Tips Category RSS Feed | Tips RSS Feed on en Launch Media Network Sekiro: Shadows Die Twice Guide — How to Get All Endings Tue, 26 Mar 2019 10:37:57 -0400 Sergey_3847

Sekiro: Shadows Die Twice has multiple endings, four to be exact. Two of those endings are easy to unlock just by following the main storyline, while the other two require some deeper knowledge of the game itself.

If you want to unlock all four endings in Sekiro: Shadows Die Twice simply out of interest or because you want to get the Platinum trophy, then follow our step-by-step guide below for each of them.

Easy Endings: Immortal Severance and Shura

The two simplest endings you can get in Sekiro are Immortal Severance and Shura. These differ only in the choices you make at the end of the game.

Here's what you need to do in order to unlock one or the other:

  1. Head to Ashina Castle after defeating the Corrupted Monk.
  2. Talk to Great Shinobi  Owl, who will prompt you to make a choice of either serving Kuro or Iron Code.
    1. Choose Kuro for Immortal Severance ending.
    2. Or choose Iron Code for Shura ending.

Purification Ending

This alternative ending will unlock the Purification trophy, and requires additional actions to achieve.

Follow these steps to unlock the Purification ending:

  1. Repeat the steps above, and in the end, choose to serve Kuro.
  2. This will prompt the fight with Owl. Defeat him.
  3. Jump over to Isshin's room and eavesdrop on his conversation with Emma.
  4. Go to the top of the castle and rest at Sculptor's Idol.
  5. Head over to Kuro's room and eavesdrop on him.
  6. Return to Emma and talk to her.
  7. During the conversation, choose to agree with her that Kuro cannot be allowed to die.
  8. Rest at the idol again and talk to Emma once more.
  9. Travel to Ashina Castle's Old Grave.
  10. Rest at the grave idol and go left.
  11. Find Emma standing at the grave and talk to her.
  12. Travel to Dilapidated Temple idol.
  13. Eavesdrop on Sculptor and Emma.
  14. Head inside the room and talk to Emma.
  15. Travel to Hirata estate and rest at the idol.
  16. Fight Owl in the boss room and defeat him once more.

Dragon's Homecoming Ending

The final ending, which is considered the true ending in Sekiro: Shadows Die Twice, is the hardest ending to get, as it includes the greatest number of steps.

The entire campaign for Dragon's Homecoming can be divided into three parts.

Step 1: Talk to Divine Child
  1. Travel to the the Main Hall idol.
  2. Talk to the monk praying at the Buddha statue.
  3. He will give you Holy Tome: Infested.
  4. Trave to Inner Sanctum at Senpou Temple.
  5. Talk to Divine Child of Rejuvenation Water.
  6. Ask her for rice and eat it.
  7. Rest at the idol and ask for more rice.
  8. Keep repeating until she gets sick.
  9. Collect Persimmons around the temple and give them to her.
  10. As a result, she will give more rice to Kuro.
  11. Talk to her again and she will disappear into the Hall of Illusions.
  12. Follow her into the Hall of Illusions and talk to her once more.
  13. Travel to the Main Hall idol in Senpou Temple.
  14. Enter the cave behind the idol.
  15. Collect Holy Chapter: Dragon's Return at the end of the cave
  16. Return to Divine Child and give her the Holy Chapter.
  17. She will ask you to collect Serpentine Fruits.
Step 2: Collect Serpentine Fruits
  1. Repeat the Immortal Severance ending and choose to serve Kuro.
  2. Travel to the Bodishattva Valley idol.
  3. Get across the swamp to Toxic Memorial Mob.
  4. Enter the cave behind the mob and follow the path.
  5. When you see the Snake God, drop down to the left.
  6. Use Puppeteer Ninjutsu technique on a monkey at the end of the path in order to distract the serpent.
  7. When the snake moves its head, grapple to the house behind it.
  8. Collect Dried Serpentine Fruit inside the house.
  9. Travel to Senpou Temple.
  10. Jump to the right of the exit located near the first idol in the area.
  11. There you will see a mechanism for a kite and an enemy nearby.
  12. Use the puppeteer on this little guy, and he will fly a kite for you.
  13. Follow the road until you can grab the kite, and it will take you to a new area.
  14. As you arrive, you will meet another snake.
  15. Kill the Great Serpent.
  16. Collect Fresh Serpentine Fruit.
  17. Return to the girl and give her the fruits.
  18. She will give you Dragon's Tears.
Step 3: Give Kuro Dragon's Tears
  1. Return to Dilapidated Temple and talk to Emma the last time.
  2. Confront Isshin outside the castle.
  3. Give Kuro Dragon's Tears.


For more Sekiro: Shadows Die Twice guides at GameSkinny, please visit the links below:

How to Beat Shielded Enemies in Sekiro: Shadows Die Twice Mon, 25 Mar 2019 15:25:04 -0400 Jonathan Moore

Shielded enemies are some of the more vexing mobs in Sekiro: Shadows Die Twice. As expected, these enemies aren't initially easy to defeat as they can easily block any of your primary sword attacks. On top of that, the shields they carry keep them from building up large amounts of poise and allow them to initiate attacks that push you off balance. 

Fight against two or more at the same — or one alongside a group of archers and swordsmen — and you'll see your HP drain to zero in mere seconds. 

However, there's one surefire way to easily defeat shielded enemies: the Loaded Axe

Where to Find the Loaded Axe in Sekiro: Shadows Die Twice

The Loaded Axe can be found in a shrine in Hirata Estate. You gain access to Hirata Estate after obtaining the bell charm from the old woman in the house just outside Ashina. She is in the area where you first encounter ranged enemies, just after defeating General Naomori Kawarada. 

After obtaining the Young Lord's Bell Charm from her, you can travel to Hirata Estate. 

Shinobi Axe of the Monkey

As you make your way through the estate, you will come across a dying man in a small alleyway connecting two areas. He will tell you about the Shinobi Axe of the Monkey, which you will need to create the Loaded Axe.

Follow these steps to make your way to the Shinobi Axe of the Monkey:

  • Continue along the path after talking to the dying man
  • Exit the alley and turn left
  • Turn left at the first gate
  • Take out the two enemies near the small shrine to the right
  • Grab the Shinobi Axe of the Monkey from inside the shrine
Take the Prosthetic Tool to the Sculptor

Return to the dilapidated temple and present the material to the Sculptor; he will fashion the Loaded Axe from it. 

How to Defeat Shield Enemies 

This part is easy: equip the Loaded Axe and use it as your first attack against shielded enemies. The axe will destroy a wooden shield in a single hit. 

Immediately follow up a Loaded Axe strike with a normal attack to deal a death blow to your enemy. 


So far, we've only come across a handful of shielded enemies in Sekiro: Shadows Die Twice. This method has worked to dispatch them all. For more on From Software's latest action RPG, head over to our Sekiro guides page for more tips and strategies. 

