold bars demands a steep price. For example, you need 18 gold bars to get the horse from the catalog in the image above. You need 112 gold bars to unlock fast travel (unless you want to wait until Level 65 to get it). Obviously, you've got some grinding to do.

To make that grind easier, here's where to go to get gold nuggets:

The fastest ways to get gold bars in the early-game are by completing both story missions and stranger missions. Unlike Red Dead Online's multiplayer modes, these are often linear and filled with easy-to-kill NPCs. 

The time on each type of mission varies, as do the rewards based on how you performed. Typically, you'll get between 1-4 nuggets per event or MP series. 

Red Dead Online character in Rhodes showing gold nugget acquisition rate

On average -- getting the lowest reward and taking about 10 minutes per event -- you can expect to get one gold bar per 7-8 hours of play. Clearly, that's a pretty slow progression, particularly if saving up 10-20 gold bars.

After missions and MP events, challenges, horse races, and treasure maps are all toss-ups for best ways to get gold bars and gold nuggets. Challenges can be very time consuming, while horse races are hit and miss depending on your horse.

Treasure maps are hard to find and often seem to come at random. You do get one in the first mission and another when you hit rank 10, however.

Gold bars will also be available to buy directly with real-world money when the in-game store comes online (presumably next week).

Need help figuring out how to posse up, complete missions, or increase your wanted level? Head over to our growing Red Dead Online guides hub for more. 

Slime Rancher Emergency Return Guide Wed, 28 Nov 2018 13:54:15 -0500 Joshua Broadwell

There's a lot going on in Monomi Park's Slime Rancher, from a range of subsystems to keep up with to a large number of critters to keep track of. One of the more obscure features is found in the game's pause menu: Emergency Return.

The game doesn't exactly tell you what this option does or why it might be handy. But this guide will.

What Is Emergency Return?

First, finding this option is simple. Pause the game, and look for the option second from the bottom.

There's a reason it's right near Save and Quit as well, because it's not an option you should frequently use.

Slime Rancher's Emergency Return feature does basically what it says: it automatically returns you to your farm.

It sounds nice, but don't use it glibly. When you choose Emergency Return, you lose all items on your person at the moment, and time progresses to the next day (or beyond) as if you were knocked out.

Why Use Emergency Return?

With that in mind, it might seem like there's little point in having such an option. However, it comes in handy at a few points. Polished as Slime Rancher is, the game still has many glitches. One of them is clipping.

Often, when you're running all out, you'll clip through some of the environment and get stuck, with no way to fix the glitch. Emergency Return lets you escape the situation with relatively minimal cost.

The same goes for glitching in the Slime Sea. Venture too far out, and the game starts behaving oddly since you aren't really supposed to go that far in the Sea. But Emergency Return resolves the issue without crashing the game or losing all your progress.

Another common issue Emergency Return helps with is the jetpack glitch. Tempting as using the fully upgraded jetpack to fly over Slime Gates may be, it also makes the game glitch out. Emergency Return is your only salvation there too.


Emergency Return is a handy feature in dire situations, but make sure you're careful when selecting it. As the name implies, it should only be used when absolutely needed.

Let us know in the comments if you've encountered any of these glitches, and be sure to check out our other Slime Rancher guides.

How to Unlock Fast Travel in Red Dead Online Wed, 28 Nov 2018 13:36:50 -0500 Jonathan Moore

The fast travel system in Red Dead Online is almost identical to the one found in Red Dead Redemption 2. Stagecoaches still play a large role in getting you around the map, and using the cinematic camera to ride your horse from one waypoint to another is still a good option. 

However, there are a few caveats in the fast travel system that are worth noting. 

Fast Traveling From Your Camp

Unlocking fast travel in Red Dead Redemption 2 meant getting the ledger and buying the Next in Line upgrade. However, unlocking fast travel in Red Dead Online has one of two requirements: 

  • Reach level 65 
  • Pay 112 gold

Arguably, neither of those tasks is easy, with the 112 gold requirement being especially difficult seeing that you get such little gold from missions and multiplayer modes like Most Wanted. 

For the best ways to get gold (kind of) fast, head over to our gold grinding guide here

How to Access Fast Travel From Your Camp

However, once you do meet one of those requirements, you can access fast travel in your camp by: 

  1. Going to Cripps and focusing on him 
  2. Selecting "Wilderness Outfitters
  3. Choosing "Equipment"

Traveling by Other Means

Almost every one of the major hubs in Red Dead Online is connected by stagecoach as soon as you enter free roam. When you reach them, you'll be looking for posts with ram skulls on top of them and a broken stagecoach wheel leaning against them instead of the prim and proper signs from the base game. 

As you would expect, there are different prices for traveling to each of the hubs. However, know that traveling to your camp from any of the hubs -- even those very close to your camp -- will set you back a flat $15. 

You can also "fast travel" by using the cinematic camera while riding your horse. Simply place a waypoint, start riding, and activate the cinematic camera. Make sure you are on a road or designated path or your horse will just go forward a few steps and stop. 


That's all you need to know about fast travel in Red Dead Online. Be sure to keep an eye out for more RDRO guides as we make our way through the online mode over the coming days. 

Where to Find Mega Stones in Pokemon Let's GO, Pikachu and Eevee Wed, 28 Nov 2018 11:56:43 -0500 Joshua Broadwell

Pokemon Let's GO, Pikachu and Eevee return to the series' first generation, leaving out many newer mechanics like rotation battles and abilities. But Mega Evolutions, first featured in Pokemon X and Y, make a comeback, offering you even more ways to vary your team and become the best trainer in Kanto.

But finding Mega Stones in Pokemon Let's GO isn't always easy because the game doesn't give you explicit instructions for most of them. Fortunately, we've got you covered with this handy guide.

What is Mega Evolution?

If this is your first foray into Pokemon, you might be wondering what the heck Mega Evolution is to begin with. Put simply, it's a temporary evolution using a Mega Stone, transforming a specific Pokemon into a mega-powerful version of itself.

Not all Pokemon can do this, as not every Pokemon has its own Mega Stone, and the effects last only until the end of the battle. But it's a nice way to turn the tide of battle if it should be going against you. Plus it just looks cool.

In previous games, a Pokemon would have to hold its Mega Stone, but since the hold feature wasn't present in Gen I, you just need to have the Stone in your possession and choose to Mega Evolve as one of your options in battle.

Mega Stone List

You'll receive some Mega Stones as you progress in the game, specifically the ones for the three Kanto starters and both of Mewtwo's Mega Stones

Starter Mega Stone Locations
  • Venasaurite: receive from Blue in Prof. Oak's Lab after you earn the Volcano Badge from Cinnabar Gym
  • Charizardite X and Charizardite Y: receive from Blue in Prof. Oak's Lab after you earn the Volcano Badge from Cinnabar Gym
  • Blastoisenite: receive from Blue in Prof. Oak's Lab after you earn the Volcano Badge from Cinnabar Gym

In most cases, Mega Evolution won't change a Pokemon's types. However, Charizard's Mega forms are a bit different. Charizardite X turns it into a Fire/Dragon type, though Charizardite Y keeps it as the usual Fire/Flying.

Mewtwo's Mega Stones Location
  • Mewtwonite X and Mewtwonite Y: after defeating Green, check the spot where you found Mewtwo.

Mewtwo gets a few changes with its Mega forms as well. Mega Mewtwo X is a Psychic/Fighting hybrid. It gets a massive boost in its Attack stat while retaining its normally terrifying Special Attack as well, making it pretty close to the ultimate Pokemon.

Mega Mewtwo Y is a normal Psychic type, inverting Mewtwo X's stats --incredibly high Special Attack, comparable Attack stat. It might not be as multi-purpose as Mewtwo X, but it's still worth your while.

Other Mega Stones

There are nine other Mega Stones you can acquire in Pokemon Let's GO, but they all actually come from the same place.

After you become the Champion, there'll be a man dressed as a Poke-Maniac (the ones in the Slowpoke costumes), and he sells you these other stones for 30,000 PokeDollars each.

  • Alakazite
  • Pidgeotite
  • Beedrillite
  • Slowbronite
  • Gengarite
  • Kanghaskhanite
  • Pinsirite
  • Gyradosite
  • Aerodactylite


Mega Evolution might not be as robust as in Gen VI, but it still offers some variation on the usual Gen I experience.

Let us know which Mega forms you'll be using in the comments, and make sure to check out our other Pokemon Let's GO, Pikachu and Eevee guides!

Red Dead Redemption Online Not Working? Try These Potential Fixes Tue, 27 Nov 2018 16:25:36 -0500 Jonathan Moore

Unless you live under a rock, you know that Red Dead Redemption Online released today. And as you might expect from a beta, not everything has gotten off to a peachy start. 

While most players have been able to log in, create their characters, and form a posse with their friends, some players have found that they either can't load Red Dead Redemption Online or it's simply not working at all.

Although problems persist across both PS4 and Xbox One, it appears Xbox One users have been hit the hardest.

If you're running into this problem, let's start with the most basic of basics: make sure you have the ultimate edition of the game or are accessing the beta at the right time. Since Rockstar is rolling the release of the beta out over the course of this week, not every player has access to the beta at the same time

Here are the times when the beta is releasing this week, as well as the requirements for access: 

  • Tuesday, November 27Red Dead Redemption Online will be available to all players who purchased the ultimate edition of Red Dead Redemption 2

  • Wednesday, November 28: Anyone who played RDR 2 on October 26  will gain access to the beta. 

  • Thursday, November 29: Anyone who played RDR 2 from October 26 to October 29. 

  • Friday, November 30: Everyone else who has purchased any other edition of Red Dead Redemption 2 and played after the above dates. 

If the beta is still not working, your next step is to check the server status here

If all else fails, then you'll have to get your hands dirty. 

Clear Your System Cache: Xbox One & PS4

Since both the Xbox One and PlayStation 4 store temporary files, you need to make sure to clear your cache from time to time to speed things up and improve gameplay. 

To clear your cache on either system: 

  1. Turn the console completely off
  2. Unplug the power cord from the console itself (not just the wall)
  3. Wait for at least 30 seconds (60 seconds to be sure)
  4. Plug the power cable back in
  5. Turn on the console

Set Nat Type to Open

Another possible reason Red Dead Online might not be working correctly is that your NAT Type is not set to open. While it doesn't always affect your connection, an open Nat Type is always best for online play. 

For Xbox One, follow these steps: 

  1. Settings -> Network -> Test Multiplayer Connection.
  2. Wait for your Xbox One to test your connection.
  3. When it says "Everything is Good", press LT+RT+LB+RB to go into "Detailed Network Statistics." 
  4. Wait for the three dots under "Detailed NAT Information" to change to either "Your network is behind a cone NAT" or "Your network is behind a port-restricted NAT."
  5. If you see "Your network is behind a cone NAT", press "A" twice. You'll be taken back to the "Network Settings" menu and you should have an open NAT Type. 
  6. If you see "Your network is behind a port-restricted NAT", you'll need to follow these detailed instructions.

For PS4, the easiest method for getting an open NAT type is by simply plugging your PS4 directly into your modem with an ethernet cable. There are a few other ways, which YouTuber John Glasscock does a great job of explaining here, but they're far more complicated. 


Aside from clearing the cache on your router by turning it off, unplugging it, and plugging it back in, you can submit a ticket to Rockstar and a representative will attempt to fix the issue. 

On top of what's above, there are several other ways that you can try to rectify the problem, such as calling your cable provider, disabling firewalls, and tweaking uPnP, but all of those are rather lengthy processes. 

Rockstar is currently aware of the issue, and they will most likely have a fix out for the issue relatively quickly. So if the methods above don't fix Red Dead Online for you, it might just be best to wait a few hours for the problem to be fixed server-side.  

Pokemon: Let's Go! Guide to Elite Four Standard & Postgame Fights Tue, 27 Nov 2018 14:54:42 -0500 Joshua Broadwell

Pokemon: Let's Go, Pikachu and Eevee! might change up a few things, but it keeps the big endgame challenge intact: your fight against the Elite Four and Pokemon Champion.

Whether this is your first Pokemon game or you've played since Red and Blue, Kanto's ultimate trainers pose a fairly significant challenge. That's why we've put together this battle guide so you know exactly what awaits you at the Indigo Plateau.

What is the Elite Four Challenge?

If you’re new to Pokemon, here’s a brief rundown of the Elite Four. These trainers and the Champion comprise the Pokemon League—and the main game’s biggest challenge.

After obtaining all eight gym badges and traversing Victory Road, you must take on all five League trainers in a row without the chance to use a Pokemon Center or visit a PokeMart in between, so make sure you’re well-stocked on Hyper Potions, Revives, and Full Heals.

You’ll need some variety in your team types as well, and it’d be good to vary each Pokemon’s moveset too, with some moves matching the ‘mon’s type, some status inflicting or stat altering moves, and a move of a different type.

There's no one type that'll let you sail through the battles with ease, but in general, make sure you've got access to Electric, Ground, Water, and Ice moves to give your team a leading edge. More importantly, your team needs to be at least level 50 if you want a chance to survive, preferably a bit higher.

Elite Four Lorelei

You’ve met Lorelei a few times on your journey, and she’s your first Elite Four challenge. As you no doubt realized during your encounters, she specializes in Ice types. But Gen 1 has no pure Ice types, meaning each of her Pokemon has another type weakness you can exploit.

  • Dewgong, lv. 51: Aqua Jet, Ice Shard, Waterfall
  • Jynx, lv. 51: Lovely Kiss, Blizzard, Psychic
  • Cloyster, lv. 51: Ice Beam, Spike Cannon, Hydro Pump
  • Slowbro, lv. 51: Psychic, Surf, Flamethrower
  • Lapras, lv. 52: Hydro Pump, Blizzard, Dragon Pulse

Tempting as it may be to take on Dewgong, Cloister, and Lapras with a Grass type, forget it; they won’t last. Fire won’t be much help either, given their Water type moves. However, a Fighting type, especially Hitmonchan, would work wonders on all three, since Ice is weak to Fighting, or use a strong Electric type to make quick work of these three.

Jynx and Slowbro are best handled with either a Ghost type or a Pokemon with Ghost or Dark type moves. Slowbro’s a bit toothless in Let’s Go thanks to it no longer knowing Amnesia, so it shouldn’t pose much of a challenge. Jynx isn’t all that tough this go around either, aside from Lovely Kiss. A good Crunch or Dark Pulse, even Flamethrower, is all it takes.

Elite Four Bruno

Poor Bruno. He never posed much threat in the original Gen 1 games, and he’s not that tough now either. Flying types won’t do you much good here, even with their advantage over Fighting.

  • Onix, lv. 52: Iron Tail, Stealth Rock, Earthquake
  • Hitmonlee, lv. 52: Brick Break, Feint, Rock Slide
  • Hitmonchan, lv. 52: Ice Punch, Thunder Punch, Fire Punch
  • Poliwrath, lv. 52: Superpower, Waterfall, Body Slam
  • Machamp, lv. 53: Superpower, Earthquake, Rock Slide

Bruno’s Onix might not know any moves that would harm a Flying type, but Hitmonlee’s and Machamp’s Rock Slide, plus Hitmonchan’s Thunder Punch make it too risky to use Flying Pokemon. Ghost types might seem ideal too, but each of Bruno’s Pokemon knows strong moves of different types that would completely demolish a frail Gengar.

Try taking Onix out in one turn with a speedy Grass or Water type, so you can avoid Stealth Rock sapping your team’s health for the rest of the battle. If you’ve got a Psychic type, or a sturdy ‘mon with Psychic moves, like Starmie, Golduck, Exeggutor, or Clefable, that would take care of Hitmonlee's weakness and could probably withstand Hitmonchan’s Punch moves.

Poliwrath’s weakness is in its dual type, which makes it almost too simple to knock out. If you don’t use Psychic types for it, you’ve still got openings for Electric and Grass, and since Poliwrath is a Fighting type, it’s Special Defense stat is pretty low anyway.

Exploiting Machamp's weakness could be tricky depending on your team setup. Your starter Pikachu or Eevee would need to be buffed up a lot to handle Earthquake and Superpower, so this might be a better match for your Psychic Pokemon or a strong Fairy type.

Elite Four Agatha

Agatha was always a bit of an anomaly—powerful Pokemon and deadly poison, but her team has two huge, glaring weaknesses: Ground and Psychic types. If you’re team is in good shape after the fight with Bruno, you should be able to speed through Agatha with little problem.

  • Arbok, lv. 53: Glare, Crunch, Poison Jab
  • Gengar, lv. 53: Will-O-Wisp, Shadow Ball, Sludge Bomb
  • Golbat, lv. 53: Air Slash, Crunch, Quick Attack
  • Weezing, lv. 53: Sludge Bomb, Shadow Ball, Thunderbolt
  • Gengar, lv. 54: Dazzling Gleam, Shadow Ball, Sludge Bomb

Arbok and Golbat know Crunch, so don’t try your Psychic types unless you know they could either handle one hit or dispatch the opponent with one move. Ground types—especially the speedy Dugtrio—or a strong ‘mon with Earthquake would be your best ally against Arbok, though Golbat will probably need a Pokemon with a Rock or Electric type move.

Weezing is a bit of an odd inclusion. Shadow Ball is the only dangerous move it possesses, but this being Gen 1, it doesn’t have a Levitate ability. That means you could probably use Earthquake and destroy it before it had a chance to use Shadow Ball anyway, since Weezing's biggest weakness was always the Ground type.

The same goes for the two Gengar. They’re fast and deadly with special attacks, but Ground type moves exploit its dual Poison type tremendously. Just don’t bring in a Psychic or Fairy type for these battles, and you’ll do fine.

Elite Four Lance

There’s really only one Dragon type family in Gen 1, so Lance’s team was always a bit of a hodgepodge. The Pokemon: Let’s Go, Pikachu and Eevee! games varied Lance’s party quite a bit, though, replacing both Dragonair with Seadra and Charizard respectively.

  • Seadra, lv. 54: Hydro Pump, Dragon Pulse, Hyper Beam
  • Aerodactyl, lv. 54: Rock Slide, Earthquake, Hyper Beam
  • Gyrados, lv. 54: Waterfall, Iron Tail, Hyper Beam
  • Charizard, lv. 54: Air Slash, Dragon Pulse, Hyper Beam
  • Dragonite, lv. 55: Outrage, Fire Punch, Hyper Beam

This is where a well-balanced party and moveset comes in handy. Ice types or moves would do well against Dragonite, but that’s about it, and Electric types tend to be fast, yet frail.

Seadra is best dealt with using Electric types or moves. Grass may be tempting, but unless you have a strong or varied Grass type, it’s not really worth taking into the League battles, because there just aren’t enough type advantages for it (and there plenty against it). Gyrados looks fearsome, but can’t hold up to Thunder or Thunderbolt (even Thunder Punch).

Aerodactyl's weakness to focus on is also Electric. A strong Electric type might withstand Aerodactyl’s Earthquake long enough to knock the foe out, but if you’re having too much trouble, a Fighting type would suffice. It might be part Flying, but in the first matches, it knows no Flying moves.

Then there’s Charizard. Water would likely be your best friend here, though Electric could, again, exploit its Flying aspect if it can take a few hits on the way. The best choice for Charizard would actually be a Rock type move, dealing four times the damage owing to its Fire/Flying split, while having the benefit of a large HP pool.

Dragonite, king of the Gen 1 Pokedex, isn’t all that intimidating this time. The biggest Dragon weakness is always ice, so Ice Beam a few times, and down it goes. Fire Punch might look intimidating, but like with Lorelai, there’s no pure Ice type, and a strong Water type you taught Ice Beam to would make this battle incredibly easy.

One other thing to keep in mind is having a viable second for backup. That way, if you get hit by Hyper Beam and lose one of your 'mon, you can use the recharge turn to finish your foe.

Your Rival

Remember when I said the Elite Four actually has five trainers? That’s because your rival beats you to the title of Champion and is your final challenge. His team is completely different from Gary’s team in Gen 1, so if you’re thinking your old strategies would work well here, think again.

  • Pidgeot, lv. 56: Quick Attack, Air Slash, Heat Wave
  • Vileplume, lv. 56: Solar Beam, Reflect, Sludge Bomb
  • Marowak, lv. 56: Fire Punch, Brick Break, Bonemerang
  • Rapidash, lv. 56: Flare Blitz, Quick Attack, Poison Jab
  • Slowbro, lv. 56: Psychic, Surf, Light Screen
  • Jolteon, lv. 57 (Let's GO Pikachu): Thunder, Quick Attack, Pin Missile
  • Raichu, lv. 57 (Let's GO Eevee): Thunder, Quick Attack, Iron Tail

Your Ice type 'mons or moves you used against Lance would help tremendously against Pidgeot and Vileplume, especially since Vileplume’s Solar Beam takes a turn to charge, and Pidgeot’s Heat Wave would only do normal damage against an Ice/Water type.

Your rival’s Marowak is designed to deal with Ice types, but a Water type or Ice/Water mix would have no trouble in this match. Plus, you could use the same Pokemon to take out Rapidash without much issue, since its only concerning move is Poison Jab.

The only difference between your rival’s Slowbro and Lorelei’s is his knows Light Screen instead of Flamethrower. If it poses too many problems as the battle wears on, since it lessens the damage your Electric types could deal, you could shatter it with Brick Break, then continue whittling its health down. Raichu and Jolteon aren’t too worrisome either. By now, you know how to effectively use Ground types, and neither knows a move that can really harm a Ground type anyway.

Now What? Elite 4 Postgame

Congratulations! You're now Pokemon Champion and beat the game. But, if you're wondering what to do after beating the Elite Four, there's actually a lot of postgame content in the Let's Go games. The biggest challenges actually still lie in store--Master Trainers, and Trainers Red, Blue, and Green. You can check out our guide for more details on how to find and beat those three.

But, you can also re-challenge the Elite Four and your rival once per day, which is a great way to level up for the other postgame challenges.

Each trainer's Pokemon are 10 levels stronger than they were the first time, each added an Alolan Form Pokemon (plus Lance has Mega Charizard), and then they all have a fourth move in their set, with some other move changes too.

Fans who've played earlier games set in Kanto will probably recognize these movesets as closer to Gens I and II's Elite Four

Lorelei Rematch

  • Dewgong, lv. 61: Aqua Jet, Ice Shard, Waterfall, Iron Tail
  • Jynx, lv. 61: Lovely Kiss, Blizzard, Psychic, Shadow Ball
  • Cloyster, lv. 61: Ice Beam, Spike Cannon, Hydro Pump, Poison Jab
  • Slowbro, lv. 61: Psychic, Surf, Fire Blast, Yawn
  • Alolan Sandslash, lv. 61: Ice Shard, Iron Tail, Earthquake, Ice Punch
  • Lapras, lv. 62: Hydro Pump, Blizzard, Dragon Pulse, Thunder

Your strategy for this rematch won't need too much changing. Most of the additional moves can cause different kinds of damage or inflict status, but don't change the game much. The biggest differences are Alolan Sandslash and Jynx's Shadow Ball. Sandslash's weakness is Fighting, which would deal four times the normal damage, taking advantage of Ice and Steel's weakness.

Jynx could still be taken care of with a fast Ghost type or another Pokemon who knows Ghost or Dark moves, so it shouldn't be too messy. Lapras's Thunder is deadly, but won't harm a Fighting type terribly either.

Bruno Rematch

  • Onix, lv. 62: Iron Tail, Stealth Rock, Earthquake
  • Hitmonlee, lv. 62: Hi Jump Kick, Feint, Rock Slide, Poison Jab
  • Hitmonchan, lv. 62: Ice Punch, Thunder Punch, Fire Punch, Feint
  • Poliwrath, lv. 62: Superpower, Waterfall, Body Slam, Earthquake
  • Alolan Golem, lv. 62: Thunder Punch, Rock Slide, Earthquake, Superpower
  • Machamp, lv. 63: Superpower, Earthquake, Rock Slide, Ice Punch

Bruno's team is a bit more well-rounded in the rematch, but it's nothing earth-shattering. Golem's slow speed means you can take it out with a Water type before it can even land a Thunder Punch, and unless you planned on using a Flying type for Machamp, Ice Punch doesn't add much to its move roster.

Hi Jump Kick can cause a lot of damage if it actually connects, and with Hitmonlee now knowing Poison Jab, it means your best bet is a devastating Psychic type--Mewtwo, if you're struggling with your normal team.

Agatha Rematch

  • Arbok, lv. 63: Glare, Crunch, Poison Jab, Earthquake
  • Gengar, lv. 63: Will-O-Wisp, Shadow Ball, Sludge Bomb, Sucker Punch
  • Golbat, lv. 63: Air Slash, Crunch, Quick Attack, Leech Life
  • Weezing, lv. 63: Sludge Bomb, Shadow Ball, Thunder, Fire Blast
  • Alolan Marowak, lv. 63: Flare Blitz, Bonemerang, Shadow Ball, Rock Slide
  • Gengar, lv. 64: Dazzling Gleam, Shadow Ball, Sludge Bomb, Sucker Punch

Agatha's new additions don't do much to cover her primary weaknesses either. Alolan Marowak's dismal Special Attack stat means Shadow Ball won't pose much threat, and if your Ground type is up for it, Marowak's Fire type means Earthquake (or even Bone Club or Bonemerang) would work just fine here too.

Weezing and Arbok get a couple of upgrades, though they're mostly just ways to dish out higher damage levels. Sucker Punch is one to be aware of, since it can quickly wear your Pokemon down if you don't end the fight in a few moves.

Lance Rematch

  • Seadra, lv. 64: Hydro Pump, Dragon Pulse, Hyper Beam, Blizzard
  • Aerodactyl, lv. 64: Rock Slide, Earthquake, Hyper Beam, Crunch
  • Gyrados, lv. 64: Waterfall, Iron Tail, Hyper Beam, Crunch
  • Alolan Exeggutor, lv. 64: Dragon Pulse, Mega Drain, Hyper Beam, Psychic
  • Charizard, lv. 64 (can Mega Evolve into Charizard X): Flare Blitz, Dragon Pulse, Hyper Beam, Thunder Punch
  • Dragonite, lv. 65: Outrage, Fire Punch, Hyper Beam, Iron Tail

Lance's team gets the most upgrades, with Alolan Exeggutor and Mega Charizard X being the noteworthy ones. Charizard's Thunder Punch makes Water types less viable this go around, so make sure at least one of your team knows a good Rock type move.

Alolan Exeggutor is incredibly weak against Ice, but can easily take out a Hitmonchan or Water/Ice type with Psychic and Mega Drain respectively. Flying type moves would be useful, as would Fire moves, and if you're finding it difficult, don't forget those X stat buff items exist for a reason.

Rival Rematch

  • Pidgeot, lv. 66: Quick Attack, Air Slash, Heat Wave, U-Turn
  • Vileplume, lv. 66: Solar Beam, Reflect, Sludge Bomb, Dazzling Gleam
  • Marowak, lv. 66: Fire Punch, Brick Break, Bonemerang, Thunder Punch
  • Rapidash, lv. 66: Flare Blitz, Quick Attack, Poison Jab, Drill Run
  • Slowbro, lv. 66: Psychic, Surf, Light Screen, Blizzard
  • Jolteon, lv. 67 (Let's GO Pikachu): Thunder, Quick Attack, Pin Missile, Shadow Ball
  • Raichu, lv. 67 (Let's GO Eevee): Thunder, Quick Attack, Iron Tail, Brick Break

Your rival's team gets some extra moves and, of course, stat improvements. However, their new moves don't alter much in terms of strategy, except Marowak's Thunder Punch. It'll be a tough fight, but chances are, the team you used the first time wills till work in the rematch.


Let us know what team you used to take on the Elite Four in the comments, and be sure to check out our other Pokemon: Let's Go, Pikachu and Eevee guides!

Eternity Legends Beginner’s Guide: Tips, Tricks, and Strategies to Unleash the Powers of the Gods Mon, 26 Nov 2018 17:27:52 -0500 jdaugherty

Following a logical, and technological, evolution from previous DIVMOB titles Heroes Reborn and Heroes Infinity, Eternity Legends offers players fast-paced fighting, creative crafting, and strategic bonuses through eclectic modes and quests.

Players build teams of legendary giants to fight arena-style in an alien world infested with colossal monsters and their hoards of minions. You’ll need all the gear, loot, and allies you can get to take out super bosses while hunting for the materials to unleash each heroes' ultimate powers.

Here are some tips and tricks to help you build a formidable team while keeping your bag full of goods to always ensure your upgrades stay up to date.

A Quick Tour of Eternity

The universe of Eternity Legends is vast, offering several additional sub-modes to the normal adventure: Elite, Idle, Heroes Hunt, Super Boss, Stargate, and Skyscraper. 

Super Boss, Stargate, and Skyscraper will open up after completing Act 15 of Adventure mode.

Elite mode is accessible after beating your first Super Boss, while Hard mode is unlocked only after clearing 100 acts of the campaign. You’ll have the option to join a guild and reap the rewards after Act 30.

Menus and Lists Will Guide You Through Eternity

There are a lot of materials needed to succeed and Eternity Legends has plenty of lists handy to keep you on track.

You can easily check where materials can be obtained from the home screen on the left side by tapping the arrow icon and then the notebook icon. From there you can check the full list of the game’s items, heroes, and gear.

When you select a hero or piece of gear, you can also select a source to see the exact locations of the materials needed to obtain it.

You can also learn more about items and their applications from this menu. Some items, such as Gold Stones, can be exchanged for coins. When in doubt, check this menu out.

Gearing & Tiering Up

Increasingly powerful armies of monsters and high-ranking Super Bosses will try to stop your progress through each world. Without the right gear, these powerful enemies can take out your team before you can pray to Zeus.

Eternity Legends offers 50 unique pieces of gear, but they are not all created equal. Once you start to get your hands on some 3-star or higher equipment, you should start feeding lower-tiered equipment to your best items. No exceptions -- just do it.

Get Crafty With Crafting

You can start crafting your own equipment once you delve into Stargate mode, which grants crafting materials.

Under the right arrow menu, tap craft -> select a gear. From there you can check the exact source of the material needed to craft each item by selecting the gear and then tapping each item individually.

Take these menus as a hint that stumbling upon the necessary items isn't likely. It's important to focus on one gear at a time and farm the needed resources methodically. 

Like items are scattered across modes, some items are found in shops that only accept certain currencies.

Rare items, like Galactic Rubies, can only be found in the Arena or Guild War Shop, which have their own respective coins collected in each mode. This makes participation in one or both of these modes important if you want to fast track to Rank 4 and up gear. 

Upgrades Fit for Gods

Upgrade heroes regularly. Once you max out their levels, you can rank up to increase their overall stats. Tiering up can be done within each rank to exponentially increase battle stats.

While you have to level up to rank up, it won’t matter if you don’t have the right materials. Check the additional requirements by tapping on a team member in the heroes menu.

In addition to max levels, ranking up requires materials and hero fragments. Refer to these lists often to guide where you should be focusing your energy.

Pro Tips and Strategies

Farming Materials

A few of the materials tied to each mode were mentioned above, but here is a break down of what drops you get in each mode:

  • Elite -- Rich rewards like Hero Fragments and high-rank gears
  • Arena -- Earn rewards while you aren’t active and increase your rank. You can add up to 5 heroes in the arena team who fight against other players, even when you’re offline; gives varying items
  • Idle -- Automated play
  • Heroes Hunt -- Miscellaneous rewards such as coins, passes, and potions
  • Stargate -- Crafting material required in creating high-rank gears and heroes
  • Skyscraper -- Gems, gacha tickets, gold, and more
  • Super Boss -- Gems, gacha tickets, gold, and more

Another easy way to gather materials in bulk is to repeat levels. Using auto pass tickets here can save you time while filling up your inventory fast.

If you have time, always try to visit the "Random Store" at least every 24 hours. Tap the left tab on the home screen and open the shopping cart icon to see what goods are available. The inventory is full of rare goods and heroes that change daily.

The items are exchanged for a reasonable amount of gems or gold (anywhere from 10-100 gems or 15-50k gold coins). Options open up as you level up. Get them while they’re there!

Grinding for Gems and Gold

Eternity Legends isn’t that generous with gold, so upgrading skills in a strategic and balanced way is key. Make sure your teammates remain at a comparable skill level to your main hero so they can match up in battle.

Tiering and ranking up start at 10k and 20k respectively, not including the raw materials needed. As your hero list grows, you’ll want a lot of gold reserved for hero upgrades. This may mean you want to keep your team small for a while as you begin to hoard resources.

There are a few ways to keep your bank full. After Act 30, make sure to join a guild and see where you can contribute to team missions. Before then, you can participate in hunts at the club (three at a time, 10 a day) to earn passive coins and items.

Be on the lookout for daily rewards that increase each consecutive day you collect and the Star Code draws. These are the four places you need to go when you log on and be continuously returning to the home screen to collect rewards as they’re available in order to turn the timer on new rewards. 

Troves of bonus items and gold can also be earned through quests that are broken up by daily, weekly, monthly, challenges, and achievements. Orient your gameplay around completing these tasks.

Quests can often be completed simultaneously and have overlap (spending 500 gems is an achievement quest, which counts towards the monthly quest to spend 1000 gems, making these tasks easy targets.)

Battle Strategy

While much of Eternity Legends glory lies in its classic hack 'n slash style, planning the timing of your moves and summons pays off.

As a general rule, wait to summon team members until a larger group of enemies or a boss shows up. Once they appear, they’ll only be active for 15 seconds and will take another 15 to regenerate so only summon after all enemies have loaded and started advancing on you. Waiting for hoards, large, and aerial enemies will be the most effective and efficient strategy.

In addition to your automated sidekicks, you'll use mana for your hero skills. Your three available skills are high damage specials that cannot be used back to back, taking 30 seconds to come off cooldown.

Back enemies against the walls that divide the arena it shouldn’t be hard to take care of the first few rounds of enemies solo in every act with persistent hits or using a single skill. 

Luring groups of enemies into clusters is a good strategy for double-digit combos. Each combo adds XP to your stats. It pays to stack and AoE grind.

This approach to fighting will save you HP while keeping your reinforcements on reserve. It's when the mini and world bosses show up that you’ll want back up.

Team Building

With 15 heroes to assist you, there are several strategic combinations to building a powerful and complementary team.

Pursue heroes that will keep your team balanced. Since your hero is a typical DPS, try to pair someone nimble on the offensive like Cupid or someone with a lot of defense, such as Thor.

Currently, Hermes and Freya are the only support characters on the roster. It's recommended to focus on one of these based on what you want to do with your team. Don't split those tiering and ranking resources between them! It's just too expensive to focus on both when you need the damage or utility of other heroes.

While XP is the key to leveling-up, using Potions is a great way to fast track so you can max out and increase your rank as they instantly apply a chunk of XP to the applied hero. You can use them within the hero menu.


Eternity Legends is all about grinding, collecting, upgrading and repeating. Hopefully, these tips help keep the game satisfying as you complete each task (while avoiding that paywall).

If you can master the skills of persistence and vigilance, and pick up a few formidable celestial allies, you’ll quickly be on a legendary path to immortality.

How to Complete the Web Puzzles in Darksiders 3 Mon, 26 Nov 2018 16:13:57 -0500 Ty Arthur

When you aren't hacking 'n slashing through agents of the apocalypse in Darksiders 3, you'll be figuring out puzzles. 

One of the more obtuse and grating ones first comes in the early game in the form of spider webs. Although Fury should be able to cut right through them, things are a bit more complicated than that. As you progress, you'll come across more and more, some progessively more "difficult" than the ones before them. 

Luckily, there are a few tricks that will make solving these web puzzles a lot easier. 

Making Bugs Go Boom

As you play, Fury will eventually come to a dead end in the Crossroads portion of the Haven area. This section of the tunnel has a hole in the ground that it looks like you should be able to jump into it, but it's covered up by webbing.

A respawning bug also chases you around the room, but throwing it at the webbing doesn't actually do anything. That's because you need it to eat some flaming goo first and become explosive.

Whenever you see an area with webbing, check the ceiling and look for a brown pod holding the flaming goo.

A simple hit with the whip knocks the goo down, which becomes an attractive feast for the bug. After they eat the goo, they become explosive -- but you've got to act quickly because they explode just a few seconds after being picked up.

Sometimes you also have to lure bugs from another nearby area. They typically follow you, but if the bug falls behind, just pick it up and throw it in the direction you need to go.

It's important to note that red webs regrow after a few seconds.

In a later area of Haven, you'll need two bugs in rapid succession to get through a red web then a white web, so lure one out from the tunnels first.

Once you unlock Fury's flame hollow form, you can ignite webs on your own without explosive bugs just by holding the secondary attack button, or by holding the jump button while in midair.

You'll need this trick for the later puzzles where you have to light multiple webs on fire in conjunction with explosive bugs.

Using Explosive Bugs For Timed Puzzles

The most frustrating web puzzle takes place in the Catacombs section of the Hollows area, where there's a pressure plate that moves a statue into a position that's out of reach. The problem is that there isn't enough time to get on the plate and throw the bug at the statue before it explodes.

To complete this puzzle, go up the stairs and leap across the room with the pressure plate toward the webbing on the far left side. The fire hollow form actually makes this annoying to complete correctly, since it defaults to the boost jump if you hold the jump button too long.

When leaping across, immediately release the jump button and swing your whip to grab onto the ledge and fly toward the wall (you can still do this even if you've switched from the whip to the crystal shard sword).

When you reach the opposite side, either hold secondary attack or press and hold jump to light the web on fire, which will knock down the explosive goo in the center between the left and right webs.

With the goo down, lure a bug over so it becomes explosive. Here's the key though -- don't pick up the bug!

Instead, run all the way to the left side of the far left wall web and light it on fire with your attack, then immediately run back to the pressure plate.

After a moment, an ember will fly from the far left web and hit the bug, causing it to explode, which ignites the far right web that leads toward the statue.

If you ran fast enough, the flaming web will just barely hit the statue as it completes its rotation from the pressure plate, turning it red and opening the grate.

This puzzle is all about the timing, so if you just barely miss it, just get another bug and start over. Dodging instead of running can help you reach the pressure plate slightly quicker.


That's all you need to know to figure out the rest of the Darksiders 3 web puzzles! Have you come across any others that are stumping you? Let us know which ones you can't get past and we'll write up a new guide!

Hellgate: London Classes Overview Guide Mon, 26 Nov 2018 15:33:26 -0500 Tim White

Since the 2018 re-release of Hellgate: London is essentially the same game as the original 2007 version, but without multiplayer, your choice of class is perhaps more important this time around.

You'll want to make sure that the class you pick not only matches your playstyle and preferences but also that you'll be able to play it effectively on your own.

Here's a quick overview of each class in Hellgate so you can make an informed decision at character creation.


Blademasters are the hyper-aggressive, in-your-face melee class of Hellgate: London. Specializing in dual wielding and single-target DPS, they also made decent tanks in the original game's multiplayer mode (by necessity, for the most part).

However, you don't have healers and summoners to back you up in the 2018 version. If you choose to play a Blademaster, you'll be taking a lot of damage—probably more than you would as any other class. Consequently, you'll want to spend a lot of money and time building up your armor rating, and always carry a big stock of health injectors. Stamina and Strength will be your primary attributes.

The shift in focus toward survivability means that at least in the early game, the Blademaster isn't as offensively formidable as its original incarnation. But if you stick with it long enough, you'll still end up with the best damage-dealing class around by the endgame.


The Guardian is more or less the inverse of the Blademaster. Boasting high physical defense that only improves as they get more overwhelmed, Guardians receive many bonuses when fighting alone against hordes of demons.

This is good news for you in single-player mode. Invest plenty of points into Stamina, followed by Strength—but don't entirely neglect Will, which you'll need to fuel your stronger abilities later on.

Some encounters will be challenging when you're up against foes with tons of HP and great physical defense; you may find that you have trouble surviving long enough to deal out enough damage to kill them.

To compensate, choose gear that synergizes well with your skills. Don't prioritize raw attack power. Many Guardian skills, especially more advanced ones, become incredibly powerful with the right gear sets equipped.