Apex Legends Gun and Weapon Stats Guide Mon, 25 Mar 2019 14:26:52 -0400 Ty Arthur

Still figuring out your preferred legend and weapon load out in Apex Legends? We can help you nail down your play style with a full break down of every single gun and their overall stats. 

Below we cover each weapon's basic damage rate for hitting anywhere on the body, increased damage for specifically landing a headshot, overall damage per second for body hits, and the mag size.

High DPS is usually better if you aren't carefully aiming, while low DPS can actually result in more damage if you have mastered a weapon and can take careful aim for several direct hits in a row. There are a few exceptions however, like with the energy assault rifle Havoc, which works differently than other guns.

Apex Legends Pistol Stats

Gun Damage Headshot Damage Magazine DPS
 P2020  12 18   10 36 
 RE-45  11 16    15  55 
 Wingman  45  90   6 90


Apex Legends Assault Rifle Stats

Note that unlike other weapons, the Havoc's energy beam deals less damage the farther that it travels, and it also has a charge up time before firing.

Gun Damage Headshot Damage Magazine DPS
 Flatline  16  32 20  80 
Havoc  18 36  25 201 
Hemlok  54 108   18   54
R-301   14 28   18 56 


Apex Legends Shotgun Stats

Gun Damage Headshot Damage Magazine DPS
 EVA-8 Auto  63 90   8  126
 Peacekeeper  110 165   6  110 
 Mozambique  45  66   3  90  
 Mastiff 144 288   4 288

Apex Legends
Sniper Rifle Stats

Gun Damage Headshot Damage Magazine DPS
G7 Scout   30 60   10  60
 Longbow  55 110   5  55
Kraber  125 250   4 125 
  Triple Take  69  138   5  69


Apex Legends SMG Stats

Gun Damage Headshot Damage Magazine DPS
Alternator   13 19   16  65
 Prowler  70 84  20  70 
 R-99 12  18  18  84


Apex Legends LMG Stats

Gun Damage Headshot Damage Magazine DPS
 Devotion  17 34   44  51
 L-Star EMG  21 42   60  252 
 M600 Spitfire  20 40   35  80


Note that these stats will likely change over time as updates are released, and new weapons are expected to arrive down the line.

Do you see a discrepancy or notice any stats that are missing or incorrect? Let us know and we'll get the complete Apex Legends gun stats guided updated!

Looking for more Apex Legends guides? Check out the latest list below:

How to Pick Up Loot & Money in Sekiro: Shadows Die Twice Mon, 25 Mar 2019 11:02:41 -0400 Jonathan Moore

Even though it seems fairly simple and straightforward, some players are having trouble picking up loot and money from dead enemies in Sekiro: Shadows Die Twice. If you're one of those players, read on. 

Sekiro's tutorial does a pretty good job of showing you the basics, and the many texts in the game tell you how to perform other necessary actions, like picking up loot and money. 

But it's easy to gloss over them in your quest to move forward. As with any Souls-like game, there's a lot of text to read through, making it easy to skip over the essentials or ignore tips completely. 

Collecting Loot and Money (Gold)

To pick up loot and money (gold) from downed enemies, simply press and hold the "interact" button

  • On PS4, hold "Square"
  • On Xbox One, hold "X"
  • On PC, hold "E"

When you hold the "interact" button, gold and items will automatically come to you, even from afar. You don't have to stand right next to a downed enemy to collect its loot and money.  

Picking Up Other Items

Not all of the loot you find in Sekiro is on a dead enemy. Like any other action game or Souls-like, there are also items lying on the ground throughout the world. To pick these up, all you have to do is press the "interact" button once when the command prompt appears near the item. 

Money can also be found throughout the world in the form of coin purses, so be on the lookout for those as well, since you'll need money to upgrade certain items, purchase items, and get important information from certain NPCs. 


That's all you need to know about picking up loot and money in Sekiro: Shadows Die Twice. It might be simple, but it's just as simple to overlook, especially as you gain your bearings in the game. 

Be sure to head over to our Sekiro guides page for more tips and strategies, including where to find Esoteric Texts and how to upgrade your stats

Apex Legends Octane Tips and Tricks Guide Mon, 25 Mar 2019 10:58:22 -0400 Sergey_3847

The very first season in Apex Legends has just begun, and with it Respawn introduced a new legend - Octane.

The 9th character in the game is mostly a scout, who is very good at locating enemy positions. Octane also works great as a support for his squad, which means that his main role doesn't dictate him to get too close to the enemy.

The best way to play as Octane is to alternate between attacking unexpectedly and retreating, diverting the enemy's attention from the rest of his squad. But there is a lot more to this great new character, so keep on reading our guide to find out all about his abilities and playstyles.

Octane Abilities Tips and Tricks

Passive: Swift Mend

Octane's passive ability slowly regenerates your health bar, but only in safe conditions. This means that if you get under fire, the ability will be set on pause. That is why it is essential to find cover for Swift Mend to work.

Note: It takes about 2s to restore one bar of health. This means that you don't really need to use a medkit in case you health bar is above 75%, since the ability will regenerate it to 100% pretty soon, which will take less than a minute.

So try to stay out of a hot zone for one minute, and then you can get back into the action once again.

Tactical: Stim

Stim increases Octane’s speed of movement by 30% for 6 seconds. This ability makes you less vulnerable to all sorts of slowdown effects. It is also perfect for reconnaissance and escape tactics in any type of combat.

Note: For each use of Stim you will lose about 10 points of health. But taking into account his passive ability this isn't such a big deal. Your health won't take long to recover, so use it at will.

Also, you cannot kill yourself using Stim, meaning that your health will never go down below zero.

Ultimate: Launch Pad

Launch pad can be deployed by Octane anywhere on the map. It looks like a portable platform, which catapults players into the air.

Note: This pad works for anyone, including your allies and enemies. It can be used to lure your enemies onto your pads and set them up as traps. But this also means that you should probably avoid using enemy pads for the same reason.

The Launch Pad will stay for the entirety of the match-up at the location where it has been deployed, unless it gets destroyed with gunfire or grenades.

How to Play as Octane

Octane is clearly a very fast and mobile character and his abilities make him a very useful ally, but only in a very specific kind of team. He's worthwhile only when there are other high-speed characters in the squad, such as Wraith, Mirage, or Pathfinder.

Other characters, such as Bloodhound, Bangalore, or Lifeline will never be able to keep up with him. This will make Octane extremely vulnerable to attacks, since his other squadmates will not be able to protect him in time.

That is why here are a few suggestions on how to utilize Octane and his abilities in the most effective way.

Use Stim as Much as Possible

After landing, use Stim to collect as much loot as you can before other players. Then, use it to quickly get to your nearest allies and cover them while they collect loot.