The Summoner is my personal favorite Hellgate class, but don't be swayed by my opinion alone; all six classes are well balanced and any of them can be effective, even solo.

The Summoner controls the battlefield by hiring lots of friends and letting them do the hard work. Built and played correctly, it's one of the easier classes to handle without human teammates. 

Will and Stamina are your top two stats; you'll want to spend the vast majority of your points on the former, as Summoners need an absolute crap-ton of power to maintain a whole horde of creatures.

The other key point to remember is to stay out of melee combat. Not sometimes, not most of the time, but always. Despite having Stamina as a secondary stat, Summoners are still on the fragile side; they defend themselves by staying out of harm's reach.

For a more in-depth guide to Summoners, head over here.


Arguably the most complex and nuanced class, Evokers are easy to mismanage, but staggeringly powerful if used effectively. They are second only to Blademasters in raw damage output, but their debuffing and damage over time abilities make up the difference admirably.

Evokers rely on Focus items to channel magic into various forms of direct damage and status effects. There are four different types of Focus items, each with a particular... well, focus. Choose yours very carefully; if you're not buying and using skills compatible with your Focus, you'll be significantly less effective than you should be.

Evokers may struggle with trash mobs but naturally excel against bosses and bigger monsters. Stacking several status effects onto a single target can turn a formidable foe into a manageable one—just watch for smaller enemies and don't neglect your AoE damage abilities to keep their numbers in check.


The Marksman might seem weak at low levels. This is because they are. At first, their only real advantage in combat is the ability to engage targets from farther away than any other class, but their damage is lackluster at first.

Marksmen truly begin to excel around Level 15, when skills like Smackdown and Ravager Rounds become available. These powerful multi-target attacks really help to thin out crowds long before they can get close to you, leaving plenty of time to damage bigger foes with your stronger single-target abilities.

Prioritize Accuracy and Will, ignore Strength entirely, and keep your distance (obviously). If you can be patient with the Marksman during their less-than-impressive early levels, the class will surely grow on you.


Engineers are the closest thing to a jack-of-all-trades class that Hellgate: London has. An effective Engineer is one that plans their skills several levels in advance and invests heavily in their bots (you can have two at a time), as well as their own weapons.

In combat, Engineers function as something of a Marksman-Summoner hybrid, deploying bots to engage enemies while also dealing some damage of their own with ranged weapons. Like Guardians, Engineers are especially dependent on their gear.

Engineers don't really have favored stats; they need them all to some extent. Which stats are best for you depends largely on what skills you prefer and what gear you choose to equip that synergizes well with those skills.

It may be somewhat counterintuitive, but when you level up, don't allocate your stat points right away. Take a look at your current gear, and at some higher-level gear you can't equip yet but want to later on. Spend stat points according to what you ultimately want to be able to wear, and try to keep some unspent points in reserve in case you find better gear with different requirements.

Engineers are not masters of anything, but they don't suck terribly at anything either. It may be a good class to try if you're a generalist, or to get an overall feel for the game in order to choose a more specialized class later.


There you have it! Use our handy overview guide to deploy into demon-ravaged London ready to administer justice with extreme prejudice. Don't hesitate to consult our Hellgate: London hub page for more tips and guides, either.

Elsu Hero Guide: How to Use Arena of Valor's New Character Mon, 26 Nov 2018 10:58:36 -0500 Oscar Gonzalez

Arena of Valor's newest character, Elsu, is a sneaky sniper. Compared to the game's other characters, he's something different. And depending on your playstyle, that can be either an advantage or a disadvantage. 

He has a few tricks up his sleeves that potentially make him a potentially big-hitter, but players need to use Elsu the right way if they want to get the most out of him.

This guide will help break down the Elsu and provide some guidance on how to make the most of him in Arena of Valor.

A Marksman of a Different Color

Unlike the rest of the marksman characters in Arena of Valor, Elsu actually provides an interesting support ability with Sentinel. When used, this ability will deploy a device that will buff Elsu's attack, but more importantly, it will provide vision on the map. This means a team can finally see if enemies are hiding in the brush.

The best layout for Elsu's Sentinels is as follows: 

  1. A strategic jungle position to help the team find enemies
  2. Near Elsu to gain buffs
  3. Near Elsu to do extra damage to nearby enemies


Another ability to make use of is Elsu's Snipe ability. Using the ability will zoom out on the map allowing players to get a view of what's happening in a sizeable area.

Snipe will deal heavy damage and should be used to chase down injured enemies. It will take some practice to get the targeting right, but with proper timing, opponents will find it hard to escape a battle.

Stay in the brush or use Elsu's passive cloak ability, Stalk, to hide the targeting laser for the ability.

Elsu's ultimate, Disengage, is different than most marksman ultimates in that it's not key to his damage dealing. The ability is actually an escape move. When used, it will throw Elsu back a nice distance allowing him to escape.

It can still do heavy damage, but Disengage should be saved for when you need to get the hell out of a fight.

What Items Should You Buy for Elsu?

Fenrir's Tooth – Arguably the most important item for Elsu is Fenrir's Tooth. Some players have even gone so far as to purchase multiples in order to stack damage. Since Elsu's normal attacks get progressively stronger and Snipe is a slow, but powerful attack, it's important to increase damage output rather than speed.

Muramasa – While this item will not provide the big damage numbers of Fenrir's Tooth, it has a passive of 45% armor piercing, which stacks with the armor piercing buff from the Sentinel. Its 10% cooldown speed will also help with having a Snipe ready to go and a Disengage when needing to escape.

The Beast – Having a life-stealing item is always helpful for a marksman. Combine the 25% life steal and the 100 extra damage, and Elsu will hit hard and heal fast.

War Boots – Elsu's normal attacks pack a punch, but thanks to Stalk, they will slow down between attacks. To counter this, having War Boots with 25% attack speed will keep those attacks coming.

For the last two slots, players should decide on whether they want to focus on damage or survivability, but make sure to ignore items with an additional critical chance as Elsu's normal attack will not crit due to Stalk.

Which Lane Should Elsu Be in? 

The real battle Elsu's players will have to face when choosing the character is how to explain to the rest of the team what the character can do. The new marksman works best in either the mid lane or as a jungler, and some may not understand why.

In the mid lane, Elsu can clear the lane fast, as well as do big damage to weak magic users from a distance. His Sentinels can also counter the junglers on the opposing teams. He can also help top or bottom lane without having to travel the entire distance.

As a jungler, Elsu's big advantage is his movement speed and long-distance attack. Stalk will camo him and increase movement speed, making him move quickly to any lane in order to gank. Once in the brush, he'll be able to use Snipe without the enemies noticing it until its too late.

Whatever lane you decide to use, remember that Elsu is horrible up close and by himself. Players should not stand their ground when the other team is charging. Get way back behind the rest of the team and do some big damage from there.

That's all you need to know about Arena of Valor's newest character, Elsu. Hopefully, these tips will better help you use the marksman to gank the competition. 

Black Ops 4 Guide: How to Unlock Zombie Characters in Blackout Mon, 26 Nov 2018 10:32:29 -0500 Sergey_3847

The Blackout battle royale mode in Call of Duty: Black Ops 4 currently offers five unlockable zombie characters.

To unlock each of the playable characters, you need to complete three different challenges. Our quick guide below will show you the challenges you need to complete to unlock each of them and tips on how to do it fast.

How to Unlock Zombie Characters in Blackout

Shadow Man character select screen Black Ops 4

Shadow Man

This is the only zombie character that doesn't require that you complete any challenges. However, the only way to unlock him is to purchase the Black Ops Pass.


Here are all three challenges you need to complete in order to unlock Bruno:

  • Required Item: Mug Shot
  • Down an enemy with a melee attack
  • Finish the match with Mug Shot in Inventory

You can get a Mug Shot by opening a supply drop (which isn't always guaranteed to pop). But the best way to obtain Mug Shot is to complete the Blightfather event at the Graveyard, which can be found south of the Asylum.

  • Required Item: Pulp Magazine
  • Down 1 enemy with a headshot
  • Finish the match with Pulp Magazine in Inventory

Getting a Pulp Magazine is easier than the previous item. You can get it by simply killing zombies or by completing the Blightfather event.

  • Required Item: Racing Goggles & Scarf
  • Kill an enemy by driving into them with a vehicle
  • Finish the match with Racing Goggles & Scarf in Inventory

Scarlett can be unlocked just like Diego. You can either kill zombies to obtain the goggles and the scarf or finish the Blightfather event.

  • Required Item: Alchemical Set
  • Kill 2 enemies with either a Wraith Fire or Acid Bomb
  • Finish the match with Alchemical Set in Inventory

Shaw is the hardest character to unlock, as there is only one way to get the Alchemical Set. You can find it inside mystery boxes, which spawn only at blue light beams (refer to the map below for exact locations of mystery boxes).

Apart from the Alchemical Set, you will also find Wraith Fire and Acid Bomb inside a mystery box.

Blackout map showing blue light beam locations

Now you can quickly unlock all available zombie characters in Blackout mode, and for other Call of Duty: Black Ops 4 guides at GameSkinny, take a look at the list below:

How to Find the Nuka-Cola Power Armor Paint in Fallout 76 Sat, 24 Nov 2018 12:57:36 -0500 William R. Parks

Players coming from 2015's Fallout 4 may be happy to learn that Power Armor paint jobs have made a return in Fallout 76. This includes the distinctive Nuka-Cola paint, which brands Vault Dwellers with the identity of everyone's favorite pre-War soda.

If you are looking to spruce up your new set of Power Armor in 76, this guide will walk you through the steps to acquire the Nuka-Cola Power Armor paint.

Some notes before we begin the walkthrough:

  • This paint job can only be applied to T-51 Power Armor. T-51 can be found at the random Power Armor spawns throughout Appalachia, and starts at level 30.

  • Level 1 Lockpicking is required in order to access the requisite key in the Kanawha Nuka-Cola Plant.

  • Players are reporting that, at times, the Nuka-Cola Paint plans are not present at Bunker 3. This is often an indication that the plans have been recently looted by another player, and you will need to return later to check for them again.

  • Nuka-Cola apparel also has a chance to spawn in Bunker 3.

Acquiring the Nuka-Cola Power Armor Paint

Step 1.

Collect the Toolbox Key from the Duffle Bag just north of Pylon V-13.

Step 2

Open the Toolbox east of the Watoga Shopping Plaza and loot the Key to Clara's Box.

Step 3

Visit North Sutton and retrieve the Nuka-Cola Locker Key from Clara's Box (located in a small red doghouse).

Step 4

Go to the Kanawha Nuka-Cola Plant. Make your way upstairs and through a series of doors (one that you must unlock with Level 1 Lockpicking), and you will find a locker on the ground that contains the TNT Dome Key 3.

Step 5

Visit Bunker 3 at the Black Mountain Ordnance Works, and inside you will find Plan: T-51 Power Armor Nuka-Cola Paint.

For those that prefer a video tutorial, the images above are from YouTuber TwoDynamic's excellent walkthrough:

If you would like to add other Power Armor paints to your available mods, two can be purchased through the Atomic Shop (76's marketplace where Atoms can be exchanged for cosmetic items). Additionally, players are reporting that delivering Technical Data to the Brotherhood of Steel has a random chance of giving Brotherhood-specific Power Armor paints as rewards.

Found any other Power Armor paints in your time in 76? Please do share them in the comments below, and check out our other Fallout 76 guides here at GameSkinny.

Battlefield 5 Classes Guide for Multiplayer Superiority Sat, 24 Nov 2018 12:55:41 -0500 John Schutt

Every one of the four classes in Battlefield 5 has a role, and all of them have a part to play in securing objectives, getting kills, and racking up wins. We'll be looking at each of them in this guide.

I've presented classes in the order they appear in the in-game menu: Assault, Medic, Support, and Recon. By the end of this article, you should have a basic understanding of how to approach each class, and know that:

  • You can win a match without Assault players, but with them, you dominate.
  • You can win a game without Medics, but with them, you'll do it and drop hardly a ticket.
  • You can win a match without Support players, but with them, you'll never have to stop pushing.
  • You can win a match without a Recon, but with one, you can accomplish anything. 

Assault: All-out Attack

A competent Assault player is a natural leader for the team. Their weapons are the most versatile, their kits the most capable of clearing whole squads out of their hidey-holes, and their dedication to destruction ensures ground vehicles think twice before moving in on a hardpoint. 

You'll want to take the fight to your enemies as frequently as possible. What that means depends on the map.

For open maps like Arras or Twisted Steel, you'll want to stick to your squad or the nearest cluster of teammates. That way you'll always be under fire from at least one direction. There's lots of visual cover, but you'll have to contend with the fact that everyone can see you as well as you see them. 

Single shot rifles are your best bet on maps like these. Recoil control is essential at the kinds of distances you'll be fighting in, so semi-auto should be your go-to. If you prefer pure ARs, learn to tap-fire.

In any event, the following strategy is best for taking the open maps by storm:

  • Hole-punch. When the match begins, you need to make an opening for your teammates. Sadly, it's a rare thing to do that by merely running right down the center of the map. Instead, take a longer route and come at your foes from the side. Push as far as you can but stay aware that the more you press the issue, the more likely it is your enemy will surround you. After you get a few kills, make a turn for your team and carve your way to them.  

For close quarters fighting on maps like Aerodrome and Fjell 652, use a full-auto rifle, one you're comfortable firing from the hip as you're on the move. Marksman rifles are usable as their TTK up close sometimes exceeds that of a standard AR, but their hipfire is less dependable for precisely that reason. 

The following strategy works for maps with plenty of cover and buildings to dive into:

  • Stick and move. Guerilla tactics are as effective in Battlefield as they are in any conflict, so make a nuisance of yourself. Get one or two kills and disappear, only to show up half a map away, where you get another two kills and vanish. At first, you'll be annoying, but stay alive long enough, and you'll draw more than a few angry people away from the fight. Barring that, you'll infuriate them, cloud their judgment, and provide your teammates with a less effective defense.

No matter the map, be smart about when you engage large groups or vehicles. A tank can and will melt you at its earliest convenience, and no gun has enough ammo to take out more than a single squad in a single magazine. And you only have so many explosives. 

Keep these couple tips in mind and your time as an Assault in Battlefield 5 will be fun for you and a hassle for your opponent. 

Medic: Everybody Up

A capable Medic, however, makes their weaknesses work for them, staying near enough to their team to be useful but remaining mobile and keep everyone at peak health.

They fight close range where their weapons are most effective, using the element of surprise and their quick revive to overwhelm enemy positions.

Medics throw versatility and power out the window in favor of a single goal: keep the team alive. They do this three main ways:

  1. Revive. Yes, everyone can revive in Battlefield 5, but it takes a small age to do it if you aren't a Medic. And some revives aren't even available without the magic syringe, and that can lead to entire pushes failing from lack of troops. On maps where there are plenty of sightlines, you don't want to be out in the open for more than a few seconds. Medics aren't.
  2. Spread the health. Medical pouches fly a long, long way, start healing your teammates immediately, and they resupply their otherwise single-use self-heal kit. And you have an infinite number of them. Never hesitate to pass up a teammate in need of a pouch. He might save your life in the next ten seconds.
  3. Survive. Medics have the unique ability to survive some of the stupidest situations with their ability to self-heal instantly and infinitely. Build muscle memory around your desired heal-button, because it can and will save you. Especially as a Combat Medic, you'll be getting away from firefights you have no right to, and with a gun built for close range, you'll want to get out of most of the fights you don't start.

Above all else, the cardinal rule of playing Medic is this: you are not the slayer of the team. You are not the guy controlling entire sightlines. You are not the girl making the biggest hero plays of the game.

You enable everyone else, and if you're good at your job, they will thank you.

Support: Power Play

A competent Support player is always in the thick of things, but rarely at the front of the fight. Instead, he's almost always surrounded by teammates, providing cover and covering fire as his squad moves forward.

Though Support weapons and abilities offer incredible mobility around a map, the class itself should act like its namesake: supporting the team and making sure everyone is best equipped to fight.

The Support powers the team in ways no other class can, ensuring a push stays on its feet and ready to dominate every fight. They do that in three core ways:

  1. Resupply. The primary reason a Support must remain with the larger team is: no one else has access to ammo at all times, and any attack stalls when it runs out of bullets. Sure, enemies drop ammo, and there are crates of the stuff scattered around, but when you need them, they tend to be everywhere you're not.
  2. Suppressive Fire. And I'm not just talking about the suppression effect. Send enough bullets in a general direction, and they act as an excellent deterrent. As Support, you can be a one-person army. Don't neglect your duty to take out every enemy stupid enough to walk into your line of fire, but put as many rounds down range as you can. You buy your team time and space.
  3. Area Denial. In Battlefield 5, destruction is total, so the ability to create and sustain cover is vital. Building fortifications with the Engineer role, especially in more linear modes like Grand Operations, can make the difference between a successful defense and an utter failure. Don't neglect the power of tanks as mobile cover, either, because you can keep them alive much longer than anyone else on the team. Even a single unit of armor can turn the tide. Don't waste it.

Be aware that your job as ammo goblin can sometimes feel overwhelming. Like it's the only thing you have time to do. Don't be afraid to focus on other aspects of your job. Your immediate teammates have enough for a few seconds. Supports wear many hats, and you should switch between them as frequently as you can.

Recon: Everywhere at Once

A capable Recon is someone who can swap between long- and mid-range shooting at a whim, and who isn't afraid to get into some risky scraps to benefit the team. Their unique abilities make otherwise impossible objectives manageable, and if they know what they're doing, they can live up to the sniper's role as a force multiplier.

One of the most critical factors for success as Recon is making your presence felt across the map. There are three primary ways you do that:

  1. Spawn beacons. They're as powerful as ever and provide a hidden backdoor into any objective. Learn the maps. Find your favorite spot. Set the beacon. Profit.
  2. Unlimited intel. With the Sniper Combat Role, you won't be up in people's faces, but you will be giving your team the power of spotted enemies. Plus, even if you don't kill every target with a single shot, you do plenty of damage. You'll either force your foe out of position or give a closer teammate a much easier fight.
  3. Spawn anywhere. With the Pathfinder combat role, you can spawn on any squad leader anywhere, so be ubiquitous. Be an annoyance. Give your squadmates new ways to attack flags and power positions. Most importantly, don't miss.

No matter what role you want to play, you'll want to become intimately familiar with the workings of your sidearm and where each map's hotspots are. And whether you're holding down a sightline or providing supportive fire alongside your squad, knowing when and where to move when things get hairy is essential.

Oh, and don't be the guy at the hind-end of the map. You are most effective from long range, but there's no reason to be so far away that all you can see are pixels.

Each of Battlefield 5's classes has its own unique uses and strategies, but a skilled player can take a good class and make it great. Use the advice I've laid out here and take it into battle -- you'll be better for it.

RWBY: Amity Arena Battle Guide - Dueling Tips for Beginners Sat, 24 Nov 2018 12:47:13 -0500 Kenneth Seward Jr.

RWBY: Amity Arena is collectible card game with real-time battles that utilizes elements found in MOBAs. It has lanes, towers, heroes with special abilities and minions/creeps that help during combat. In other words, just getting the best cards isn’t enough.

You’ll need to know how to make use of every card in your hand to thrive in this game, regardless of their strength, during the game’s fast paced matches. Thankfully, we’ve come up with a few beginner strategies to get you started on the right foot.

I’ve always been a fan of card games. The combination of skill and luck, having to “deal” with the cards that were dealt, developing successful strategies – win or lose, these aspects always intrigued me and they are present here in Amity Arena. You'll need to build strategies independent of the cards so you can adapt to a variety of situations.

Note: This guide assumes you’ve at least played through the tutorial. It doesn’t detail the basics of play, just how one can win after grasping the game’s concepts.

Building a Proper Deck

Like most collectible card games, summoning characters usually requires some sort of currency. The amount needed it to deploy someone in battle is dependent upon their base level as a card. This in turn affects how soon each card/character can be used.

In RWBY: Amity Arena’s case, there is a segmented energy bar that slowly fills over time, allowing you to summon cards as it hits certain points. For instance, in order to summon Ruby, you’ll need four bars of energy.

Once she is summoned to the field of play, the amount of energy will drop in amount corresponding with that character’s level. Meaning, you’ll have wait till it fills up again before summoning another level four card.

Because of this, it’s important to make a deck that has a mix of low and high-level cards.

The last thing you want to do is summon a really high card/character for a lane and have nothing available for a long period thereafter; because it’ll take a while to summon another high-level card, the other player could exploit this by attacking the other lane while you’re defenseless.

At the same time, you don’t want a hand full of low-level cards as they won’t be able to handle everything that’s thrown at them.

A full deck consists of eight cards. I recommend balancing your hand with the following level combination to start:

  • Two level five cards
  • Four level threes
  • One four
  • One level two

Of course, you can mix and match to your liking – you might want to swap some of those level threes for level two cards, based on their type (more on that later). As long as you have more lower leveled cards than high, you should be alright.

Divide and Conquer

Amity Arena’s battlefields seem like large open spaces. In reality, they are broken into two lanes with an underappreciated middle portion. The idea is to get to and destroy the two smaller towers (in either lane) before attacking the other player’s main tower.

The basic idea is to use lower leveled cards in conjunction with the higher-level ones, with the weaker characters acting as a shield to absorb a tower’s blasts. Again, like a MOBA.

Most of the battles come down to controlling the battlefield. This can be done by keeping your opponents attention divided.

Take a moment at the beginning of a match to let your energy build up. As long as the other player doesn’t attack immediately, you should be able to send out a level five and a level two or three character in short time.

I recommend picking a beefy character for this initial onslaught, if you've got one, and sending it down an uncontested lane. Wait for your opponent to react before sending your level two or three down the other lane.

Sending a level five character with a ton of health down a lane by themselves might seem foolish at first. Your opponent will certainly counter with their own characters, defeating your hero before they can reach the tower.

The idea isn’t to really attack that tower though. It’s to go for the other one with your lower leveled characters.

Because your hero had a lot of health, most players will react by either throwing their strongest characters at them or summoning multiple low-level minions. This gives you an opportunity to divide their forces and attention; once they realize you’re moving towards the second tower, they’ll be forced to react to your moves in that lane. At that point, you can send another strong character down the first lane.

Controlling the Flow of the Match

Now you may be thinking, “Aren’t I also dividing my own forces by using this tactic?” The short answer is yes.

There is an inherent risk that’s comes from splitting one’s own forces. This doesn’t make it a bad thing, though. You see, Amity Arena is akin to something like chess, where it’s possible to dictate the flow of the game with skilled play.

Smart players will always want to be the person applying pressure. Never the person on the receiving end, forced to only reacting to what’s going on at any given moment.

Controlling the flow of the match makes it easy to see gaps in the other person's defenses. It also allows you to control where enemies are. By pretending to target a tower, you can make your opponent send their strongest to a place you aren’t actually going to attack. This is basically a win for you.

If they don’t take the bluff, then they’ll still have to deal with those weaker characters eventually. They might do the unexpected and take down a tower or, at the very least, weaken it. If they do send their forces to the “wrong” lane, you can then capitalize on this error and destroy your primary target.

Let Some Enemies Go

The first two parts of this guide work well in conjunction with one another. To really make this strategy sing, though, you have to know when to let some things go.

Say you’ve sent out two waves of minions, one to either lane. One side is completely obliterated but not before severely wounding your opponent's character(s). The other side is weakened but still marching on. Instead of dividing your forces again, it may be time to go all on one side, leaving your turret exposed to your opponent's wounded character.

You’ll have to have played a bit to make this work. Being able to eyeball a character’s life gauge and understand their abilities to determine if they’re currently a threat or not is a skill that only comes with practice.

There is some risk at play here, of course.

Depending on the type of cards your opponent has, they might be able to pull a fast one. For instance, Blake Belladonna can use her Variant Ballistic Chain Scythe to pull herself down the entire length of a lane. If your opponent has this card and is able to use it, you may have to respond in a defensive manner. There are other characters that will cause you trouble this sort of trouble, you just have to figure out how you best want to deal with them.

The cards do matter

Matches in RWBY: Amity Arena move really fast. It’s possible to be doing well and then have the tables turned with little warning. Now you’re on the receiving end of an attack and forced to defend.

At this point, you’ll have to rely on your knowledge of the game's mechanics and how each individual card in your deck works. Some of the basics are:

  • You’ll want to put beefy heroes in the front, followed by weaker ranged characters in the back.
  • Be mindful of the differences in speed; fast moving characters will need to be deployed after a slow moving one, to help them all stay in range/help out one another.
  • Don’t drop weak characters right on top of stronger ones.
  • Putting ranged attackers behind the turret might work out better than dropping them in front of a strong hero, only to be killed before they can fire off a shot.
  • Flying enemies can’t be hit by melee based characters unless they have an AoE attack or a ranged special ability.

Learning about the cards and how they work takes longer.

Ruby Rose, for instance, uses a large scythe that can attack enemies in a circle around her. She also can dash forward to land heavy circular attacks. Waiting to use her when your opponent has summoned a group of weak minions is a strong strategy. She can just dash in and kill an entire group of Spider Droids in one attack.

All of this information, plus that which you figure out on your own, will help when going head to head with a skilled opponent. Knowing how to counter card abilities and when to deploy your own is half the battle. Controlling the flow of the fight and keeping rivals off-balanced is the other half, which comes with familiarity and practice.

There are other things to consider, like leveling up your cards – not to be confused with the cards base level, pertaining to its ability to be summoned – to make them stronger. These things are secondary to in-match tactics, which are easy to learn but hard to master. To get good at Amity Arena, you've got to practice and pay attention to both your and your opponents' strategies.

How to Farm Legendary Weapons and Armor in Fallout 76 Fri, 23 Nov 2018 11:09:17 -0500 William R. Parks

While Fallout 76 was released only last week, players have already begun to scour the remotest corners of Appalachia, soar through levels exceeding 100, and tackle the most challenging content the game currently has to offer. With this fairly comprehensive foundation established, players are now turning their eyes towards obtaining the game's best loot: legendary weapons and armor.

Fallout 76's legendary gear can be found as random drops from the legendary enemies (those with stars next to their names) located throughout the world. This rare loot comes with random legendary effects (damage boosts, infinite ammo, etc.), and the best legendary weapons have the potential for up to five of these effects. These guns can be absolutely devastating additions to a lucky Vault Dweller's arsenal.

Due to the random nature of legendary gear and their effects, many will likely need to be acquired before finding one of extraordinary power or of your preferred weapon types, which means you are going to need to kill a lot of legendary enemies.

Fortunately, motivated players are coming up with efficient ways to do so.

How to Farm

The method outlined here for fast legendary gear farming is simple, and it revolves around targeting events that have guaranteed legendary enemy spawns and "server hopping" (continually joining new servers by logging in and out of 76) to complete them over and over again quickly.

For clarity, the process is as follows:

  1. Log into Fallout 76
  2. Check if any events with legendary enemies are currently active
  3. Kill and loot the legendary enemies at any of these active events
  4. Log out
  5. Log back in and repeat on a new server

Events to Target

With the method established, all that is left is to determine the best events to target when "server hopping" for legendaries. A few such events have been coming up repeatedly in the 76 community, and a Reddit post from u/twolcott02 compiles three of the best:

Uranium Fever

This appears to be the community's current go-to event for farming end-game legendaries. Located at the Blackwater Mines, this event asks players to protect Uranium extractors from waves of enemies, including three legendary Mole Miners.

Beyond the number of legendary Mole Miners, what makes "Uranium Fever" such an excellent event for farming is that they scale with your level and are capped at level 40. Legendary enemies that are level 40 and above have the potential to drop the best of 76's legendary gear, making these enemies some of the easiest options for the game's most powerful loot.

One Violent Night

Located in the Savage Divide, "One Violent Night" is another event where the strongest legendaries can be acquired.

While it is possible to get legendary Ghoul spawns throughout the event, the real prize here is the boss -- a legendary Wendigo that scales with your level.

Leader of the Pack

If you want to start farming for legendaries before level 15, "Leader of the Pack" is the event for you.

Located near the Tyler County Fairgrounds, this event spawns three low-level, one-star Wolves for your farming pleasure.


From farming loot, XP, and resources to fixing bugged quests, "server hopping" is an efficiency tool being used often in these early days of 76. Eventually, we may see Bethesda address this approach, though that seems difficult without persistent servers.

In the mean time, we hope that you can use this method to find all the loot you have been dreaming of, and if you have any events that you love to farm for legendaries, please do share them in the comments below. If you found this guide useful, you may want to take a gander at our other Fallout 76 guides.

Infinite Carry Weight Glitch in Fallout 76 Fri, 23 Nov 2018 10:53:27 -0500 William R. Parks

Due to Fallout 76's strict carry weight limits and small stash sizes, inventory management can take up a significant portion of players' time in game. While it is certainly possible to work with 76's encumbrance system, and some of us enjoy the process of meticulously organizing our carried inventory and stashes, others are finding it tedious and downright boring.

For those players, there is currently a glitch that removes players' maximum carry weight, allowing them to hold as many boards, desk fans, and teddy bears as they desire. Here is the process for activating this infinite carry weight glitch.

Note: Use this glitch at your own risk. It is very likely to be patched, and any repercussions for using it will be your responsibility alone.

The Method

Activating the infinite weight glitch is easy and only requires the minimal resources needed to craft and modify a piece of light armor and access to an Armor Workbench.

The steps are as follows:

  1. Use an Armor Workbench to craft any piece of Light Armor
  2. Modify the Light Armor piece with the Pocked Mod
  3. Equip the Pocketed Light Armor piece
  4. Quickly and continuously unequip and reequip the Pocketed Light Armor piece

As you continue to put on and remove the armor piece over and over, you will note that your maximum carry weight is decreasing.

Keep repeating the process until your maximum carry weight displays as a negative number. You now have infinite carry weight and will not be over-encumbered as long as the glitch is active.

This glitch will deactivate upon logging out of Fallout 76. This means that you can return your character to normal just by leaving a server, but it also requires that you repeat this process every time you want infinite carry weight.

For those that would like to see the glitch in action, a video tutorial by YouTuber RGD5IMPACT is available:


While Bethesda has promised a stash size increase in a future update, this glitch is an option for players that are looking to address their inventory issues on their own terms. That said, in the current state of the game, inventory management feels like a design choice and part of the 76 experience -- to bypass it completely seems to miss part of what the game is about.

With this guide, you can now choose whether to use the glitch or not. However, remember that Bethesda has made no official statement and you will be culpable for any punishments that may befall your account.

Happy looting, and for other Fallout 76 guides at GameSkinny, check out the list below:

Hellgate: London: 5 Tips for Fledgling Summoners Fri, 23 Nov 2018 10:50:08 -0500 Tim White

Games age rapidly nowadays. 2007 wasn't that long ago, but in terms of video game mechanics and user interfaces, it can seem like ancient history.

The 2018 re-release of Hellgate: London has had a rocky development history. It's mostly the same game that it's always been—minus multiplayer support—which means that it may take some getting used to if you never played the original.

The Summoner can be an especially tricky class to play solo, but is still a highly effective one once you understand the basics. Start building and playing a strong Summoner with these 5 early-game tips.

1. Let Your Minions Do the Heavy Lifting

If there's one lesson to learn as soon as possible, this is it. The Summoner is a largely hands-off class; you'll be firing your ranged weapons at times, but they're never your primary means of dealing damage.

Summoning is all about controlling the battlefield and keeping the heat off yourself. You should almost never find yourself being directly attacked. By character level 3, you'll have the ability to control two summoned creatures at once, and they should both be on duty at all times.

Keep your distance from enemies, let your minions handle the melee scuffles, and concentrate on supporting them as needed. Take potshots with your own weapons only when your minions don't need anything from you.

2. Look for High Ground

We've established that you should avoid melee combat whenever possible. What better way to do that than by making it physically impossible?

Sometimes, the most effective tactics are so simple that many people never think to try them. A good deal of the terrain in Hellgate: London can be jumped onto in one way or another such that melee enemies will have a hard time reaching you.

Relax and have a latte in relative safety while your minions do the hard work.

3. Prioritize Your Stats

A Summoner's most important attributes (in descending order) are: Will, Stamina, Strength, and Accuracy. Will and Stamina together should probably receive a solid 80% of the points you gain each level. The former affects the size of your power pool (MP, effectively), while the latter governs hit points.

Summoners need lots of power to maintain constant conjuring, so Will is an obvious first choice. The extra hit points from Stamina are nice, but the main reason to level it is because of equipment requirements that limit the gear you can wear based on your stats. Most Summoner gear requires high Will and Stamina.

4. Give Your Minions Regular Breaks

For the most part, the tutorials do a decent job of letting you know how to perform various tasks, but the process of dismissing your summoned minions isn't immediately obvious. Not only does banishing and re-summoning your friends refill their health, it's also the only way to "refresh" their stats and skills if you've leveled them up since they were last summoned.

To send minions away, hold Alt, then click and hold on their portrait. This will open a pop-up menu. While still holding your left mouse button, hover over "Dismiss," then release the mouse button. It's a bit finicky.

Get in the habit of refreshing your summons out of combat when they need healing, or if you've beefed them up recently; you don't want to find yourself in a boss fight with minions that are several levels out of date.

5. Demons vs. Elementals: Know the Difference

Summoners can call forth two different kinds of friends, and they serve different purposes. End-game builds tend to prioritize one over the other, but in the beginning, it's helpful to use both frequently.

Elementals are your pawns. They're disposable, they can be summoned in large numbers, and they disperse themselves among large crowds of enemies to keep the focus off of you. Each summoned elemental reduces your maximum power as long as it's active, which is why you'll want to spend a lot of points on Will—to ensure you'll still be able to cast other abilities with a big group of Elementals in play.

Demons can only be summoned one at a time, but they're a lot beefier than elementals. They will generally seek out the strongest enemy in a group, and when you invest a decent number of skill points in them, their physical offense and defense are both formidable.

Stay Flexible and Adapt

Hellgate: Londobecomes a very different game at higher levels, and it will be difficult to make an effective generalist or "jack of all trades" Summoner build. Some of these specific strategies won't be as effective 50 hours into the game—they're intended to help beginners get comfortable with the basics.

There's no way to respec your skill points, but don't worry too much; your first character is a "normal" hero, and later in the game, you'll be given a chance to make an "Elite" character and to effectively start over. Your normal character is intended to be a way to test the waters and feel out how you want to specialize later on.

There you have it! Summoners are a challenging but rewarding class to play in Hellgate: London. Play defensively and cautiously and you'll surely get the hang of them before long.

How to Farm Mutations in Fallout 76 Fri, 23 Nov 2018 10:34:30 -0500 Sergey_3847

One of the most exciting new mechanics in Fallout 76 is Mutations. It allows players to gain new powers, but it can have negative effects as well. In any case, if you are willing to give up a few points of stats here and there for some really cool abilities, then you need to learn how to farm mutations.

In order to get a mutation you need to find a location with a strong radiation. There are a only a few such locations in Appalachia, and if you want to know how to get there, then follow our guide below.

Emmett Mountain Disposal Site

In the Savage Divide region of Appalachia you will find a nuclear waste storage facility -- Emmett Mountain Disposal Site. Inside the building you will find thousands of barrels of nuclear waste that spew rads with such intensity that you will be able to get any mutation you will ever need.

Here's what you need to do in order to farm mutations in this spot:

  1. Remove any gear or perk cards that prevent you from getting rads.
  2. Get closer to the storage with barrels and wait as you get irradiated.
  3. This will reduce your HP at the same time, so leave as soon as you're left with just enough to survive.
  4. If you didn't manage to get any mutation the first time, you can use the decontamination chamber, which can be found in the same building, to remove any rads on your character.
  5. Then return to the barrels and repeat the process until you get a mutation.

In case you want to get more than one mutation, you will need to leave the game and reconnect, as the game will not allow you to get mutations twice during the same gaming session. But as soon as you reconnect, you can repeat the process and get as many mutations as you want.

Old Mold Quarry

The second method is a bit harder and more time consuming than the first one, but it is another good alternative to farm mutations in Fallout 76.

Go to the Old Mod Quarry location in the Cranberry Bog region. A bit to the south of the location, you will find an abandoned bunker at Drop Site C-2. This bunker is filled with nuclear waste, which will give you enough rads to get a mutation quickly.

Unfortunately, you will not find a decontamination chamber here, so there is a big chance of you just dying, which you will have to do anyway, if you don't get any mutations the first time around.

So before entering the bunker, just remove all the junk you're carrying and be ready to die. Then, simply respawn and try again until you get a mutation. Rinse and repeat!


You can definitely stack up several mutations using these two simple methods, and for other Fallout 76 guides at GameSkinny, check out the list below:

How to Battle Red, Green, and Blue in Pokemon: Let's Go, Pikachu and Eevee! Wed, 21 Nov 2018 14:55:53 -0500 Joshua Broadwell

The Pokemon: Let's Go games essentially retell Pokemon Yellow's story, albeit with new protagonists. You encounter Blue shortly after beginning your adventure, but if you're wondering where Red is, where the much-hyped Green is hiding, and how to battle them all, we've got you covered.

Header image via YouTube

How to Find and Challenge Blue in Pokemon: Let's Go

You'll run across Blue in Pewter City, then again on the S.S. Anne, and basically in all the places you found him back in Gen I.

But, you only battle him twice. The first time is in Silph Co., when he wants to check and see whether you can handle Team Rocket. His team isn't too well-developed at this point:

  • Exeggutor, lv. 38: Power Whip, Psychic, Light Screen
  • Charizard, lv. 40: Heat Wave, Slash, Air Slash

After you obtain the Earth Badge and defeat the Elite Four, Blue takes up residence in Viridian Gym, just like in Gold, Silver, and Crystal. You can challenge him once per day, and as longtime fans will already know, his team has no stand-out weaknesses.

  • Tauros, lv. 66: Double Edge, Earthquake, Rockslide, Iron Tail
  • Gyrados, lv. 66: Waterfall, Crunch, Outrage, Earthquake
  • Aerodactyl, lv. 66: Rock Slide, Crunch, Iron Tail, Earthquake
  • Alakazam, lv. 66: Dazzling Gleam, Reflect, Psychic, Foul Play
  • Exeggutor, lv. 66: Power Whip, Stomp, Psychic, Light Screen
  • Charizard/Mega Charizard Y, lv. 68: Fire Blast, Hyper Beam, Air Slash, Dragon Pulse

Be prepared for a tough fight. Almost all of his part Flying types use Earthquake, so you'll need to bank on either your Pokemon toughing a hit out for you or demolishing the opponent with Thunder in one turn. A fighting type could withstand Tauros's rock and steel attacks, then quickly dispatch the opponent.

As always, Exeggutor is devastating the longer the battle; if you have a strong fire or flying type, though, it goes down pretty quickly. Charizard's dual weakness makes a rock type ideal--with Dragon Pulse being the only somewhat dangerous move in the set--though a water type could bring it down quickly as well.

How to Find and Battle Green

At long last, Green leaps out of the manga and into the Pokemon universe proper in the Let's GO games. You won't encounter her until the postgame, though.

Your rival mentions a girl who wanted to catch Mewtwo in Cerulean Cave and tells you she's inside the cave looking for it. Naturally, you catch it first, so she challenges you to a battle. After defeating her in the Cave, you can battle her once daily in Cerulean City.

Green's team is equally as strong as Blue's, though a quick-moving ground type could handle half of it.

  • Clefable, lv. 66: Moonblast, Light Screen, Reflect, Tri Attack
  • Gengar, lv. 66: Dark Pulse, Shadow Ball, Sludge Bomb, Will-O-Wisp
  • Kanghaskhan, lv. 66: Dizzy Punch, Sucker Punch, Thunder Punch, Brick Break
  • Victreebell, lv. 66: Power Whip, Poison Jab, Sucker Punch, Leech Life
  • Ninetales, lv. 66: Fire Blast, Dark Pulse, Foul Play, Hyper Beam
  • Blastoise/Mega Blastoise, lv. 68: Hydro Pump, Flash Cannon, Ice Beam, Fake Out

Your own Victreebell would be ideal for handling Clefable and Blastoise, since its speed means it stands a chance of doling out serious damage before getting hit by the latter's Ice Beam. At the very least, you'll need a poison type attack to exploit Clefable's weakness and get around its massive amounts of HP and high defense stats.