You should never approach enemies on your own even if you see a good opportunity. Wait before your allies arrive, and then cover them while constantly changing positions. Stim will work just as effective while shooting.

If you find yourself blocked, then immediately deploy a pad and jump over your enemies, and leave the hot zone immediately.

Master Your Launch Pad

The first important thing to learn while using a Launch Pad is to be able to jump in the desired direction. Take into account the speed and the height of a jump, along with the positioning. You don't want to get tossed into a bad position.

You can use the pad as a trap by placing it in front of the doors to block enemies from being able to shoot you, so you get a few seconds to prepare and regenerate your health.

The best strategy is to use Launch Pad for unexpected attacks by jumping on top of a roof, a rock, or a ledge. Just make sure to not jump and land directly in the center of the shootout.

Do not use the pad while retreating, since your enemies will use it to catch you.

Octane vs. Lifeline

Having both Octane and Lifeline in the same team is not a very good idea, so choose only either one of them. Octane can be just as good as Lifeline, and at times even better.

In case your teammates are out of medkits you can simply give away your own to help them out. The Swift Mend ability will be able to take care of your health on its own. 


For more Apex Legends guides, find the list below:

How To Upgrade Your Stats in Sekiro: Shadows Die Twice Mon, 25 Mar 2019 10:19:45 -0400 Jason Coles

So it turns out that while the stat system in Sekiro: Shadows Die Twice isn't as complex as the ones found in Bloodborne or Dark Souls, it does still have one.

The trouble is when you start the game, knowing how to upgrade your stats is tantamount to understanding a Great One. 

To help you, this is a guide on how to upgrade your stats and the kind of places you can find the materials you will need to do so. 

Vitality and Posture

These two stats are intrinsically linked and one of the most demanding to upgrade. They are also the most important when it comes to your survival outside of your skill level. 

In order to upgrade these at the Sculptor's Idols, you need Prayer Beads. Four Prayer Beans to be precise.

While there are a few Prayer Beads knocking about, waiting to be found in the world, the vast majority of the Prayer Beads you'll find come from the various bosses and mini-bosses you come across.

So, if you want to stay alive longer, you have to face your fears by fighting Sekiro's big bads. If you're just starting out, you can grab two Prayer Beads by defeating two early mini-bosses: General Naomori Kawarada in Ashina Outskirts and the Shinobi Hunter in Hirata Estate. 

Attack Power

In martial arts, you can grow almost as much by reflecting on past battles as you can actually fighting. Sekiro very much follows this logic.

In order to increase your attack power at the Sculptor's Idols, you need Memories. These are obtained after key boss battles, but some of them aren't integral to your progress through the game.

After beating a boss with a memory, you'll be prompted to confront the memory. Complete it and get the boost. 

Skill Points 

In order to buy skills from your Esoteric Texts, you need skill points.

Skill points are perhaps the most traditional upgrade in that you need to kill enemies to get them. Think of it as a traditional level bar. You get a certain amount of experience from each kill and the more skills you have, the longer it takes to get a single point.

The best part about skill points is that they can be farmed. As with other Souls-like games such as Dark Souls, clear out an area, rest, and repeat. 

However, it's worthy to note that like most From Software games, there is a penalty for death; in this case, it's experience points. Die, and you'll lose a few experience points toward your next skill point. 

Prosthetic Upgrades

While these aren't strictly stat based, they are upgrades. Your prosthetic tools can be upgraded as you play the game.

For the most part, you only need generic materials to do this. In some cases, though, you will need a special item.

You will always need gold. Gold can be obtained by looting the bodies of your fallen foes. Luckily, gold can be farmed and so can some materials, so go hog wild if you want the good stuff. 


That's all you need to know about upgrading your stats in Sekiro: Shadows Die Twice. Be sure to head over to our Sekiro guides page for more tips and strategies. 

Sekiro: Shadows Die Twice Esoteric Texts Guide Mon, 25 Mar 2019 10:01:57 -0400 Jason Coles

Sekiro: Shadows Die Twice has a peculiar little skill system that doesn't reveal itself until you are a few hours into the game. Rather than having access to your skill trees immediately, you need to collect Esoteric Texts. These texts grant access to new unlockable abilities either actively use against foes, or to buff you in a passive way. 

There are five Esoteric Texts scattered throughout the world of Sekiro and while the first two are basically free, the others are very much not. So, in order to make your life a little bit less stressful, here is a guide as to where to find them, as well as what they do. 

Shinobi Esoteric Text 

This is likely to be the first text that you come across. It is given to you by the Sculptor once you have acquired one skill point from killing enough enemies. Just because it is easy to get doesn't mean it isn't important though. 

The skills in this text are primarily focused on your stealth and your acrobatics. Shinobi things. You can make yourself harder to detect, become able to guard in the air, and most importantly, learn the Mikiri Counter.

It is impossible to overstate how important the Mikiri Counter is in this game as it lets you dodge into otherwise unblockable thrust attacks and counter them.

Seriously, get the Mikiri Counter. 

Prosthetic Esoteric Text

If you like the idea of using your rather impressive new shinobi arm to its fullest, then this is the text for you. You acquire it by talking to the Sculptor after you have fitted three Shinobi Tools.

So, if you grab the Shuriken from Ashina Outskirts and then the Axe and Flame Vent from Hirata Estate, you are good to go. 

This text has some really interesting abilities; one of the main sets of skills it offers are follow-up attacks. After using a Shinobi Tool, you can sometimes be left a little open, which is deadly in Sekiro. If you acquire these skills then you won't have this issue. The Mist Raven prosthetic becomes a powerhouse with the follow-up skill. 

Ashina Esoteric Text

The Ashina Esoteric Text teaches Ashina sword skills. You can get this from talking to Tengu in the area near where you fought Gyoubu.

From the battlefield itself, look around for some stairs and head up them. Follow them around and you will come to a building you can go into.

Do so and have a chat with Tengu, and he will tell you about Rats. Chat to him again and he may give you the text if you have killed enough; if not, go and hunt some more then return. 

This skill book will help your swordplay to no end. It has a lot of passive buffs to your posture damage and helps to make the intense swordfights that define Sekiro a little easier.

It also has some powerful classic sword strikes. It is a good one for pure brute force. 

Senpou Esoteric Text

This text can be found near the main Senpou Temple.

From the Main Hall Idol, go outside and turn right into a cave. If you follow this through, you will emerge outside and a fair bit higher than you were. There is a small building in front of you which you can open. The Senpou Esoteric Text awaits you inside. 

This one is full of martial art skills and a few passive buffs to your wealth. Along with some cool Combat Arts, you can also increase the amount of gold you get from enemies as well as increase the drop rate of items.

Very useful if you want to cut down on any potential farming time.

Mushin Esoteric Text

This is the final one, the big boss of them all. You get this if you can master the final skill in any of the trees and then talk to Tengu at the Great Serpent Shrine Idol. He will give it to you as a gift for training so hard. 