Ground or psychic would take care of Gengar and Ninetales--possibly Victreebell, though psychic stands a much better chance against Victreebell's Power Whip. Your best heavy hitter could take care of Kanghaskhan with little trouble, and chances are, Pikachu or Eevee could handle Blastoise if you don't have any other viable candidates.

How to Find and Battle Red

Finding Red involves you meeting a specific set of requirements. First, you have to beat the Elite Four and unlock the ability to challenge Master Trainers--the 153 trainers scattered across Kanto, specializing in superpowered versions of one Pokemon.

You have to beat six Master Trainers and have a party of six Pokemon on your team, then head to the gates of the Indigo Plateau, just before the Pokemon League. Red will be there, waiting for your challenge. And it's quite the challenge, as Red is the strongest trainer in the game--and you can't use any items.

  • Pikachu, lv. 85: Thunderbolt, Brick Break, Iron Tail, Reflect
  • Machamp, lv. 85: Superpower, Fire Blast, Earthquake, Hyper Beam
  • Arcanine, lv. 85: Heat Wave, Crunch, Will-O-Wisp, Roar
  • Lapras, lv. 85: Ice Shard, Waterfall, Body Slam, Megahorn
  • Snorlax, lv. 85: Toxic, Protect, Rest, Body Slam
  • Venasaur/Mega Venasaur, lv. 85: Sludge Bomb, Leech Seed, Mega Drain, Amnesia

There's no one Pokemon that can easily sweep Red's team (even your overpowered starter). Pikachu won't be able to do much against a ground type, preferably Dugtrio, and it'll handle Arcanine easily too. Pigeot or Fearow would crush Machamp and Venasaur fairly easily--or one of the legendary birds, should you be so inclined to pull that trump card.

Snorlax admittedly loses some of its potency by being limited to Gen I moves, since you don't have to worry about Sleep Talk or Snore. If Rest gives you some hassle, consider using a Pokemon with Disable to take that move out for at least two turns while you lay on the damage meanwhile. Your starter would probably work best on Lapras, especially if you're playing Let's Go, Eevee! but if all else fails, a strong Raichu would make quick work of the beast.


There's a ton of postgame content in the Let's GO games, but finding and fighting Red, Green, and Blue offers excellent challenge and plucks the nostalgia strings at the same time. Let us know how you'll be tackling these legendary trainers in the comments, and be sure to check out our other Pokemon: Let's Go Pikachu and Eevee guides!

A Guide to the Best Fallout 76 Mutations Wed, 21 Nov 2018 11:32:45 -0500 jdaugherty

Fallout 76 introduces mutations to give vault dwellers an edge in the irradiated landscape of Appalachia circa 2076.

As any fan of superheroes might guess from the name, these new specials come with a cost, granting stat boosts or new abilities at the cost of lowering and limiting others. Currently, there are 19 available known mutations, and not all of them are worth the trouble.

In this guide, we'll cover all the best Fallout 76 mutations and how to maximize them.

Getting Mutated in Fallout 76

First, let's go over how you get a mutation, and how you know it will be the one you're hoping for.

While the mutation system seems to be random in the sense that players haven’t been able to tie mutations to particular locations, how to trigger the mutation roulette is clear: expose your character to some serious rads.

How many rads? It’s unclear what the threshold is, but we do know that gambling with your rad levels is the only way to get the (free) mutations available.

Some players have had to drain their health several times before getting a mutation, while others say they’ve had success cooking and eating low levels of irradiated food and received a mutation with their health mostly intact.

With the chance to gain a mutation every time you’re exposed to radiation, it seems you’re better off with constant small amounts of rads. For example, exposing yourself to +2 rads a few times gives you more chances of triggering a mutation vs. one chance from gaining +8 rads in one go. Anecdotes aside, here are some guaranteed ways to irradiate yourself fast:

  • Stand near radioactive waste
  • Eat irradiated food
  • Drink unpurified water
  • Swim in water
  • Hang out with scorched corpses

Mutations will stay around as long as your rad levels don’t go down. Radaway, decontamination chambers, cooked (disease free) food, and using the Sun-Kissed perk to reduce rads from 6 p.m.-6 a.m. Fallout time can cure you of any mutations once you’re done with them. It seems any decrease in rad levels can put you at risk for losing a mutation.

Curing, Keeping, and Stacking Mutations

If you fall in love with a certain mutation, you’ll need a Rank 2 Starched Genes perk to make them permanent, regardless of your rad levels.

The catch? This will also prevent you from gaining new mutations. Our loophole? You can still stack mutations:

  • Unslot starched genes
  • Get irradiated
  • Slot starched genes 
  • Heal radiation
  • Repeat

If you can make it to the Emmett Mountain Disposal Site with the Starched Genes perk, there’s plenty of radioactive waste and a decontamination shower in the building, making it a prime location to farm mutations.

While some mutations are more trouble than they’re worth, many of them will have you hooked on radiation contamination. Jumping like a kangaroo and running 15 mph is pretty addicting.

Each special comes with pros and cons so we’ve got a breakdown of the best mutations in Fallout 76 (so far) and how to make the most of each.

Mutation: Carnivore

Pros: Meat provides double the benefits and no diseases
Cons: Can’t eat vegetables 

With this mutation, you'll get all the meat you can eat without any of the hang-ups. Eating cooked, raw, and even spoiled meat will give you double the benefits.

In the wasteland, good food is hard to come by so being able to eat whatever’s lying around without fear of disease is a big plus. This will also save you the time of having to find a cooking station before chowing down. Although you can’t eat any vegetables, cooking them into soups and gumbos is a way to get around this.

Since meat has such a high HP ratio over vegetables, Carnivore is a better mutation than Herbivore.

Flatwoods, the first town you come to, is full of brahmin and red stags that can be hunted continuously for a steady supply of delicious meats. And, once you hit Level 15, you can acquire the Cannibal perk card and open up an entirely new menu to explore.

Mutation: Eagle Eyes

Pros: Critical damage +25%, +4 perception.
Cons: -4 strength.

Like an eagle spots its prey below the water, the eagle eyes mutation increases your perception +4, making it useful for spotting enemies and detecting discrete landmines or clever traps. Adding the +25% critical damage makes this mutation the perfect opportunity to use V.A.T.S.

Players of previous Fallout titles will be familiar with V.A.T.S. as a means of triggering slo-mo battle to increase chances of critical hits enhanced by your luck stats. They work similarly in Fallout 76 without the slo-mo effect due to the real-time nature of the gameplay.

Access V.A.T.S. by pressing "LB" on Xbox One, "L1" on PS4, or "Q" on PC. Enemies will be highlighted in green and show you a percentage chance you have of hitting your target. Cycle through enemies by pressing left or right on the control pad, or "A" and "D" on PC. Pressing "Y" on XB1, "triangle" on PS4, and "Space" on PC will bring you into critical mode.

This system is made for occasions when you don’t have time to aim and want to let off a few hail mary rounds. Using it with eagle eyes will help you take full advantage of the +25% critical damage increase.

If you have power armor, this difference in strength will be less of a bummer. Let’s say your strength is normally at 8, wearing the lowest level power armor (15) will keep your strength at 11 with this mutation.

Without good armor, though, this isn’t a mutation you’ll want to keep permanently given the way carry stats seem to be stacked against you from the start

Mutation: Egg Head

Pros: +6 intelligence
Cons: -3 strength, -3 endurance

Brains over brawn is the clear choice here.

Sure, you lose 3 points from both your strength and endurance stats, but you’ll gain a whopping 6 intelligence points and break the bell curve. With high intelligence in Fallout 76, you’ll be able to hack terminals, increase the returns you get from scrapping, and improve the condition and durability of items when crafting. While you may not want to rush into battle as a radioactive egg head, this mutation is perfect for loading up your inventory.

Increasing endurance is how you gain HP, but it controls your hunger and thirst levels as well as your ability to resist disease. Expect to be a little less satiated in egg head mode.

You can counteract the hits to your endurance; stack with the carnivore or herbivore mutations and using perk cards. Slow Metabolizer could come in handy here, a perk card that satisfies hunger by an additional +25% every time you eat.

Players that favor energy weapons can have an advantage if they use the Batteries Included perk card. This perk reduces the weight of energy weapons by 30%, which can offset some of the strength you’ve exchanged. Strong Back will let you carry +10 to +30 weight depending on the rank of the card, which is really useful if you’ll be spending this time crafting.

If you’re short on perk cards, try to travel light, take it easy, and keep plenty of (potable) water and (unspoiled) food around.

Mutation: Electrically Charged

Pros: Chance to shock melee attackers upon being hit
Cons: Small amount of damage taken by player

You’ll be a real live wire with the electrically charged mutation. Each hit gives a chance to shock your enemies with an electric current. If you produce a charge, your foe will be temporarily stunned.

This effect is pretty great with an electrically powered pipe wrench, pickax, or machete in your hand, making it an easy way to get more mileage and damage out of your battle gear if you don’t have energy weapons available.

Unfortunately, each shockwave takes a toll on your character’s HP. Try using the Ironclad Endurance perk card will give you +10 damage resistance while not wearing power armor, scaling up +10 with each rank (max +40). The Refractor Perception perk card will increase your energy resistance by up to +20 at rank 4.

Mutation: Empath

Pros: -25% damage taken by teammates
Cons: +33% damage taken by player

Have you always had a bit of a martyr complex? You can roleplay the perfect sacrificial lamb to your heart’s content with the Empath mutation. When you are in a group, any damage inflicted on your teammates is reduced by 25%, which is pretty amazing. Sadly, the cost comes at +33% damage to you.

Using the Adamantium Skeleton Endurance perk card will reduce your limb damage by 20%, 40%, or 60% with each rank up. Having a Revenant Strength perk card around would be smart, too. Since the odds of survival are not in your favor, if you go down the Revenant Perk card will give you a damage bonus of +25% for two minutes in the event a teammate revives you.

Mutation: Grounded

Pros: +100 energy resistance
Cons: -50% energy damage

With this mutation, you gain 100 energy resistance but you inflict -50% less energy damage. This seems just a little unbalanced, but we’ll take those odds.

Energy damage is dealt by laser, fire, electricity among other sources. If you don’t exclusively use energy weapons, the negatives here won't really apply to you.

If you do favor energy weapons, avoid using the laser rifle and the plasma gun which will take a big hit with this mutation. Otherwise, having this in a laser gun fight would be clutch. Combine with the electrically charged mutation to counteract the damage from the shocks.

Mutation: Healing Factor

Pros: Health regeneration +300%
Cons: Chem effects -55%, can’t be used in combat

This pick might be controversial for players that depend on chems and stimpaks.

The Healing Factor mutation gives you an impressive +300% health regeneration, but chems have -55% less of an effect, which is the largest stat hit from any of the mutations. Since chems can be stacked in Fallout 76, reducing their effectiveness by over half can feel like a huge sacrifice.

We’re willing to make the case that the ability to heal this way makes the hit to chems less life or death. Although you can’t heal yourself while in combat, moving outside of the danger zone will immediately initiate the healing process.

If you're healing this fast, your personal pharmacy doesn’t have to stay fully stocked, which can free up a lot of weight from your gear. If you're really worried about it, find a Class Freak luck perk card ASAP to reduce the negative effects by 25% at Rank 1. This perk maxes out at Rank 3 with negative effects reduced by 75%.

Mutation: Herd Mentality

Pros: +2 to all special stats when grouped
Cons: -2 to all special stats when solo

The lack of NPCs could make Herd Mentality unattractive to some, but +2 on all stats shouldn’t be easily dismissed.

The mutation is indeed perfect for multiplayer but it’s more flexible than the description lets on. Since groups are attached by server and not physical proximity, Herd Mentality gives you the benefits of a group without staying in sight of your teammates. Coupled with the Strange in Numbers perk card, you can increase the positive effects of this and your teammate’s mutations.

Remember, you can always ditch the mutation once your cohorts logoff.

Mutation: Marsupial

Image courtesy of Reddit u/Gokamo

Pros: Carry weight +20, improved jump height
Cons: -4 intelligence

Like a mother kangaroo carrying her joey, the Marsupial mutation will add +20 to your carry weight while drastically increasing jump height.

This means you can jump almost up to three times your height, giving you access to buildings and goodies while keeping you out of the reach of any monsters. Bethesda has said that this mutation is rare -- even for high-level players -- as it gives you access to locations you aren’t necessarily supposed to go.

Try to be careful  when you're exploring rooftops because recklessness has a price: falling from too high will kill you. Combine with the Rank 1 Goat Legs agility perk card to reduce fall damage by 40% and upgrade to rank 2 to double that.

With all this fun, it’s almost easy to forget about the -4 intelligence. Yes, this stat change means you will be dumb as a rock. But, for many, it's been a small price to pay for experiencing such primitive pleasures. 

Mutation: Speed Demon

Pros: +20 movement speed, faster reload speed
Cons: Hunger and thirst rates increased while moving

This one is so straightforward and awesome we’re almost scared it's a glitch. With this Fallout 76 mutation, you get a +20 boost to movement speed coupled with the ability to reload weapons super fast.

Even with hunger and thirst you'll feel so free from exertion it’s hard to see a downside to this mutation. The effect on your physical health is so gradual that it’s far from a deterrent.

If you’re lucky enough to get it, consider making this part of your permanent genetic makeup. See just how fast you'll be  

Mutation: Talons

Pros: punching attacks deal +25% damage and bleed damage for 5 seconds
Cons: -4 agility.

This may not be the best mutation, but it deserves a place on this list and in our hearts for a few reasons.

The first being that it's one of the few mutations that changes your appearance, giving you killer claws. With +25% damage to punching attacks, this isn’t a bad deal at all. Each hit will inflict bleed damage which will wound your target for five seconds.

Combined with brass knuckles, this is a pretty killer combo for melee combat. The -4 agility might be less of a blow when you're packing such a punch. With the Evasive Agility perk card, you can add +1 per agility point to your damage and energy resistance.

While some mutations didn’t make the list, it's worth mentioning one of them here: Twisted Muscles. This gives you +25% melee damage combined with -50% gun accuracy (yikes). Players are reporting that stacking twisted muscles with talons will give you +50% unarmed damage making talons twice as deadly.


That’s it for our breakdown of the best Fallout 76 mutations available to date.

It's hard to know if more will be added with free DLC, will be worked into the microtransaction system, or if the stat effects will change over time. We’ll be sure to update you as soon as we know!

What have been your favorite mutations so far? If you have any tips on how to take advantage of these new powers or cheat the stat system help us out in the comments below.

Looking for more tips? Be sure to check out our Fallout 76 guides hub. Whether you're looking for holotape locations or power armor locations, how to get past the power armor glitch in FO76 or increase carrying capacity with the Excavator, we've got you covered. 

How to Kill Evan and Complete the Personal Matters Quest Line in Fallout 76 Wed, 21 Nov 2018 10:17:11 -0500 William R. Parks

"Personal Matters" is a lengthy side-quest in Fallout 76 that takes players from the Vault-Tec Agricultural Research Center to the Morgantown Highschool and beyond as they locate the personal journals of the Overseer.

However, after traversing the map and listening to many of the Overseer's personal musings, players are frequently encountering an issue that stops them dead in their tracks on the quest's last step -- when they go to kill Evan in Mount Blair, they find that he is already dead.

Unfortunately, it appears that when Evan has been killed, he does not properly respawn. While this is obviously a problem, there is a way to kill Evan and complete the quest, though it is less than elegant.

When you log out and log back into 76, you are placed on a new server, which may have a living Evan for you to kill. A tedious process indeed, but continually logging in and out is currently the only way to address the issue.

"Server hopping" has become a go-to method for efficient XP, loot, and resource farming in 76, and here is yet another application. Hopefully, Bethesda will offer a fix for this promptly, though that may not be the case, as a bug with the "Bureau of Tourism" quest line (that had been known since the game's B.E.T.A.) was not fixed until Monday's update.

If you are impatient to clear this quest from your log, I am afraid that this method is your best bet at this time. And if you are still planning to brave 76 despite its many bugs, stay tuned to GameSkinny as we continue to provide workarounds. Head over to our Fallout 76 guides page to find more tips. 

Here are just a few to get you started: 

Where to Spring Farm in Fallout 76 (Best Locations) Wed, 21 Nov 2018 10:12:36 -0500 Sergey_3847

If you've been playing Fallout 76 for some time, then you've probably noticed that you need a lot of loose springs to repair or upgrade your weapons and other items. But it can be really hard to find something as small as a spring on such a big map as Appalachia.

Fortunately, there are a few locations where you can find springs and keep on farming them as many as you want. There are also items that contain springs, such as clipboards, cameras, handcuffs, toasters, typewriters, watches, which can be broken down into smaller parts.

Follow our guide below for the best spring locations and how to farm them infinitely in Fallout 76.

Mountainside Bed & Breakfast

Mountainside Bed & Breakfast is arguably one of the best locations for farming springs in the game. You will find loose springs not only inside paper bags and other stashes, but also by killing Yao Guai bears that are constantly roaming this place.

When you've collected all the possible springs once, leave the game and reconnect. You will see that the springs and bears that drop them will respawn. This cycle will never end and you can farm as many springs here as you want.

Sugar Grove

If you get bored of farming springs in Mountainside, then go to Sugar Grove. There you will find plenty of clipboards that are also a great source of springs and other materials.

The facility also contains a huge number of desk fans that can be broken down for screws that are also essential for repairing and upgrading your gear.

Trading With Players

The last option is to trade with other players that are willing to give up their hard-earned springs for caps. You can trade with your teammates and other players that are ready for cooperation.

In order to start the trade approach another player and select the "Invite to Trade" option that will appear on your screen. If someone else approached you for trading, then chose "Accept Trade."


In these few simple ways you can now easily spring farm as much as you desire, and for other Fallout 76 guides at GameSkinny, check out the list below:

Overwatch Ashe Guide: New Hero Tips and Tricks Tue, 20 Nov 2018 14:29:29 -0500 Sergey_3847

The newest Overwatch hero Ashe wasn't originally planned to be a playable character in the game. She was simply a part of a short animated film "Reunion," where she played the role of the Deadlock Gang member. Fortunately, the developers figured out that Ashe is more than just cartoon character and made her into a true hero.

Ashe is an excellent midrange character that carries a rifle, which is her main weapon. But that is just the tip of an iceberg of this incredible hero. If you want to know more about her abilities, strengths and weaknesses, then follow our guide below.

Ashe Weapons and Abilities

The Viper

Viper is Ashe's primary weapon that can deal damage in two different modes. You can shoot Viper faster with a slightly reduced damage, or slower but with a higher damage using her scope.

But even with the latter mode it would be hard to insta-kill another character, unless Ashe receives some sort of boost. This doesn't mean that Viper is a weak weapon. On the contrary, it can easily disrupt any enemy and prepare them for others to finish them off.


Here is a solid companion to Ashe's rifle. You can throw a bundle of dynamite that explodes with a short delay. But you can speed up the explosion by shooting it with your shotgun, and this is where things get really fun.

Before throwing a dynamite you need to aim your weapon at the target, and the dynamite will follow the crosshair. As soon as the bundle reaches the crosshair you can shoot it for an immediate explosion.

But be careful with this ability as it can also burn Ashe herself. So stay away from shields and such that can deflect it.

Coach Gun

Ashe carries a second weapon in her holster, which is a shotgun. It can help her out in a close combat where her Viper doesn't seem to be that great. And she can use Coach Gun to propel herself into the air and out of combat, as this weapon has a serious knockback.

This is not the type of gun you want to use for headshots, but if you need to shake up the situation, then it fits just right for that kind of purpose.


Now here's something completely different and unexpected. Ashe's ultimate ability summons her sidekick B.O.B that can be easily perceived as another character. B.O.B can be buffed, healed and even hacked.

If the enemy player allows B.O.B to catch them, then it's over for them. In this case he will use his excruciatingly powerful uppercut that creates a perfect opportunity for Ashe to either use her Dynamite or Viper to finish them off.

B.O.B is an excellent ability when used right, but there are also a few cases when he can get in the way of you winning the match.

Ashe Tips and Tricks

B.O.B's Strengths and Weaknesses

B.O.B is a fantastic supporting character when used right. For example, if you have Ana as your ally, she could apply her Nano Boost on B.O.B and make him almost invincible.

However, if you're playing against Sombra, she could easily Hack into B.O.B's AI and stun him for an entire six seconds, which is huge in such a fast-paced game as Overwatch.

There are a few more interactions where B.O.B can be easily disrupted, such as against Reinhardt's Earthshatter or Wrecking Ball's Minefield. This means that summoning B.O.B isn't always a universal solution.

Perfect Against Pharah

Pharah is one of the most powerful heroes in Overwatch and it is usually really hard to kill her due to high mobility and both of her jet abilities. But you can use Ashe to really break Pharah's gameplan and blast her out of the sky using Viper and Dynamite, which are perfect solutions for long and midrange combat.

In case Pharah sends her barrage of mini-rockets at you, just use Coach Gun to quickly disengage with the area of effect. As you see there is more than enough tricks under Ashe's sleeves to make Pharah players cry.

Use Your Guns Properly

There is one distinct feature of Ashe's weapons that we haven't discussed yet, and that is how she reloads her weapons. She doesn't simply replace full clips of ammo, but places each bullet separately. This should really make some players impatient, but you need to learn to always reload Ashe's weapons in order not to stay empty at an important moment.

Taking this into account try to preserve your ammo and shoot only when you are absolutely sure that you will hit your target. Also, don't waste your dynamite on one target, but try to hit at least two other players with it. It's a really powerful ability that shouldn't be wasted.


This tips and tricks guide should help you master Ashe's abilities to wreck havoc in various modes, and for other Overwatch guides at GameSkinny, please see the links below:

How to Save Your Game in the Shared World of Fallout 76 Tue, 20 Nov 2018 14:26:53 -0500 Jonathan Moore

These days, saving your progress is often pretty darn simple; almost every game you play will have some sort of autosave feature or a prominently placed save option.

Since autosaving is often designed to be unobtrusive, it isn't always obvious your progress is being recorded. On top of that, some games don't have any dedicated save options because either manual saving just isn't part of the genre (e.g. MMOs) or just because.

Since Fallout 76 is an online multiplayer game, it takes a play from the MMO playbook and autosaves your progress to the cloud whenever it wants to. There is no dedicated save option.

To "manually save" your game and have absolute control over when it happens, here's what to do: 

  • Fast travel
    • Load into the world and the game will autosave to that point
  • Quit game by selecting "Quit" in the game's menu
    • You can log out without quitting and it should save your game, but it's better to be safe than sorry
So when does Fallout 76 autosave?

Aside from the two methods listed above (which are technically glorified autosaves), FO76 transfers your progress to the cloud when you:

  • Complete quests
  • Complete certain parts of quests
  • Enter new areas on the map or enter certain buildings
  • At regular intervals as you traverse the wasteland

Hopefully this has cleared up any confusion you may have about the game's autosave functionality and given you a way to save your progress in a pinch.

Need help making the best of your C.A.M.P.? We've got a guide for that. Or maybe you're hunting down holotapes or are trying to hunt down ballistic fiber for crafting. Check out our Fallout 76 guides for more in-depth help in Bethesda's newest trip to the wasteland.

Increase Carry Weight with the Excavator Power Armor Quest in Fallout 76 Tue, 20 Nov 2018 12:16:01 -0500 Synzer

Carry weight has become a real problem in Fallout 76. It is to the point where I wear power armor just so I can have extra carry weight. However, the good news is that there is a special power armor called Excavator that increases carry weight by an additional 100.

There is a quest that you must get to unlock the plans to craft this power armor set, as well as the power armor station for your C.A.M.P. Although you can start the quest at any time and start collecting materials immediately, you must be Level 25 to complete it. 

Miner Miracles

The quest you need to unlock is called Miner Miracles and you get it from Garrahan Mining Headquarters. The headquarters is located below the Ash Heap area, in one of the deepest southern regions of the map.

Fallout 76 Garrahan Mining Headquarters

When you get close to the headquarters, a miscellaneous quest will pop up on the map. This will lead you to a poster where you start the quest. After that, you need to go to the reception terminal in the back, then continue through the building until you reach the next terminal downstairs.

Now, you will need to go to the terminal and select the blueprints to unlock the plans for crafting the Excavator Power Armor.

Excavator Power Armor

If you just happen to have all the materials required to craft the Power Armor, you can craft it at the power armor station nearby -- or any other power armor station later.

Considering the materials needed, most players won't have everything they need just yet. You will need to craft every piece of the set to complete the quest, and you only get the additional 100 carry weight by equipping the full set.

The full 6-piece set consists of a helmet, chest, right arm, left arm, right leg, and left leg. The total amount of materials you need are:

  • 36 Black Titanium
  • 12 Glass
  • 26 Rubber
  • 60 Screws
  • 60 Springs
  • 38 Oil
  • 30 Gears
  • 6 Nuclear Materials

Farming Materials for the Excavator Power Armor

Black Titanium 

The best way to get black titanium is to just kill and loot Mole Miners in the nearby Ash Heap area. You can scrap their suits for the materials you need.

Be careful if you come here at a low level because the enemies can be Level 20 or higher. I did find some at lower levels, so you just have to be alert.

Fallout 76 Mole Miner


This part is very easy since you should get plenty from all the bottles, lamps, and alarm clocks you find throughout the game.


Scrap objects such as tires, saws, plungers, and basketballs to get rubber.


You can get these from items like desk fans, clipboards, typewriters, hot plates, and other things that would generally have screws in them.


You can find springs in alarm clocks, fishing rods, typewriters, watches, and other common objects that you'd generally expect to have gears, screws, or springs.


Oil can be found in lighters, lanterns, blowtorches, paint and oil cans, and other objects with fuel.


Gears are in found in most things that have moving parts, like typewriters, desk fans, cameras, microscopes and more.

Nuclear Material

You can find this by scrapping rad poker and blast radius board games, alarm clocks, biometric scanners, and the numerous petrified corpses you run into throughout the game.

Once you've completed the quest, you'll also be able to craft Level 35 and Level 45 versions of the Excavator power armor for a higher cost.

That's everything you need to know to get the Excavator Power Armor and increase your carry weight by 100 in Fallout 76. If you'd like more tips, head over to our Fallout 76 hub page.

How to Remove Stuck Power Armor in Fallout 76 Tue, 20 Nov 2018 10:25:30 -0500 William R. Parks

With Monday's patch, Bethesda has begun to squash some of the bugs that plague Fallout 76. However, some very serious issues have not been addressed, including a glitch that prevents players from exiting their Power Armor.

Using Power Armor is key when engaging in 76's higher-level content. However, players that may have been excited to locate their first suit will quickly change their tune upon encountering this bug.

No longer able to craft, rest, or engage in any other activities that are restricted by wearing Power Armor, it is simply game-breaking.

Fortunately, some industrious players have found some workarounds.

u/camstarrankin shares the following method for Vault Dwellers in distress:

  • Remove fusion cores from the Power Armor
  • Drain the battery until you are only able to walk (using power attacks can expedite this process)
  • Log out with at least one piece of Power Armor equipped
  • Log back in and exit the Power Armor

Additionally, the following process is purported to provide a fix for the issue:

  • Unequip all pieces of the Power Armor
  • Die
  • Log out
  • Log back in, and the Power Armor will be gone

While this may get players out of their Power Armor prisons and back to playing the game, these fixes are temporary, as the bug will persist upon re-entering a suit.


If you are finding yourself trapped in your Power Armor, we hope that one of these methods above will offer you some relief, and perhaps we will see a more definitive bug fix from Bethesda soon.

And if this glitch has not scared you away from the game completely, be sure to check our other guides for more on Fallout 76. Here are a few to get you started: 

Ballistic Fiber Locations in Fallout 76 Mon, 19 Nov 2018 18:30:30 -0500 Jonathan Moore

As you start gaining levels and crafting more armor in Fallout 76, you'll find that repairing some armor pieces requires ballistic fiber, even if those pieces didn't require ballistic fiber to craft. 

The problem is that ballistic fiber is very, very rare. As more players get further into Fallout 76, they're uncovering more and more places to find the scarce material. However, discovery rates are still "abysmally" low. 

Below, we'll take a look at where you should be looking, including screenshots. Note: Cranberry Bog has the most locations. 

Where to Find Ballistic Fiber in Fallout 76

Ballistic fiber is often found by dismantling military items. As of now, the two primary items are military grade duct tape and the military ammo bag

You can find these items in various places around the FO76 map. However, the best places to find them are military bases and installations. Here's a list of all of the military bases on the map. 

Camp McClintock
  • Region: The Forest

You begin in this region; head southeast from Vault 76 and cross the toward the Overseer's Camp.

From the Overseer's Camp, continue due south, past New River Gorge Resort and across the railroad tracks beyond the resort, where you'll find Camp McClintock.  

Clancy Manor
  • Region: The Forest

Travel in the opposite direction, and you'll find Clancy Manor north of Vault 76 on the edge of The Forest. It will be north of Cobbleton Farm. It is just west of the Toxic Valley.

Converted Munitions Factory
  • Region: Savage Divide

The Savage Divide is in the northeastern section of the Fallout 76 map. The Divide is full of Super Mutants and can be a dangerous area. 

From the Palace of the Winding Path, travel east to find the munitions factory. From Vault 94, travel north to find the factory. 

You can also find a fusion core here, alongside other crafting materials such as lead, aluminum, and silver

Monongah Power Plant & Monongah Power Plant Yard
  • Region: Savage Divide

These two locations are essentially one and the same. Travel east of Vault 76 to the Savage Divide, just south of Monongah.  

National Radio Research Center
  • Region: Savage Divide

You can get to this location from two different directions. If coming from Monongah, travel a great distance southeast, clear across the Savage Divide

If you're coming from Camp Venture in The Mire, head west, to the edge of the Savage Divide

You can find a fusion core in the basement here. 

Spruce Knob
  • Region: Savage Divide

You can also get to this location from several directions. If coming from the National Radio Research Center, head southwest and cut through Huntersville

If you're coming from Cranberry Bog, the easiest way is to head due west of The Thorn, crossing over the mountains and Highway 107

Thunder Mountain Power Plant
  • Region: The Mire

Travel southeast from the Converted Munitions Factory into The Mire, a dangerous and swampy region of the Fallout 76 map. Hit Highway 66 south of Red Rocket Mega Stop and follow it east

You'll find Thunder Mountain Power Plant on the left side of the highway near a lake

You can also get to this location by heading slightly northeast from Monongah Power Plant. Cross the Savage Divide and pass Ella Ames' Bunker

Camp Venture
  • Region: The Mire

At the southern edge of The Mire -- just north of Cranberry Bog -- you'll find Camp Venture, where you can find ballistic fiber, a power armor frame, and a minigun, among other items. 

If you travel southeast from Camp McClintock, you'll eventually come to Camp Venture after crossing over the Savage Divide

Alternatively, you can come from Thunder Mountain Power Plant by traveling southwest along Highway 65, venturing off the highway when it curves south of Sunday Brothers' Cabin. 

Firebase Major
  • Region: Cranberry Bog

After you grab the ballistic fiber from Camp Venture, head southwest to Firebase Major. Since there is a rift nearby, be on the lookout for Scorchbeasts as you search the trenches for duct tape and ammo bags

Forward Station Alpha (Survey Station Alpha)
  • Region: Cranberry Bog 

This is a small area southwest of Firebase Major. It consists of two small military tents with a cooking station in the middle, two automated surface-to-air-missile pads, and two watchtowers

The Thorn
  • Region: Cranberry Bog

From Forward Station Alpha, travel south to The Thorn. This outpost is along the mountainous region separating the Savage Valley and Cranberry Bog. Be careful of scorchbeasts

Fort Defiance
  • Region: Cranberry Bog

The former bastion of the Brotherhood of Steel, Fort Defiance is located in Cranberry Bog between The Thorn and Firebase Hancock. Simply travel a short distance southeast of The Thorn to find it. 

You'll naturally come to this location following the event Line in the Sand. This is where you will get your first Legendary

Firebase Hancock

Region: Cranberry Bog

Finally, Firebase Hancock is in the southern-most region of Cranberry Bog, just on the eastern edge of the Savage Divide. Travel due south from Fort Defiance, and you'll stumble across this area. 

Watoga Station
  • Region: Cranberry Bog

Travel southeast from Fort Defiance, crossing through Watoga Transit Hub and over some railroad tracks. Watoga Station is just below AMS Corporate Headquarters on the map. 

Alternatively, you can travel northeast from Firebase Hancock and bypass the areas listed above, making for a slightly safer journey. However, be wary of Protectrons, Assaultrons, and Scorched

Forward Station Delta (Survey Station Delta)
  • Region: Cranberry Bog

Forward Station Delta and the military gear it has is located in the far southwestern corner of the map. You can find it just south of Glassed Cavern

Other Sources of Ballistic Fiber

You can also find ballistic fiber from supply drops and (sometimes) scrapping Power Armor. However, the latter method isn't a viable option unless it is the last resort. Going to the locations above and looking for supply drops is more efficient. 


Know of any other locations that have ballistic fiber? Are there other methods for getting it in Fallout 76? Let us know in the comments, and we'll add it to this guide crediting you with the find. 

For more Fallout 76 tips and tricks, head over to our FO76 guides page

Camp Building Tips & Tricks for Fallout 76 Mon, 19 Nov 2018 12:07:38 -0500 Sergey_3847

Base building, or CAMP building, in Fallout 76 is very similar to the base building found in Fallout 4. If you've played that game, then you should have little to no trouble setting up your first base in 76.

But don't click off yet. Whether you're a beginner or a veteran, this camp building guide for Fallout 76 has both basic and advanced tips, such as how to build a floating base, so keep reading.

Start With the Basics

Don't set up your first base at the very beginning of the game. It's wise to first acquire some experience, gather some junk and resources, and find the best possible spot for your first base.

Even if you've already found the right spot for your first settlement, you still need to gather resources first. That's why it's important to spend time gathering wood scraps, steel and other junk that might come in handy when building your base.

Once you've done that, you'll want to look for the perfect camp location, which should be level and far from other shelters and buildings (so you can expand later).

Here is a simple step-by-step breakdown on how to set up your first CAMP:

  1. Open Pip-Boy
  2. Choose Put down your CAMP
  3. Go to Floors menu and select the desired foundation type
  4. Set up your foundation
  5. Go to Walls menu and build four walls over your foundation (one of them has to have an opening for a door)
  6. Go to Roofs menu and build a roof over your walls
  7. Go to Doors menu and put a door into the wall with an opening

Of course, this is the most basic camp you can build, but it's one that will keep you (somewhat) protected in the early game. Later on, you will be able to move your CAMP unit and build something much larger and better defended.

Advanced CAMP Building Tips and Tricks

Defend Your Base

You can spend a lot of time and resources when building a brand new base, but there is a big chance that it will be destroyed by other players, not to mention enemy NPCs. Repairing and/or moving costs money. 

So defending your base is something you should keep in mind. Here are a few good tips that should help you out:

  • Find an unknown location for your base, where players don't usually roam
  • The best place to build a base is inside a cave since it's naturally protected
  • Build only high-tier turrets to protect your base, as low-tier ones can be easily destroyed
Build a Floating Base

This type of base building makes no sense in the real world, but it's great for Fallout 76.

You can build your base any size and place it on almost any kind of terrain by making it float over the ground. Here's how to do it: 

  1. Set up a 1x1 foundation on a patch of land
  2. Build stairs on top of the foundation
  3. Set up the floor over the stairs
  4. Build the rest of your base over the floor

The benefits of building a floating base are huge, as you are not restricted to even types of terrain. It also protects you from raiders and monsters much better than any other type of base in the game.

Blueprint Your Base

There will come a time when you decide to move your camp, but how do you do it?

Fallout 76 allows you to save a blueprint of your entire base and rebuild it in a new location without spending a dime.

Here's how you can save a blueprint of your base:

  1. Open CAMP menu
  2. Press "E" on PC, "Square" on PS4, or "A" on Xbox One
  3. This will activate the Modify mode
  4. Press and hold "E" ("Square", "A")
  5. While holding select your entire base
  6. Press the Save Blueprint option

When you want to retrieve your base, go to the Stored tab in your CAMP menu and select the saved blueprint to reinstall your whole base on a new location.

However, know that the more complex your base, the more likely it is your camp will "disappear". Players have lost their camps after logging out, and the more complex the camp, the more this bug seems to happen. 

Sometimes you might load your camp from the Stored menu and find that it's not all there. As of now, there's no way to get back what's lost. 

Best Locations for Base Building

Cave Location

If the idea of building a base inside a cave sounds like a good defensive strategy, then consider building a small base inside the cave between Vault 76 and the Mothman Museum.

You can set up a few turrets at the cave's entrance to protect your base. But most likely, you won't have to worry too much since caves are so well protected. Usually, players avoid caves and never expect them to contain entire bases.

Arktos Pharma

The actual building site is located on the hills west of the Arktos Pharma. It provides the perfect view of the surrounding area, and you will have an access to lots of resources both from the Pharma building and the area around it.

This location is relatively unknown, so you will shouldn't be disturbed by random raiders or monsters that would want to destroy your base.

Build a fortress-style base here, as there is enough territory for a wide foundation. This type of base will be hard to destroy because of the entrenched location.

Palace of the Winding Path

This location is great for base building for a few reasons. First of all, it occupies a well-hidden area behind a thick layer of trees that is hard to notice from afar.

Secondly, the ground here is extremely even, where you can build any sort of base you want and of any size. Lastly, the Palace building contains a few important mission items that you simply ought to get as early as possible.

Of course, raiders may still find your base, as this location is quite popular, but you can easily protect yourself using well-placed turrets.


With the help of these CAMP building tips and tricks you should be able to get a good base going, and for other Fallout 76 guides at GameSkinny, make sure to visit the links below:

Rare Spawn Guide for Pokemon: Let's Go, Pikachu and Eevee! Mon, 19 Nov 2018 11:58:27 -0500 Joshua Broadwell

Pokemon: Let's Go, Pikachu and Eevee! might look like pretty updates of the original Pokemon games, but there's actually quite a bit of new content waiting for players to discover it.

One new change concerns rare Pokemon spawns throughout Kanto. Hard to find Pokemon like Chansey, along with Pokemon you normally can't obtain outside scripted events -- including Bulbasaur, Charmander, and Squirtle -- have a small chance of appearing at certain points in the game, making it easier than ever to fill out the Pokedex and eventually take on Master Trainers.

Increasing Your Chances of Rare Pokemon Spawns

If you're incredibly patient, you might run across one of these rare spawns without doing anything special. But if you want to increase your chances of encountering rare Pokemon, there are two things you can do.

The first is using lures, just like you would in Pokemon GO. These items make you more likely to run across a rare spawn for a set period of time, with regular Lures being the least effective, and Max Lures obviously being the most.

The other way is through Catch Combos. You can learn more about those in our catching guide, but here's a breakdown of how they affect your chances of coming across rare Pokemon:

  • Chains of 1-5 double your chances of encountering rare Pokemon
  • Chains of 5-10 triple the chance
  • Chains of 10-20 means you're 4 times as likely to encounter rare 'mon, and so on, until...
  • Chain of 31 and beyond stay at 6 times more likely to run across a rare spawn.

How to Find Bulbasaur

There are two ways to find Bulbasaur. One of the lasses in Viridian Forest mentions her friend saw a Bulbasaur there but didn't record it with a Pokedex, so she doesn't know whether it's real or not.

Rest assured, dear trainer, it's real and you can come across one here.

Found a Bulbasaur!

The other way is through normal gameplay, since the woman in the house next to Cerulean City's Pokemon Center gives you a Bulbasaur, assuming you've caught 30 Pokemon or more by then (and they don't have to be 30 unique Pokemon either).