This skill tree unlocks what are effectively your ultimate attacks. In order to unlock any of them, you need to have mastered two of the final skills from any of the other texts.

You can then unlock a fusion of the two skills to unleash on your enemies. Very stylish. 


That's all you need to know about Esoteric Texts in Sekiro: Shadows Die Twice. Be sure to head over to our Sekiro guides page for more tips and strategies. 

LifeAfter Crafting Recipes Guide Mon, 25 Mar 2019 09:46:29 -0400 Jordan Baranowski

LifeAfter is a crafting and survival game currently storming the charts for both Android and iPhone. LifeAfter pits you against a horde of zombies (although, in true Romero fashion, the game just calls them "infected"), the elements, and a variety of ever-decreasing resources that you must maintain. Although infected are dangerous, there is a far greater danger when you are first starting out: hunger.

Ingredients for food can be found while scrounging through the wilderness or from trading with NPCs. However, you won't want to waste your resources trying to figure out recipes.

That's where this guide comes in.

Here are all the different food recipes we've found so far in LifeAfter and what effects they have. They are broken into categories as best as possible, but keep in mind that there is some overlap between categories.

To create any food, you will need to find a fire. There is one in the central hub, and several you can find throughout the world of LifeAfter.

Recipes for Allaying Hunger and Increasing HP

These are recipes that mostly affect your health and your hunger. Many other recipes will increase HP or health, but it is the primary benefit of these foods.

Barbecued Meats

  • Ingredients: Meat (x4)
  • Stats: +40 HP, +40 Fullness
  • Effect: Regenerate HP over time

Bread with Jam

  • Ingredients: Flour, Fruit
  • Stats: +37.5 Fullness
  • Effect: Allay Hunger

Candied Food

  • Ingredients: Honey, Fruit
  • Stats: +60 HP, +27.5 Fullness
  • Effect: Allay Hunger

Carrot Patty

  • Ingredients: Meat (x2), Carrot (x2)
  • Effect: Regenerate Health over time

Fried Pumpkin Strip

  • Ingredients: Flour, Milk, Pumpkin (x2)
  • Effect: Allay Hunger

Fruit Milk

  • Ingredients: Milk, Fruit
  • Effect: Regenerate Health over time

Grilled Mushrooms

  • Ingredients: Mushroom
  • Stats: +5 Health, +30 Fullness
  • Effect: Regenerate HP over time


  • Ingredients: Honey (x4)
  • Stats: +240 HP, +20 Fullness
  • Effect: Regenerate HP over time

Honey Grilled Meat

  • Ingredients: Honey, Meat
  • Stats: +70 HP, +30 Fullness
  • Effect: Regenerate HP over time


  • Ingredients: Fruit
  • Stats: +30 Fullness
  • Effect: Allay Hunger


  • Ingredients: Fruit (x2), Ice Cube (x2)
  • Effect: Regenerate HP over time

Meat Plate

  • Ingredients: Mushroom, Vegetable, Meat (x2)
  • Stats: +20 HP, +35 Fullness, +2.5 Health

Mushroom Soup

  • Ingredients: Milk, Mushroom
  • Effect: Regenerate Health over time

Steamed Vegetables

  • Ingredients: Vegetable
  • Stats: +2.5 Health, +30 Fullness
  • Effect: Allay Hunger

Steamed Crab

  • Ingredients: Crab
  • Effect: Allay Hunger

Steamed Shrimp

  • Ingredients: Shrimp
  • Effect: Allay Hunger

Strawberry Muffin

  • Ingredients: Flour, Strawberry (x3)
  • Effect: Regenerate HP over time


  • Ingredients: Flour
  • Stats: +60 Fullness
  • Effect: Allay Hunger

Fish Recipes

Fish recipes are nice for a few reasons - they can use a variety of different ingredients (outside of the main fish you need), and they often provide you with boosts to different stats. Fish are excellent for helping you work resources more efficiently.

Grilled Carp

  • Ingredients: Carp, Any vegetable or meat
  • Stats: +10 HP, +32.5 Fullness
  • Effect: Increased gathering speed for 10 minutes

Grilled Catfish

  • Ingredients: Catfish, any vegetable or meat
  • Stats: +5 HP, +40 Fullness
  • Effect: Increased digging speed for 10 minutes

Grilled Grass Carp

  • Ingredients: Grass Carp, any vegetable or meat
  • Stats: +35 HP, +40 Fullness
  • Effect: Increased logging speed for 10 minutes

Grilled Grass Pufferfish

  • Ingredients: Pufferfish, Any vegetable or meat
  • Stats: +35 HP, +40 Fullness, +10 Health

Grilled Grouper

  • Ingredients: Grouper, any vegetable or meat
  • Effect: Increased gathering speed for 10 minutes

Grilled Napoleon Fish

  • Ingredients: Napoleon fish, any vegetable or meat
  • Effect: Increased logging and Mining speed for 10 minutes

Grilled Parrotfish

  • Ingredients: Parrotfish, any vegetable or meat
  • Effect: Increased logging speed and Critical Chance for 10 minutes

Grilled Ribbonfish

  • Ingredients: Ribbonfish, any vegetable or meat
  • Effect: Increased logging speed for 10 minutes

Grilled Silver Carp

  • Ingredients: Silver Carp, any vegetable or meat
  • Effect: Max breath increased for 10 minutes

Grilled Tilapia

  • Ingredients: Tilapia, any vegetable or meat
  • Effect: Increased mining speed and Critical Chance for 10 minutes

Grilled Turbot

  • Ingredients: Turbot, any vegetable or meat
  • Effect: Increased mining speed for 10 minutes

Grilled Yellow Croaker

  • Ingredients: Yellow Croaker, any vegetable or meat
  • Stats: +35 HP, +40 Fullness

Damage Altering Recipes

These are foods that will help you do better damage to the assorted enemies you'll meet in LifeAfter.

Fruit Pie

  • Ingredients: Flour, Honey, Fruit
  • Stats: +60 HP, +35 Fullness
  • Effect: Increased damage against Humanoids 

Meat Skewer

  • Ingredients: Flour, Meat
  • Stats: +10 HP, +32.5 Fullness
  • Effect: Increased damage against Wild Animals


  • Ingredients: Vegetable, Meat
  • Stats: +10 HP, +2.5 Health, +35 Fullness
  • Effect: Increased damage against Infected 

Milk Stew

  • Ingredients: Milk, Meat
  • Effect: Increased damage against Infected

Mince Pie

  • Ingredients: Fruit, Meat
  • Stats: +30 HP, +45 Fullness
  • Effect: Increased damage against Humanoids 

Nutrition Stew

  • Ingredients: Flour, Milk, Meat
  • Effect: Increased damage against Wild Animals


  • Ingredients: Flour, Fruit, Meat
  • Stats: +10 HP, +40 Fullness
  • Effect: Increased damage against Infected

Special Pizza

  • Ingredients: Flour, Mushroom, Vegetable, Meat
  • Effect: Increased damage against Buildings

Temperature Altering Recipes

LifeAfter also tasks you with keeping your body temperature regular. There are a variety of foods that can increase and decrease your temperature if you're getting slowed down by it.