How to Find Charmander

You can also get a Charmander in a few different ways. Routes 3 and 4 provide your first chances of acquiring the fire lizard. It seems fairly common as well, since a 10-chain catch combo made Charmander show up regularly until the chain broke.

Charmander also has a chance of appearing throughout the Rock Tunnel.

Found a Charmander! 

If you want a faster way of obtaining Charmander, though, head to Route 24, just north of the Trainer Bridge. You'll find a man standing there with a Charmander, looking for a better trainer to care for it. If you've caught over 50 Pokemon, that trainer is you.

How to Find Squirtle

Squirtle follows the same pattern as the other starters. With a good catch combo or lure -- plus some patience -- you can find Squirtle in the little grassy patch on Route 25, right next to where you obtain your gift Charmander.

Whether these are intentionally easier to find remains unclear, but a catch combo chain of 2, then later of 11 caused Squirtle to spawn multiple times.


But, if you'd rather spend that time doing something else, speak with Officer Jenny next to the Pokemon Center in Vermillion City after you've caught 60 or more Pokemon, and Squirtle shall be yours.

Rare Pokemon Spawns

Apart from the starters, there are several other rare Pokemon spawns you can encounter. Here are some choice 'mons you can catch, provided you've got a good Catch Combo.

  • Chansey: Routes 5, 6, 8, 9, 10-21, 23, Diglett's Cave, Mt. Moon, Pokemon Tower, Power Plant, Pokemon Mansion, Victory Road
  • Porygon: Route 7
  • Lapras: Routes 19 and 20
  • Hitmonlee: Victory Road
  • Hitmonchan: Victory Road
  • Snorlax: Cerulean Cave
Rare Pokemon in the Sky

There's another set of rare spawns you'll find on your journey: Sky Encounters but there's an important caveat to these. You won't run into Pokemon in the sky until you've become the Pokemon Champion, so don't spend your time trying to find Moltres on Route 2 until then.

  • Charizard: Routes 2-4, 7-8, 10-25
  • Dragonite: Routes 2-4, 7-8, 10-25
  • Articuno: Routes 2-4, 7-8, 10-25
  • Zapdos: Routes 2-4, 7-8, 10-25
  • Moltres: Routes 2-4, 7-8, 10-25


With these Pokemon easier to obtain than ever before, you've got even more options to build your favorite team with. Let us know in the comments what your team looks like, and be sure to check out our other Pokemon Let's Go! guides!

Tips and Tricks to Thrive in Warhammer 40K: Mechanicus Mon, 19 Nov 2018 11:22:50 -0500 Fox Doucette

In your role as Magos Dominius Faustinius of the Adeptus Mechanicus, you may find yourself a bit overwhelmed at first by the FTL-meets-XCOM gameplay of Warhammer 40,000: Mechanicus.

Luckily, the designers created a game that remains internally consistent enough to play by its own rules, and once you get to grips with what those rules are and learn how to use them to your advantage, what looked at first like a daunting challenge can be a breeze. Follow these quick-start instructions and you'll be an expert in no time.

Step 1: The Player Sets the Difficulty

You'll notice that unlike most games, Mechanicus doesn't bind the player to a difficulty level throughout the game. Difficulty is chosen on the fly by which missions you take, and they're marked as such right on the mission select screen.

The rewards from Easy missions are often very useful in completing the more difficult missions, as well; when you have more troops, more Tech Priests, and more varied firepower, it becomes a lot easier to defeat those harder enemies.

But at the same time, if you're a good enough tactician, you can punch above your weight, and that leads to the second big important tenet of playing Mechanicus effectively.

Step 2: Time Is of the Essence

One of FTL's most commonly known game mechanics is the part where you've always got the Rebel Fleet on your tail, forcing your forward and making it increasingly difficult to hang around one place for too long.

This mechanic is very much alive and well in tomb layouts here in Mechanicus.

Every mission gives you a layout of rooms in a temple, and several paths you can take to the temple's main objective.

In theory, you could visit every room, get all the treasures, and become highly powerful in so doing.

But the more time you waste exploring, the more the little green meter in the upper left hand corner of the screen keeps advancing, and at levels 2 and 4, “more Necrons in battle” serve as your disincentive for tarrying about.

Put simply, if you don't move quickly, the battles will have so many enemies that you'll be overwhelmed.

So what you're going to want to do is plot a course through the temples that either makes the trip in the fewest number of moves or, as a compromise, deviates maybe one room off the ideal path between your starting point and the diamond-shaped objective marker at the end.

There are exceptions to this rule, however; if you're playing a particularly easy level, you can do a lot more exploring because none of those extra enemies are going to pose a real threat. In that case, you can more thoroughly loot.

But try that on Hard and you're toast.

Step 3: Choose Your Upgrades Carefully

Everything in Mechanicus comes with a cost in the form of Cognition Points, basically action points from other tactical strategy games of this type.

As a general rule, the more damage a weapon does, the higher the cost to use it, and there are rarely enough CP to go around in order to allow you to use the heavy artillery on everyone.

This is where you need to pay attention to your upgrades.

As you hover over your Disciplines banner, you'll see the full tech tree laid out for you; you'll want a Lexmechanic to farm CP and a Dominus to deal damage at the bare minimum, and either an Enginseer or a Tech-Auxilium for healing or support fire, respectively.

In fact, a Tech-Auxilium can often be equipped with the most fiendishly overpowered weapons since the ability to manipulate the Cognition Point meter means they'll have a much higher rate of fire and therefore a much higher damage-per-turn rate if you use them correctly.

As a good rule of thumb, have either a powerful melee weapon with a CP cost and a relatively weak energy weapon without one, or the other way around, so no matter where on the map you are, you'll be able to deal damage on any given turn.

Step 4: Don't Neglect Your Armor

Another mechanic lifted right out of FTL's playbook is the relatively low numbers rolled on the attack dice.

This is a game where having 20 HP means you're a tank, and where doing more than 5 points of damage means you've got a very powerful weapon.

With that math in mind, you're going to want to armor up, because armor works as a form of damage threshold (as it's known in Fallout 2 and New Vegas).

Basically, if you have a 3 for energy armor, and you're hit by an energy weapon, three points are subtracted from the damage dealt, and there is no minimum damage modifier; get hit for three points of damage with three points of armor and you take no damage.

This is how heroes survive battles.

Step 5: Never Concentrate Your Forces

In battle, always remember to spread your forces out on the map, because most of the game's stronger enemies come equipped with area-of-effect weapons.

In a perfect world, you are going to want to maneuver in such a way that you're kiting your enemies and forcing them to concentrate, not the other way around.

In addition, weapon trajectories consider whether there's a player in between the shooter and the target, and rather than letting you hit your own guys in the back, the game will simply disallow the shot.

Indeed, if you've got your own guys creating a chokepoint in a narrow passageway, you're going to have a traffic jam on your hands, as units cannot move through other units.

Put simply, a lot of things can happen with a crowd, and none of them are good. Don't pack your allies.

Step 6: Rules Make Tactics

A unit in melee range of an enemy cannot use its ranged weapon, and ranged weapon users have restrictions on their ability to hit enemies at range with friendly units in melee range.

What does this mean in practice?

It means shoot first, axe questions later. As in use ranged attacks before closing in and hitting with melee second.

Similarly on the rules-make-tactics front, the Opportunity Attack system, where one character disengaging from melee range from another character with a melee weapon takes damage on a free melee hit, combines beautifully with the “ranged units can't use ranged weapons from point-blank range” rule.

Basically, closing on melee on a ranged character, even if you don't have the CP to use your weapon right away, means you'll get an Opportunity Attack just because the AI character has to disengage to fire, and sometimes this will tilt the balance and leave it such that your free hit is a killing blow.

Even if you have to use a Cognition Point for a “forced march” move (the orange-outlined range beyond the blue-outlined normal movement range), it's often worth it.

Likewise, don't let melee enemies do this to you. Shoot them before they can close the distance.

A good tactics game applies the same basic ruleset to every unit on the field, and Warhammer 40K, with its tabletop roots, is nothing if not a great tactics game.

Step 7: Canticles Are Playstyle-based

Canticles, or what are basically bonus cards, are earned by doing, and the game makes it very transparent what you need to do in order to earn them.

This is perfect for reinforcing a playstyle. Heck, it's even self-reinforcing insofar as two mutually exclusive ways to earn extra cards are to play a battle without using them at all (which grants increasing amounts of Physical damage) and to use them extensively (which does the same for Energy damage.)

Basically, the strategy with these is to mix, match, experiment, then always use the three specific upgrades that best suit what your team is out to do.

Step 8: Save Scumming Is Rewarded

The tombs and battlefields aren't procedurally generated. While this limits replay value, it also completely removes the issue of failing a mission, trying again, and finding to your dismay that the mission parameters changed so much that the new strategy you wanted to try won't work either.

You get 5 autosaves. You get a manual save. And while playing Iron Man style is noble and a worthy challenge, the blunt fact is that the game's got your back.

This also works for every decision tree in the tombs, where you're given three lore-appropriate choices for a bit of story and flavor text, and the “right” choice isn't immediately apparent.

Nobody's going to ding you for save scumming. It's a single-player game.

Step 9: Don't Be Afraid to Experiment

The devs really, really want you to use and try everything. So within the parameters of the previous 8 steps in this guide, remember you will be generally—not always, but often enough—rewarded for getting strategically creative.

Much like the games this game cribs from, there's no one right way to play it. So try them all; you'll get much more longevity out of the game that way anyway.

Good luck! Check out my review of Mechanicus if you're still on the fence on getting this satisfying strategy entry to the Warhammer 40K game series.

11 Tips for Sneaky Stealing in Thief Simulator Sun, 18 Nov 2018 15:40:46 -0500 Tim White

A good title is snappy, descriptive, and to the point. Thief Simulator certainly fits the bill. As a fledgling criminal, you won't be pulling off six-figure heists right away. In fact, you're a pretty terrible thief at first. Thief Simulator has a fairly bare-bones tutorial; learning how to steal everything that isn't nailed down without getting busted is largely trial and error.

Never fear—follow these 11 simple tips and you'll be lifting diamonds and hacking cameras before you know it.

1. Observe Tenant Routines (or Buy Intel)

The first and most important thing to remember for an amateur thief is to minimize risk. The easiest way to do that is to make sure any house you intend to burgle is empty.

Cautiously approach a home while crouched and peek through some windows; staying low will reduce the risk of being spotted if someone is home. When tenants are home, you can aim at them and click the Mark button (default middle mouse button) to record their routine for that part of the day.

Check back several times throughout a 24-hour period to get an idea of when the house is vacant. When all the arrows in the upper-right of the screen are in blue sections of their respective meters, nobody's home. Get in and get out!

Later on, once you've got some upgraded abilities under your belt, you can confidently burglarize occupied homes, but play it safe to start.

Alternatively, if you've got cash to burn, you can buy intel for many homes on the computer in your hideout; this will reveal helpful facts about your target without having to stake it out yourself.

2. Plan Ahead

Nothing's worse than painstakingly planning a heist, only to realize you left your tools at home. You can buy lockpicks, climbing gear, and other useful kit at Tools4Thieves on your home computer. Make sure you're bringing the right tools for the job at hand (and watch your weight, too—most tools take up some space in your backpack, leaving less room for loot).

Lockpicks can break, so bring several. Also note that higher-level lockpicks cannot unlock lower-level locks, so you'll need to carry a few of each type at all times.

3. Practice at Home

Some of the tools take a little getting used to. For example, there are several different kinds of lockpicks, and they all work differently. Practice on the dummy locks at home before you take them to a job. The middle of a stranger's living room at 2:00 AM is not the time or place to realize you don't know what you're doing.

4. Nighttime is Not Always Better

Sometimes you'll want to start a job at night, but sometimes daytime is preferable—when the homeowners are at work, perhaps. Getting into and out of a house unobserved is harder in broad daylight since there are more people on the streets.

On the other gloved hand, nighttime heists are generally more profitable once you've gained a few ranks in each of your basic skills, which will enable you to sneak through and clean out an occupied home (or several on the same block) without waking the owners. There will be fewer people on the streets, so entry and exit will be easier.

Rule of thumb: daytime jobs are easier and safer, nighttime jobs net bigger rewards.

5. Back In & Pop the Trunk

The job isn't over once you've got your paws on the loot—you still need to escape with it. Make this part easier by choosing a parking spot close to your target(s), but relatively out of plain view. Point the car toward your intended escape route and leave the hatch open and ready for large items to be loaded.

This will save precious seconds when it's time to leave—seconds that can make the difference between escape and capture, if the fuzz is onto you.

6. Don't Get Greedy

Weird advice for a thief, right? Seriously, though, it doesn't matter how much loot you've scooped up if you end up in the back of a police cruiser. Know when to call it a day, especially at lower levels. One full backpack and a clean getaway is worth far more XP and cash than a pair of handcuffs, which is all you'll get if you spend too much time in one place or attempt jobs you're not well prepared for.

7. Slow is Smooth, Smooth is Fast

Speed is not your friend. It is, but not in the way you're thinking.

Homeowners and civilians in Thief Simulator do, in fact, have ears. They can and will hear drawers slamming all up and down the block. You can press E to fling open doors and containers with wild abandon, or hold E to open them nice and quiet-like. Get in the habit of doing this without fail.

Homeowners generally don't enter different rooms unless their routine is changing due to time passing or unless they have a reason to, so don't give them one.

8. Bottoms Up

"Successful" home invaders are efficient above all else. You'll spend a lot of time searching dressers and cabinets; you can cut that time in half by doing it smartly.

Open vertically stacked drawers and containers from the bottom up, so you can see inside each one without having to close it before you can see into the next one.

Please never, ever put this trick to use in real life.

9. Hide the Evidence (or Yourself, at Least)

A master thief is a ghost. Ideally, the homeowner should never know you were there until they specifically go looking for something you've lifted.

People will notice things that are not as they left them; open doors and drawers, missing items that were in plain view, and broken windows will all blow your cover in short order.

Whether you want to clean up after yourself as you go or do it all at once after you've emptied the whole house is largely personal preference. It's a question of how much loot you want to trade for extra safety. If you do get busted, it's often better to hide and wait for things to cool down than to try to outrun the 5-0.

10. Your Car Can Hold Stuff

Your biggest obstacle in the beginning will be your tiny, tiny backpack. It can't hold much. The game doesn't explicitly tell you that there's a gray box in the passenger seat of your car, and that you can put stuff in it.

If you're doing well on time and things are going smoothly, consider running back to the car to dump your haul and then going back for more.

(But don't forget tip #6.)

When it's time to pawn your pilfered goods, you'll have to pull them back out of the box at the pawn shop and make several trips inside. The extra minute or two of manual labor will be worth it.

11. Sell Online, Then Patronize Your Pawn Shop

In some cases, large or rare objects that you "re-home" will fetch much better prices on BlackBay (accessed from your home computer) than they will in the pawn shop. When a hard day's crime is done, it's worth stopping by home before you visit the pawn shop to see if your loot can be turned into bigger piles of cash, especially if you've picked up something that looks unusual.

There you have it! Keeping these basic strategies in mind will make your entry-level stealing much easier and more enjoyable.

Keep an eye out for more Thief Simulator guides as we get further into the game.

Hitman 2: 100% Challenges Guide (The Finish Line) Sun, 18 Nov 2018 15:26:26 -0500 Tim White

Grab a drink and get comfortable—there's a ton of Hitman 2 wisdom packed into this guide! Let's dive right in.

Many of these challenges will be easier if you've unlocked certain starting disguises, locations, or gear. We'll mention those opportunities when they're relevant, but no challenge is impossible to complete without them; you just may have to do a little more prep work on your own. This guide also assumes you have a basic understanding of the various ways to manipulate NPCs—namely, by poisoning them and creating distractions.

TIP: We've presented related challenges in a logical order wherever possible, but there's more than one way to combine many of them. Make liberal use of Ctrl+F to find the names of any challenges, disguises, or locations you're looking for within this guide. 

The Map

You may want to open each of these images in a new tab and keep them handy for reference, especially if you aren't intimately familiar with the area yet. All 48 locations required for the DISCOVER MIAMI challenge are marked for you. Underlined text within this guide refers to named map locations.

Discovery Challenges

There are 16 discovery challenges in this mission.

DISCOVER MIAMI - Reveal 48 map locations as shown on the maps above

THE FLAMINGO - Disguise yourself as the mascot

The mascot can be found in the parking garage on floor B1.

THE MILITARY MAN - Disguise yourself as Ted Mendez

Ted Mendez wanders around outside the Miami Bayside Center Expo, near the dolphin fountains. Lure him to a private spot to steal his threads.

COCONUT BALLS - Disguise yourself as Florida Man

Florida just can't catch a break. This walking stereotype can be found fishing on the docks in Marina Park South.

SHEIK ZANZIBAR, I PRESUME? - Disguise yourself as the Sheik

Sheik Zanzibar can be found on the second floor of the Thwack racing paddock, having a drink with someone you might recognize from the "Three-Headed Serpent" mission...

ONE KILO BRICK - Find a brick of cocaine

The annoying tool talking to the sheik is Hector Delgado, and he's carrying a highly illegal substance. Take it from him however you wish. Maybe don't cause a time paradox by killing him.

THE RIVAL - Disguise yourself as Moses Lee

This challenge is easiest to accomplish by starting the mission in a race marshal disguise, but you'll need one even if you don't have it available from the start. Head west across the race track overpass toward the hotel, and descend the stairs to the ground floor. Next to the tower is a race marshal's station. Take up the flag and disqualify either driver when prompted. (If you disqualify Moses Lee, doing so will also complete the ODD ONE OUT feat.)

Immediately turn around and run across the street toward the garages. Moses Lee will be in the Kowoon team garage, which is the yellow one—second in line if you start from the southernmost garage and head north. Follow him until a convenient opportunity to snag his duds presents itself.

VERY IMPORTANT PERSON - find a VIP race pass

From the default starting location, take an immediate left and look for a door to the right of the stairs. You'll need a lockpick or crowbar to get it open, and take care to make sure nobody is watching you pop the lock. The Podium Club Pass is on a table just behind the door.

BACKDOOR ENGINEERING - Find the event crew keys

From the starting location, look for a white door behind and to the right of you. This leads to the trucks area. If you don't have a valid disguise, sneak carefully into the locker room and snag the keys from the gross laundry basket.

DAY AT THE AQUARIUM - find a Bayside Center keycard

There are Bayside Center keycards all over this mission; two are easy to access from the default starting location without needing any particular disguises. The Kronstadt engineer outside the employee entrance in Marina Park SE has one you can snag after disposing of him.

Alternatively, you can grab one from a table in the staff area behind Robert Knox's demo car in the expo room.

BLACKMAIL - Find the blackmail documents

This challenge is a bit misleading, because the item you're looking for is actually called incriminating evidence. You'll find it naturally by following the mission story "Pretty in Pink" (and wouldn't you know it, we've got a guide on how to do that right here).

FRUTTI DI MARE - Find two aquatic "weapons"

Ok, this one's just weird. You need to find a fish and a starfish, both of which can be used to inflict terrible carnage. (Just like in real life, I guess?) Head to the aquarium and get ready to radically increase the owner's insurance premiums. Shoot the glass out of tank #9 to dump its contents all over the floor and find the starfish. Fish can be found in several of the other tanks.

WHAT'S IN THIS THING? - Open the evidence locker

It would seem someone's trying to kill one of Robert Knox's rivals, but the bomb they tried to mail has been intercepted. The fastest way to get to the evidence locker it's stored in is to start as a food vendor or a waiter, if you have either. Find any lone security guard, knock him out, and take his clothes. (This isn't required, but it makes the next part much easier.)

Make your way down to the security area. See that tiny little yellow post-it note on the desk that I circled in the screenshot? That's the combination for the evidence safe. Sneak in there and grab it, but watch out for the one or two guards in the area that won't be fooled by your outfit.

Once you've got them digits, head across the hall into the southernmost room (the one with a police baton on a shelf). Open the evidence locker. Strictly speaking, this is all you need to do for this challenge, but if you also want to complete the EXPLOSIVE LIAISONS assassination challenge, grab the car bomb and the note and hop over to that section of this guide to see what to do next.