Bee Syrup

  • Ingredients: Honey, Ice cube (x3)
  • Stats: +60 HP, +5 Fullness
  • Effect: Cures cold

Cream Soup

  • Ingredients: Milk, Meat, Vegetable
  • Effect: Increase to body temperature


  • Ingredients: Meat, Mushroom, Flour
  • Effect: Increase to body temperature

Fruit Popsicle

  • Ingredients: Fruit, Ice cube (x3)
  • Stats: +7.5 Fullness
  • Effect: Decrease to body temperature

Fruit Smoothie

  • Ingredients: Fruit (x2), Honey, Ice Cube
  • Stats: +60 HP, +20 Fullness
  • Effect: Decrease to body temperature

Hot Water

  • Ingredients: Ice cube
  • Effect: Cures cold, Increase to body temperature


  • Ingredients: Milk
  • Effect: Increase to body temperature and increase to health

Milk Pudding

  • Ingredients: Milk, Honey, Ice Cube
  • Effect: Decrease to body temperature

Stewed Fish Soup

  • Ingredients: Fish
  • Effect: Cures cold and restores body temperature

Miscellaneous Recipes

Here are a few more of LifeAfter's recipes that don't fit neatly into other categories. These will increase a variety of stats when you consume them.

Assorted Platter

  • Ingredients: Mushroom, Vegetable, Fruit, Meat
  • Effect: Increased logging speed and critical chance

Egg Tart

  • Ingredients: Honey, Flour, Milk
  • Effect: Increased digging critical chance

Fruit and Vegetable Salad

  • Ingredients: Vegetable, Fruit
  • Stats: +30 Fullness
  • Effect: Increased hemp gathering and critical chance

Fruit Cake

  • Ingredients: Honey, Milk, Flour, Fruit
  • Effect: Increased movement speed

Honey Croissant

  • Ingredients: Honey, Flour
  • Stats: +80 Fullness, +60 HP
  • Effect: Increased logging speed and critical chance

Honey Mushroom

  • Ingredients: Honey, Mushroom
  • Stats: +27.5 Fullness, +60 HP, +2.5 Health
  • Effect: Increased hemp gathering critical chance

Ice Strawberry Yogurt

  • Ingredients: Honey, Milk, Strawberry, Ice Cube
  • Effect: Increased movement speed

Milky Croissant

  • Ingredients: Milk, Flour
  • Effect: Increased logging speed

Mushroom Skewers

  • Ingredients: Mushroom, Meat
  • Stats: +10 HP, +2.5 Health, +32.5 Fullness
  • Effect: Increased critical chance

Mushroom Udon Noodles

  • Ingredients: Mushroom, Flour
  • Stats: +37.5 Fullness, +2.5 Health
  • Effect: Increased digging speed and critical chance


  • Ingredients: Meat, Vegetable, Fruit, Flour
  • Stats: +42.5 Fullness, +10 HP, +2.5 Health
  • Effect: Increased critical chance 

Strawberry Jelly

  • Ingredients: Strawberry, Ice Cube (x2), Milk
  • Effect: Increased movement speed and critical chance


  • Ingredients: Honey, Milk
  • Stats: +140 HP, +20 Fullness, +20 Health
  • Effect: Increased movement speed 

Vegetable and fish ball soup

  • Ingredients: Vegetable, Fish
  • Effect: Increased maximum energy

Vegetable Cake

  • Ingredients: Vegetable, Flour
  • Stats: +52.5 Fullness
  • Effect: Increased logging critical chance 

LifeAfter is a massive game and will probably continue to see content changes as updates are released. Keep on the lookout for more recipes and more guides from us to keep you going in the fight against the infected.

Vampire: The Masquerade Bloodlines 2 Pre-Order Guide Fri, 22 Mar 2019 15:20:44 -0400 Joshua Broadwell

Paradox Entertainment gave a surprise announcement recently that has fans eagerly waiting for 2020's first quarter: Vampire: The Masquerade Bloodlines 2 is coming. The long-awaited sequel will arrive on PC, Xbox One and PlayStation 4 at an unspecified time during the first quarter of 2020, but PC pre-orders are already open.

There are three editions players can choose from: Standard Edition; Deluxe Edition: Unsanctioned; and Premium Edition: Blood Moon. Each comes with its own set of special bonuses.

Vampire: The Masquerade Bloodlines 2 Standard Edition

The standard edition for PC comes with a digital copy of the game. However, pre-ordering the standard edition also gives players the First Blood pack, which includes some bonuses:

  • Digital Official Soundtrack
  • Retro Hunter Outfit
  • Civil War Saber Weapon Skin
  • Engraved Pistol Weapon Skin

The standard edition of Vampire: The Masquerade Bloodlines 2 can be pre-ordered for $59.99 from:

Vampire: The Masquerade Bloodlines 2 Deluxe Edition: Unsanctioned

The Unsanctioned Edition includes the game, +24-hour early access, the First Blood Pack, and the expansive Unsanctioned Blood Pack:

  • In-Game art book
  • In-Game dev commentary featuring Brian Mitsoda
  • Smiling Jack outfit
  • Jeanette outfit
  • Severed Arm weapon skin
  • Sarcophagus Table
  • Damsel's Beret
  • Voerman Family Portrait
  • Stop Sign item

You can pre-order the Deluxe Edition: Unsanctioned for $69.99 from the following sites:

Vampire: The Masquerade Bloodlines 2 Premium Edition: Blood Moon

Bloodlines 2's premium version, the Blood Moon edition, includes the First Blood Pack, the Unsanctioned Blood Pack, +24 hour early access, and the Season of the Wolf season pass. That season pass includes:

  • Story Pack 1
  • Story Pack 2
  • Expansion

Paradox hasn't provided any information yet about what these packs and expansions will consist of, but there seems to be a fair bit of content planned beyond the main game.

The Premium Blood Moon edition can be pre-ordered for $89.99 from:

The Paradox site currently states that pre-orders for the console versions will open at a later date, so check back for more information about Vampire: The Masquerade Bloodlines 2 versions and pre-orders as it comes available.

How to Get the Chatterbox SMG in The Division 2 Fri, 22 Mar 2019 14:06:25 -0400 Joshua Broadwell

Tom Clancy's The Division 2 goes a long way in fixing the endgame errors of its predecessor by adding a wealth of postgame content players can enjoy. One particularly useful component of this content is finding powerful exotic weapons for raids and World Tier challenges — once the World Tier gets fixed, that is.

The Chatterbox SMG is, without a doubt, one of the best weapons in The Division 2 and among the most powerful exotic weapons, thanks to its three specific effects:

  • Incessant Chatter — each landed shot grants a 1% rate of fire increase, up to a total increase of 60%, which resets upon reloading
  • Box Mag — Each kill with the Chatterbox SMG refills your magazine by 20% and grants a 10-second buff. Each landed shot expands the magazine's capacity by 1, and the buff is capped at 60. All kills that take place during the buff will refill the expanded magazine as well.
  • Blabbermouth — If the Chatterbox SMG is holstered, reloading a gun within 5 seconds of a kill grants a 20% rate of fire increase for 10 seconds.

However, the question isn't how great it is, it's "How do you get the Chatterbox SMG?" 

Chatterbox SMG Parts

Like all exotic weapons in The Division 2, the Chatterbox SMG must be assembled from specific parts found in Hyena faction caches.

  • SMG: Loaded Canister
  • SMG: Creative Magazine
  • SMG: Modified Mods
  • The Lost Chatterbox Blueprint

You need Hyena keys to unlock faction caches, and if you don't know how to obtain those, check out our Hyena Key guide. But not just any cache will grant you these pieces for the Chatterbox SMG.

However, it's important to note there's no guarantee you'll land what you're looking for the first time you raid one of these caches. It might involve coming back a few times or playing in Freeplay mode.

There are a lot of Hyena chests around D.C., but we've narrowed down the Hyena chest locations that have a chance of dropping the Chatterbox SMG parts.

Because your chances of obtaining rare or exotic items from these caches increases with your crafting level, you might want to increase your Crafting Table to World Tier 4 level to cut down on the time it takes to get the necessary components.

Where to Find SMG: Loaded Cannister

The Loaded Cannister is found in Hyena caches in the Grand Washington Hotel mission.

One cache is in the toilet area under the sink, and another is on the roof to the right of the door.


Where to Find SMG: Creative Magazine

You'll find the Creative Magazine in the Jefferson Trade Center mission.

One Hyena cache is in the underground parking lot, specifically, the loading bay area at the back.

This is an area you can access in Freeplay mode as well. Hyena caches reset after you leave the area and should respawn upon your return.


Where to Find SMG: Modified Mods

You'll find Hyena caches with a chance to give you the Modified Mods in Judiciary Square.

One is in behind the mounted turret in the parking lot.

To get there, head to the police station, through the courtyard, and to the point where there are two doorways on your right. Take the elevator shaft to the bottom, and you'll be at the parking lot.

There are other caches in the same area, so if that one doesn't give you what you want, the others may. And like with the Jefferson Trade Center area, you can access Judiciary Square in Freeplay without starting a regular mission.


Where to Find the Lost Chatterbox Blueprint

The last component you need to assemble the Chatterbox SMG is the Lost Chatterbox Blueprint, and you'll find it in the Bank Headquarters Campus Settlement mission.

You'll be looking for the room with the large windows and multiple computer desks. On the left in that room is a small, hidden safe near the partition. Because it's hidden, you can't see it until the prompt to investigate appears.

Go to the wall and just shuffle along until the prompt pops up.

You'll find the RFID card that's used later in the same mission, but carry on until you reach the Vault, and go left after you enter it. Open the golden gate using the key card, and the Hyena cache will be there.



While you might not get the most out of your new toy until Ubisoft fixes the World Tier glitch completely, you'll certainly be set for any challenge that comes your way, including the game's upcoming raids.

Be sure to check out our The Division 2 guides portal for more tips and tricks to help you reach the top of your game.

How to Get WW2 Uniform in The Division 2 Fri, 22 Mar 2019 09:34:00 -0400 Sergey_3847

There are a couple of secret missions in The Division 2, one of which lets you unlock a very rare WW2 uniform for your character. Unfortunately, this uniform doesn't give you any special protection perks. But for those with a fashion sense, it does look unique.

To get the uniform, you need to complete the hidden Navy Hill side quest that can be accessed at the part of the map shown below.

Here's what you need to do. 

Step 1: Talk to Jane Applegate

Before starting your secret mission, you need to talk to Jane Applegate, who will provide you with all of the necessary instructions.

To find Jane, travel to Foggy Bottom, which can be found in the south-western part of Washington (see the map above for exact location).

After you've arrived at the location, here's what you need to do:

  1. Follow the road to the west from the safe house.
  2. Find the point of interest indicated by an icon on your map.
  3. Go up the road and find the entrance to the room.
  4. Find the ladder that leads down into the sewers.
  5. Meet Jane in one of the underground rooms.

Talk to her, and she will send you to the old naval observatory on Navy Hill, where you will have to find the source of the strange signal.

Step 2: Complete the Navy Hill Mission

After you've finshed talking to Jane Applegate, a new marker will appear on your map. Follow it to the observatory building and search it.

Here is what you need to do once you're inside the building:

  1. Go up the stairs and remove the portrait from the wall.
  2. Press the button behind the portrait, which will open the secret door.
  3. Go up the hallway and enter the secret room.
  4. Enter the bunker at the end of the room.
  5. Collect the map behind the desk.
  6. Leave the room through the backdoor.

As soon as you leave the building your mission will be complete. As a reward for completing the mission, you will get a WW2 uniform.

For other The Division 2 guides at GameSkinny, be sure to check out the articles below:

How to Share Items, Gear, Loot in The Division 2 Fri, 22 Mar 2019 09:12:12 -0400 John Schutt

When progressing through The Division 2, co-op is your best friend, whether you're matchmaking with random people from across the internet or with a group of friends.

But then someone gets a great drop, and it's exactly what you're looking for to create that insane build. Even better, they don't want it and you do. But how do they share items and loot with you?

Unlike games like Destiny 2 or Anthem, in The Division 2, Agents can share gear. This guide explains how. It's the simplest thing.

How to Share Items

Step 1: Open your inventory and select the menu of the gear type you want to drop.

Step 2: Go down to the item you want to drop and ensure it has a double arrow symbol next to it. See below image for what I'm talking about.

Step 3: Share the item. It will fall the ground and your teammates, or any agent in your instance if you're in the Dark Zone, will be able to grab it off the ground.

Note 1: Items are bound to a player's level until you've beaten the campaign, so if you give a teammate an item below their current level, they will be unable to use it until they've reached the proper level.

Note 2: Only new items can be shared. Items you've had in your inventory for more than an hour are locked to your character and can only be equipped, dismantled, and sold.


And there you go. Easy sharing of items you have but don't need. If you're looking for more tips and strategies for The Division 2, make sure to head over to our Division 2 guides portal for tips on leveling and end-game progression, our tips for sharpshooters, how to upgrade at the crafting bench, and more. 

See you in the field, Agent.