COMMUNICATION BREAKDOWN - Sabotage the satellite dish

A Kronstadt security outfit will make this a hundred times easier, but sadly, you can't start with one. To get one easily, start as a Kronstadt engineer and grab a Bayside Center keycard from an office just down the hall from your starting location.

There are lots of bodyguards on this floor; isolate one however you prefer and grab his suit. That done, jog up to the third floor—preferably via the southwest staircase, as it's the only one not guarded by security personnel that won't be fooled by your disguise. Head to Robert's office and snag the electronic access dongle from Knox's desk.

Now head north down the hallway to the server room. Hop out the window on the west wall and use the dongle on the laptop next to the satellite dish. This challenge is now complete, but you're now perfectly set up for the assassination challenges THE MESSAGE and THE TREE FALLS ON THE APPLE. Scoot over to those sections if you're after those challenges.

SLICE OF VICE - Escape Miami on a speedboat

Once you've eliminated both targets, head to the Marina Park South and break into the boat rental shack, but make sure the patrolling guard doesn't see you do it. Snag the boat key from the counter inside and use it on the boat moored just outside.

THE SEWER BEYOND - Escape through the sewers

This is a perfect escape route if you're doing any of the mission stories or assassination challenges that involve Sierra Knox and the mascot (PRETTY IN PINK, SYMPATHY FOR THE BIRD, PINK MENACE or LAST WORDS), but you can exit through the sewers anytime. The entrance is conveniently located in the hotel courtyard. You'll need a crowbar to lift the manhole, so come prepared.

Whew! That's all 16 discovery challenges done. Take a break, stretch, go outside for a bit.


There are 33 feats in this mission.

MR. TAMBOURINE MAN - Take the street musician's clothes and play his instruments

This is super easy. From the default starting area, head left and go down the stairs. The street musician is right there in the tunnel. Take him out anyway you choose, steal his duds, and then interact with his drums to blend in.

ARMS DEALER - Pacify a researcher with an android arm

To finish this challenge in 20 seconds, start as a Kronstadt engineer and scoot over to the android lab, just across the hall from the android showroom. There are arms and nerds everywhere; grab one of the former and bean one of the latter.

THOROUGH DEMONSTRATION - Make the killer robot waste someone other than Robert Knox

This one's also fast and easy if you start as a Kronstadt engineer. Jog over to Office 1C on the second floor, then into the server room adjacent to it. You'll find Derek McInnis's ID card on the desk. Run to the android showroom and wait for dear Derek to step in front of the killer robot. Scan his ID card and feel free to giggle. (You can also do this to Ted Mendez, whose ID card can be found behind the 1F reception desk, but it's a lot more convoluted to pull off.)

SHAFTED - Push someone down an elevator shaft to their death

This can be done on the 2nd floor of the Kronstadt building, in the maintenance room immediately to the right at the top of the main staircase. Lure someone into the room by throwing objects or turning on the sink to flood the room. Coax them to the very edge of the elevator shaft with further distractions and give them a gentle shove, then reflect on what a terrible person you are.

TINTAMARRESQUE - Take a cheesy photo

In Marina Park South, near the dock where Florida Man hangs out, you'll see a goofy photo-op cutout. Simply interact with it.

FISH SLAPPING DANCE - Slap someone into the ocean with a fish

Yeah, you read that right. You can probably start the mission with a fish as one of your items, it's a fairly low-level unlock. If you don't have it yet, snag one from the aquarium as detailed in the FRUTTI DI MARE section.

The roaming security guard in Marina Park South near Florida Man makes an easy target, but you can use any of the NPCs in the area. Lure the unfortunate soul to the edge of the pier by throwing stuff, then approach and beat him with the fish to make him fall in the water. What a weird sentence to type.

FREE FISHIE - Help a fish go home

Immediately after you complete FISH SLAPPING DANCE, toss the murder weapon back to whence it came. Or, if you're not a total monster, just toss any fish into the water—you don't need to kill someone with it first.

TANKED - Incapacitate security guard(s) by shooting a fish tank

You'll need a gun for this—any will do. Two security guards patrol the aquarium. Wait for one or both of them to stop next to or pass by any of the wall-mounted fish tanks, then shoot the glass a few times.

SLEEPING WITH THE FISHES - Dump a body into a fish tank

After completing TANKED, just dispose of the guard(s) in any of the open-top fish tanks. It's the perfect crime; nobody will ever notice the shattered glass or the gasping fish flopping all over the floor.

SAFETY FIRST - Tamper with the pressure release valves for the pyrotechnics display

This is a required step for the BETTER BURN UP THAN FADE AWAY assassination challenge; see that section for details.

ODD ONE OUT - Disqualify Moses Lee

Dress up as a race marshal and disqualify Moses Lee from either of the two race marshal stations at the base of the raceway overpass towers.

SWEET VICTORY - Put sugar in Moses Lee's gas tank

If you've reached Mission Mastery level 20, you can start as a mechanic in the Kowoon garage, which is perfect—but starting as a waiter in the driver's lounge is a good choice too. In either case, head into the kitchen just across the hall from the driver's lounge. Snag a bag of sugar from the counter.

Now head back to the Kowoon garage and change into a mechanic's uniform if you didn't start with one. Click on the pit crew station and select the funnel to use the sugar in a cutscene. Challenge complete!

47 ON THE SCOVILLE SCALE - Drink the chili shot during a drinking contest with Sierra Knox

This challenge, as well as MILKY WAY and HOT SHOT, can all be set up fairly quickly by disqualifying Sierra Knox from the race. (Moses Lee wins by default unless you disqualify him; these three challenges can all be completed regardless of who wins, but all of them go a lot faster if Moses wins.)

No matter how you choose to approach the setup, you'll need to get Moses Lee alone, incapacitate him, and change into his clothes after the race is over. Head to the driver's lounge and wait for Sierra Knox to show up. (Sometimes she dawdles, or won't come to the lounge at all. If you go find her and speak to her as Moses, that should prompt her to come to the lounge.)

Once she arrives and the drinking contest gets underway, watch the glass she puts the chili sauce in very closely. She'll spin the serving tray and invite you to take the first shot. If you kept your eye on the spicy glass, you'll know which one it is—either drink it or don't, depending on whether you're going for this challenge or MILKY WAY.

MILKY WAY - Make Sierra drink the chili shot

Follow the instructions for 47 ON THE SCOVILLE SCALE above, just make sure she drinks the shot instead of you. (This is also a good opportunity to poison the chili sauce with emetic poison before Sierra arrives, if you want to send her to the bathroom in order to complete HOLD MY HAIR. Doing so while dressed as a waiter will avoid arousing any suspicion.)

RED FLAG - Stop the race early by crashing multiple cars

The ideal setup for this one involves starting as a race marshal with a sniper rifle smuggled into the parkside food stands, but it doesn't matter where the rifle is as long as you can get one. You can also check off the DÉJÀ DUE feat and the MOVING TARGET assassination challenge with this setup.

Return to the overpass with your rifle and take out one or both of the real race marshals, if necessary.

Shoot Sierra's car with your rifle when it comes down the straightaway, completing MOVING TARGET in the process. (You can't shoot other cars until hers is destroyed.) Simply continue shooting other cars until the challenge completes.

DÉJÀ DUE - Snipe a poor, innocent, defenseless pigeon

This might be the hardest feat in this mission, simply because the pigeon is so difficult to find. (You're welcome.) As in RED FLAG, bring a sniper rifle to the raceway overpass and face north. Looking at the screenshot below, you may not see anything. He's just reeeaallyy far away. Zoom in, he's there, I promise. Blast him.

 THE THUNDER THIEF - Accept the race trophy as Moses Lee

To do this, you'll need to either disqualify Sierra Knox or wait for the race to end naturally; Moses Lee will win if you don't interfere. Once the race is over, you'll need to move fast. You have to intercept Moses and take his clothes (undetected) before he gets to the podium tunnel.

Make a hard save as soon as you've swapped places with Moses, because the following section can be buggy. Follow the red carpet outside the Kronstadt garage, down through the podium tunnel. On the other side, you'll run into this dude in a gray suit.

Stop before him and let him chatter a bit, then follow him when he tells you to. You need to wait until 5 other NPCs show up and position themselves at the top of the stairs before you can go accept the trophy; sometimes this process takes several minutes, and sometimes it doesn't happen at all. Try reloading an earlier save if 5+ minutes go by and you still haven't been called to accept the trophy.

YOU GOT A FAST CAR - Sit in Robert Knox's new prototype race car

The car in question is located in the expo room, and you can get to it most easily by starting as a Kronstadt engineer. You'll need a screwdriver, so pick one up anywhere (there's one in the maintenance room just northeast of the car itself).

Use the screwdriver on the car's engine and wait for another engineer to call Robert Knox to report the problem. The boss will come running and will direct you to sit in the car when he gets there. (This completes this challenge and leads into the assassination challenge EXTERNAL COMBUSTION ENGINE, but to do that one, you'll need to have done something else first; see that section of this guide for more info.)

POTTY TRAINING - Make the doctor's patient leave without killing him

In the emergency bay, a Kronstadt team member is struggling to provide a urine sample. You could just bash his brains in, but this challenge is asking you to show a little finesse. Just follow him into the bathroom and turn on the sink to, uh, correct his problem.

Completing this challenge will put you in a good position to complete the DOCTOR 47 and/or VITAMIN OVERDOSE assassination challenges.

SYMPATHY FOR THE BIRD - Stop Sierra Knox from killing the mascot

To make this possible, you'll first need to find the mascot in the B1 parking garage before the race ends. Return his car keys and don't mess with him after that—just wait for the race to end, and head for the hotel in the meantime.

Eventually, the mascot will show up and be led into the courtyard.

Sneak your way to the alley behind the hotel, and take up a position here:

Wait until Sierra Knox arrives to confront the mascot. It may be a while. Once they've made their way into the alley, stay hidden until Sierra dismisses her guards. When you hear her say "Who do you think you're dealing with?" that's your cue to move in. Dispose of her in any manner before she pushes the mascot down the hole.

LAST WORDS - Get killed by Sierra Knox in a very specific manner

This is another weird one. Follow the instructions for SYMPATHY FOR THE BIRD as described above, but instead of hiding behind the crates, drop down the hole and just hang there before Sierra and the mascot arrive. Chill out there for five or ten minutes, and don't ask me how 47 can support his entire weight on his fingertips for that long.

Don't do anything, just wait. Once Sierra pushes the mascot to his death, she will finally notice you and stomp on your fingers, sending you to a similar fate.

I have no idea why this is a challenge.

MISSION STORIES: MIAMI - Complete the mission stories "Pretty in Pink," "New Army," and "Perfect Machine"

In the interest of brevity, let's take advantage of a feature that Hitman 2 already has built into it: the mission stories guide. Set it to "full guide" in options, if it's not that way already. Now, head to the following three locations to uncover the three relevant mission stories.

Eavesdrop on Ted Mendez outside the Miami Bayside Center Expo...

...eavesdrop on the mascot in the B1 Parking Garage...

...and finally, eavesdrop on the Krondstadt mechanic's phone call near the port-a-potties in Stands South.

Doing all three of these things will unlock "New Army," "Pretty in Pink," and "Perfect Machine," respectively. Simply track and complete each mission story to check off MISSION STORIES: MIAMI.

THE BRIEFCASE - Unlock an ICA briefcase by completing the Miami mission

It's right there in the description. Complete this mission in any fashion whatsoever.


This feat, and the five others that comprise it, are the same in every mission. They're fairly straightforward, and most of them can be completed in many different ways.

  • HOLD MY HAIR: Kill a mission target by drowning them. Most easily accomplished by using emetic poison on a food or drink item you know the target will consume, then following them to the bathroom to drown them in the toilet.
  • PIANO MAN: Kill a mission target with the fiber wire, anytime, any place.
  • STRAIGHT SHOT: Kill a mission target with a headshot from a firearm
  • TASTELESS, TRACELESS: Kill a mission target with lethal ingested poison. In this mission, completing HOT SHOT will satisfy this requirement as well.
  • SOMEONE COULD HURT THEMSELVES: Kill a mission target via an accident kill. In this mission, the following assassination challenges all count as accidents if you complete them while undetected:

CHAMELEON - Find all 29 disguises

Hoo boy. This one's a doozy. Rather than bombard you with images, I will instead sincerely thank reddit user newhoxton, who has made a full and concise list already.

Common disguises

  • Event crew (all around the podium)
  • Event security (all around the security center)
  • Food vendor (in food stalls outside the stands)
  • Kronstadt engineer (all over the Kronstadt building)
  • Kronstadt security (all over the Kronstadt building)
  • Medic (all around the emergency bay)
  • Race marshal (on and under the raceway overpass)
  • Waiter (in the driver's lounge and in most of the team paddocks)

 Uncommon disguises

  • Journalist (VIP area street, VIP area square, and podium)
  • Kitchen staff (kitchen)
  • Kronstadt researcher (android lab and android showroom)
  • Mascot (B1 parking garage and stands south)
  • Race coordinator (podium and control room)

Mechanics (in their respective garages)

  • Aeon mechanic
  • Kowoon mechanic
  • Kronstadt mechanic
  • Sotteraneo mechanic
  • Thwack mechanic

Unique disguises

  • Florida Man (fishing on the pier in Marina Park South)
  • Moses Lee (wanders all over after the race)
  • Pale Rider (on a bench in the locker room under the pit building)
  • Sheik (Thwack paddock)
  • Street musician (Bayside tunnel)
  • Ted Mendez (Miami Bayside Center courtyard)

Team drivers (also unique)

  • Aeon driver (driver's lounge)
  • Blue Seed driver (signing autographs near the event entrance)
  • Kronstadt driver (emergency bay)
  • Kowoon driver (driver's lounge)
  • Thwack driver (wanders the southern VIP areas)

Time for another stretch break—that's all 33 feats down!

Assassination Challenges

We're on the home stretch, boys and girls. I know this is what you really wanted, anyway. There are 18 assassination challenges in this mission.

THE FLORIDA DIET - Poison Robert Knox at Florida Man's Food Stand

You'll need some sort of ingestable lethal poison for this challenge. Either bring some in your loadout or look for lethal pills in the emergency bay.

Florida Man hangs out around the pier in Marina Park South. Kill him or knock him out, then take his clothes and his food stand key.

Head over to his food cart just north of where you found him and use the key to unlock it.

Blend in at the cart, and when NPCs wander by, serve them some coconut balls. When you've satisfied a few customers, Robert Knox will get word that his favorite eatery has reopened and come down for a bite. Discreetly add some lethal poison to his dish before serving him, then get outta there before his bodyguard catches on.

THE MAN AND THE SEA - Kill Robert Knox with a giant fish

Bring a concealable firearm and follow THE FLORIDA DIET as described above, but don't poison Robert Knox's food. He'll go for a walk after he's eaten and will eventually end up on the pier where you found Florida Man. Wait until he's lined up with the giant fish mounted above the pier, then shoot the support ring on the opposite side to finish off Robert Knox in a spectacularly embarrassing fashion.

EXTERNAL COMBUSTION ENGINE - Cause Robert Knox's new prototype car to fatally malfunction

If you can, start the mission as a Kronstadt engineer and snag a Bayside Center keycard from the staff area behind the prototype car in the expo room. 

You'll need two other things too: a screwdriver (maintenance room just northeast of the car) and a canister of octane booster. There are several boosters in various places, but the easiest one to grab without raising suspicion is on a shelf in the race marshal area garage.

Once you've got all your supplies in hand, head to the expo room and sabotage the car's engine with the screwdriver as described in YOU GOT A FAST CAR. Immediately afterward, pour the octane booster into the engine. When Robert Knox arrives, he'll tell you to sit in the car while he diagnoses the engine; oblige him. Rev the engine each time he tells you to. On the third try, he'll explode quite comically. Challenge complete!

UNDER THE SEA - Kill Robert Knox by dropping a shark on him

Pretend you're completing EXTERNAL COMBUSTION ENGINE, but bring a concealable firearm, and when Robert Knox tells you to sit in the car, ignore him. It's best to hang back about this far.

He'll eventually write you off as a lost cause and decide to fix the car himself. This time, the explosion won't kill him, but it will cause a target lockdown.

Before the explosion happens, slip into the aquarium next door and position yourself right about here.

His bodyguards will bring him here when the lockdown starts—and park him right under that precariously balanced shark up there. You brought a gun, right? You know what to do.

OCULAR ADMINISTRATION - Kill Robert Knox by poisoning his eyedrops

You're heading to the third floor of the expo building, where only Kronstadt security and researchers are permitted, so snag one of those outfits (security would be better). Make sure you bring some lethal poison as well.

Once you've made it to the third floor undetected, find the bathroom across the hall from the storage room and caddy-corner to the server room. You'll see some unattended eye drops on the counter in there. "Modify" them.

However, Knox doesn't use the eye drops unless he needs them. According to some of his employees down the hall, dry air makes his eyes hurt. Hmmm....

Find this A/C panel in Robert's office and set it to dry cool mode. (Watch out for the guard in there who won't be fooled by your disguise.)

Now you just need to wait for Knox to return to his office and the rest will take care of itself.

THE MESSAGE - Arrange an unfortunate height-related accident for Robert Knox

Follow the guide for COMMUNICATION BREAKDOWN way up there in the Discoveries section and wait near the satellite dish for Knox to show up. After some unsuccessful fiddling with the laptop, he'll step dangerously close to the edge of the roof in order to mess with the dish itself. It would be a shame if he slipped...

If you care about doing this undetected, take care of his personal bodyguard ahead of time.

THE TREE FALLS ON THE APPLE - Kill both Robert Knox and Sierra Knox with one well-timed push

Follow the guide for THE MESSAGE, with one difference: don't push Knox as soon as the opportunity presents itself. Wait until he says something like "Oh, here comes my car with my daughter in it." Push him right when he finishes that sentence, or a little earlier, and look at that, your whole job is done already.

You'll know you timed it right if a special cutscene triggers when you push Knox.

PARANOID ANDROID - Make one of Robert Knox's own androids kill him

This is easy to accomplish if you disguise yourself as Ted Mendez, as explained in the "New Army" mission story.

Once you're in disguise as Mendez, head into the building, take the stairs to the right, and grab this picture of Robert Knox from the magazine rack on the landing.

Now head to the android showroom and wait for Knox to arrive and step in front of the killer robot. Use the photo of Robert Knox on the robot and you're done.

EXPLOSIVE LIAISONS - Trick Robert Knox into killing his own daughter

This is probably the toughest assassination challenge to uncover, but it's also the most gratifying (and efficient)!

Start your mission at the default location and sneak into the trucks area. Obtain an authorized disguise, or just don't get caught in here. Either way, head through the southernmost white door in the parking lot and you'll find yourself in the security area.

It's advised to dispatch a security guard and take his clothes. Take the evidence locker combination as described in WHAT'S IN THIS THING? Open the evidence locker and take the car bomb and the note within.

Your next stop is the Kronstadt garage, and you'll need to dress the part too. Find the disgruntled Kronstadt mechanic near the port-a-potties in stands south, or distract one of the mechanics in the garage and take him out; either way, you need a Kronstadt mechanic disguise.

Now, pop over to Sierra's pit stop station in the Kronstadt garage and elect to place a bomb on her car.

Don't detonate it, tempting as it may be.

Now you need to run all the way back to the event entrance and use the pay phone next to the stairs. You'll call the number you found on the note with the car bomb and arrange a meeting with Robert Knox.

He wants to meet face to face on the raceway overpass. Getting there undetected as a mechanic won't be easy, so you may want to change clothes again—Kronstadt security guard would be a good choice.

Once you meet with Knox on the overpass, he'll ask for the bomb detonator. Give it to him, then wait until he dismisses his bodyguard. He'll step to the railing and dramatically activate the detonator, realizing too late that the bomb is on Sierra's car.

If you act quickly, you can capitalize on his shock and grief and send him down to meet her.

Two for one. So satisfying.

DAYS OF THUNDER - Blow up Sierra Knox's car during the race

You can either plant the car bomb on Sierra's car as described in EXPLOSIVE LIAISONS, or you can put a regular remote bomb on her car during the pit stop. Either way, just detonate it yourself at any time instead of handing the detonator over to her father.