Is Apex Legends on Mobile? Thu, 21 Mar 2019 15:12:19 -0400 Joshua Broadwell

Respawn's Apex Legends had a surprise launch on PlayStation 4, PC, and Xbox One only a month ago.

Its rise to fame, helped along by the recent Season 1 update, has been astronomical, surpassing even Fortnite in many regards, to say nothing of PlayerUnknown's Battlegrounds (PUBG).

One area its rivals control that Apex Legends has yet to dominate, though, is mobile. EA and Respawn have both mentioned the desire to move Apex Legends to mobile shortly after launch. However, as of now, the answer to the oft-asked question "Is Apex Legends on mobile yet?" is no — but it will be at some point.

Since Apex Legends launched, there have been several fake Apex Legends mobile apps for download on iOS and Android, but these are just phishing attempts. Don't download them. 

Don't be fooled. Not only is everything in Apex Legends handled via the in-game store  so there's no need to download an app — but when there's an update on Apex Legends' progress to mobile, it will be announced via EA and other legitimate sources.

Until then, don't download any Apex Legends apps you come across.

There are a few reasons why Apex Legends isn't on mobile, but will be soon. The first is because of how the game was developed.

When development started, cross-play was still a relatively new thing. Respawn prioritized getting a complete, bug-free game out before adding new, extra features, so it ended up putting cross-play on the back-burner. Because it would likely run on a different build with different FPS rates, creating cross-play for a mobile version would require a fair bit of work.

But EA knows Apex Legends mobile would be a huge hit, especially in APAC markets. It told investors during February's investment meeting that that fact alone is one reason why mobile development for the game would be prioritized in the coming months.

It's certainly not impossible, either. Call of Duty Mobile, not the one developed by the Candy Crush developers, is set to debut this summer and feature a mashup of the franchise's most popular multiplayer modes. If Call of Duty can end up on mobile, then Apex Legends certainly can.

Check back for more details as they break, and if you find yourself struggling with survival, head over to our Apex Legends guide portal to get yourself back in the game

The Division 2 Sharpshooter Guide: Best Skills and Talents Thu, 21 Mar 2019 13:47:28 -0400 Sergey_3847

There are three main specializations in The Division 2: Survivalist, Demolitionist, and Sharpshooter. Each specialization has its own separate skill tree, which can be modified to every player's liking.

If you like to shoot in close range and get right into the thick of the battle, then the Survivalist would be the best choice for you. But if you wish to take care of your enemies from afar, and weild a heavy but precise sniper rifle, then Sharpshooter specialization is made for you.

This guide will cover all the best skills and talents for a perfect Sharpshooter build. So if you're looking to become the best sniper in the game, then keep on reading.

Best Sharpshooter Skills

There are 19 skills in Sharpshooter specialization skill tree. You don't need to open every single one of them to become an excellent sniper. So here are the best of them that will make your way through the hordes of enemies so much easier.

One in the Head

This skill adds 25% damage to your headshots for more precise kills. It works not only on your sniper rifle, but also on all other weapons in your arsenal, which is something you don't want to miss.

Obviously, as a sniper you want to target heads first and foremost, and that is why this one should be your most valuable skill of all.

Deft Hands

Sniper rifles usually have very small magazines, so you will have to reload your main weapon constantly. That is why you need this skill to increase your reload speed by 30%.

This is My Rifle

When you have your accuracy and reload speed managed, you need to take care of your rifle's damage.

Here is the skill that increases the damage of your rifle by 15%. It doesn't seem much, but often your headshots will lack just a tad for one-shot kills, and that is why this skill is so useful.

These three skills are essential for any Sharpshooter in The Division 2. Now let's take a look at another three skills that are passive, which can significantly boost your gameplay.

Sharpshooter Tactical Link

This is a passive skill that doesn't require you to do anything, but if your allies get closer to the enemies than yourself, they will get 10% boost to their headshots.

Basically it allows you to stay in the back and not only cover up for your teammates, but also give them a small damage boost.

My Home is My Castle

Here's a skill that gives you additional points of armor when sitting behind the cover.

As a sniper you will find yourself sitting behind a cover many, many times during your gaming sessions. So why not use this time with efficiency.

Round After Round

Lastly, an excellent companion skill to the previous one, which generates free ammo whenever you sit in the cover for 20s or more.

Best Sharpshooter Talents

In addition to your skillset you can utilize various weapon talents, which will allow you to polish your build to perfection. So here are some of the best Sharpshooter talents you can use in The Division 2.


Headshot is without a doubt the fastest and most effective way to kill enemies. That is why making your headshots as powerful as possible is your number one aim.

The Rifleman talent allows you to not only increase your headshot damage by 10%, but you can also stack up to five of these for a total of 50% increased headshot damage. That is a lot!

Fast Hands

The overall reload speed increase that this talent gives is only 3%. But it's the stack that counts, which currently stands at 20x. This means that you can ideally increase your reload speed by 60%, which is unbelievable.

This talent synergizes extremely well with Deft Hands skill.


This talent is more like a simple perk that increases your magazine capacity by 20%.

It's another must-have perk for any Sharpshooter using sniper rifles with 5-10 bullets max.


Simple perks are the best and this one does only one thing - it increases your accuracy by 15%.

It's always a good idea to have this perk, especially when your whole build revolves around headshots and precision kills.


You can now use this build to create an ultimate Sharpshooter specialist, and for more The Division 2 guides at GameSkinny, check out the list below:

The Division 2 Guide: Leveling and End Game Preparation Wed, 20 Mar 2019 11:09:57 -0400 Synzer

The Division 2 has a lot of content to level through and do at end game. So much that it might be overwhelming trying to figure out where to start. After leveling one character, I noticed some things I wish I knew before getting to max level.

This guide will go over what will make the leveling process smoother and better prepare you for when you do reach max level. This will be split into two main categories: Activities and Inventory/Item Management.

Activities to do while Leveling in The Division 2

Main Missions

This is absolutely the most important thing to do first while leveling. Main missions give the most experience, advance the story, and unlock multiple things.

You want to do these no later than the level listed on the mission. So if it lists level 12 for example, do it before you reach level 13.

The division 2 main missions

You will unlock more areas, upgrades to the base of operations, and features by doing the main missions. It is also required that you complete all of the main story missions and strongholds before you can start doing end game activities, even if you are already level 30.

Side Missions 

This is the next most important thing to do after completing main missions.

Side missions will give you blueprints to craft items, most of them being mods. Since you can't get mods from drops in The Division 2, crafting is your primary source. There are also ones that give SHD tech in addition to blueprints.

Side missions scale to your level, which is why it is important to always do main missions first if you are at the correct level.

Don't fall into the same trap that I did when leveling. Do as many side missions as you can when you aren't doing the main missions. Since they scale, I figured I would put them off until later and I ended up with a bunch of side missions to take care of at endgame.

Save yourself the endgame headache and take care of as many side missions as you can while you're leveling to get them out of the way and to net XP towards your level 30 goal.

Control Points

Control points are as important or even more important than side missions.

Control points are quick, give decent experience, grant a bunch of loot the first time you complete it, and allows you to fast travel to that location when you control it.

That last part is the most important thing to know about control points. It is very helpful, especially at end game, when you can fast travel to many locations.

Safe Houses and SHD Tech Caches

Safe Houses are buildings in each area that you can unlock and will show notable spots in that area. One of these is the ability to see SHD Tech caches on the map.

SHD Tech is used to unlock perks at the base of operations or acquire new variants for skills you already have. The perks are very important for leveling and end game so you want to make sure you get plenty of SHD Tech.

Inventory and Item Management in The Division 2

As you level you will get plenty of gear. Eventually you will run out of room, then it's time for some old-fashioned inventory management.

Deconstructing vs. Selling

You can and should deconstruct anything below Superior (Purple) quality, you can, and should, deconstruct it. This will give you crafting materials, which are extremely valuable at end game.

You might reach a point where you won't get many crafting materials from deconstructing. If this happens, you can either put it in the stash for later, or simply sell it.

Saving for Later 

When you start getting that purple quality gear and higher, you will need to look at each piece before deciding what to do with it. These items, particularly the guns, will have talents on them.

the division 2 weapon talents

If you have or find an item or gun with a talent you really like on it, keep it in your stash to pull the talent from later.

Eventually you will unlock the Recalibration Station. This allows you to take a talent from one item and put it on another of your choosing. The item you take the talent from will be destroyed in the process.

Level does not matter, so you can save low level items until you reach the highest tier if you want.

There are also projects you will get as you progress through the game. These projects often require you to donate specific armor pieces, so its a good idea to save some of each type.


That's all for the guide on leveling and end game preparation for The Division 2. Check out our other guides for The Division 2, and be sure to leave a comment below if you have any questions or tips of your own.

The Division 2 Guide: How to Upgrade the Crafting Bench Tue, 19 Mar 2019 11:03:16 -0400 Synzer

Tom Clancy's: The Division 2 lets you craft plenty of weapons, armor, and mods to help get specific pieces. At first, the quality of gear is pretty low and not worth your time. As you level up and advance into higher world tiers, you can also upgrade the crafting bench so you can craft high level gear.

In this guide, I'm going to explain how you can upgrade the crafting bench and the requirements to unlock those upgrades.

How to Upgrade the Crafting Station to Superior and High-End in The Division 2

These are the easiest unlocks.

  • When you first unlock the crafting station, you can make the Specialized (Blue) quality gear
  • Once you reach level 24, you unlock Superior (Purple)
  • At level 29, you unlock High-End (Yellow)

Unlocking these upgrades is not enough, you will need to actually craft the crafting bench upgrade before you can get higher quality gear.

You can see the required materials needed to craft it by going to the crafting station and looking to the left before trying to craft anything.

the division 2 how to upgrade the crafting bench

If you have the required materials, simply hold the upgrade button until it finishes and you'll reach the next tier.

As long as you have been deconstructing most things and looting as you level, you will have plenty of materials for both upgrades. You will need to upgrade the crafting bench to Superior, before you can upgrade it to High-End.

How to Upgrade the Crafting Station to Higher World Tiers

Once you reach level 30 and finish the Capitol Building Stronghold, you'll advance to World Tier 1.

Each World Tier drops higher level gear. That also means you can upgrade the crafting bench yet again, for each World Tier.

When you reach a new World Tier, you will get a project that gives you the blueprint to upgrade your crafting bench. This only requires you to complete an Invaded Stronghold.

The cost, however, for each upgrade is pretty steep.

Titanium and Electronics

The biggest concern will be getting enough Titanium and Electronics. The best way to go about getting these is to explore to world, particularly the underground areas, and kill enemies.

I noticed Black Tusk enemies dropped quite a bit while doing an invaded mission or stronghold.


That's all you need to know to upgrade the Crafting Bench in The Division 2. Leave a comment if you have any questions or need further explanation.

]]> Guide To Winning Every Match Tue, 19 Mar 2019 10:41:52 -0400 Ty Arthur

While it's a rarity, is a legitimately Jaws-branded .io title straight from Universal Studios and not a knock off using similar imagery.

As you might expect, plays just like any other fast-paced .io game, but with a few minor tweaks. As expected, your goal is to move around the arena and grow in size while picking up items and avoiding other players.

The change here is in whether you are playing Hunter mode, which lets you fire back at the shark, or in Jaws mode, which lets you eat any player boat you come across regardless of size. 

Below, we'll look at how to use the map to effectively as a shark to rack up points, how to get killshots as the hunter, and how to unlock skins. 

Using The Map Effectively

As the shark, your main goal in is to pick up as many items as possible to grow in size and rack up points, which means you want to hit the densest collection of objects possible, such as boats, swimmers, and docks. 

In most cases, the corners of the map are typically the best place to go because they have large collections of ships docked on the beach; you can plow through them all right from the start.

The brown docks can be picked up just like boats and swimmers, which means more points with less aiming.

It's worthy to note that the map is randomized in each match; sometimes the small islands toward the center often have larger clusters of docks, ships, and swimmers when the corners are randomly empty. Nearly everything is destructible, except the light buoys.

When playing as a Hunter, size only matters in relation to the other players, not in relation to the objects that can be picked up. In other words, you can hit a pleasure yacht that's three time your size on a dock and grow, but if you hit a player boat that's just slightly larger than your ship, you will have to respawn.

Also as the Hunter, the best way to avoid respawning is to move up and down an undulating wave or in Figure 8 pattern as soon as the red icon appears. This way, you can usually stay out of harm's way, sometimes indefinitely. 

 Dense areas like this are what you are looking for 

Landing The Killshot As A Hunter

Hunters' ships automatically fire directly at Jaws when he is in your line of sight. Take Jaws to zero health, and he respawns, netting you a huge point boost.

Aside from the auto fire, though, you also get a super shot, which charges up by collecting items. To charge faster for the killing shot, fire the super shot quickly the first time, then save your next shot for when the shark is low on health.

The bonus for landing the kill shot is so high that staying near Jaws and getting repeatedly eaten is a viable, worthwhile strategy. 

In the end score below, I ignored most of the docks at the edges and just trailed behind the shark until I got the kill shot, picking up anything he missed and occasionally running over smaller boats. With that strategy, I still finished almost 600 points ahead of the next player. 

How To Unlock Skins In

As with any .io game, progression focuses on unlocking new skins for Jaws or boat types for Hunters. Below is the full list of skins and their unlock requirements, although it's worthy to note that many of these can be bought outright for 0.99 cents instead:

  • Hammerhead Shark: watch 15 ads 
  • Battle Scarred Jaws: finish a match in 1st place
  • Whale Shark: play 3 days in a row 
  • Basking Shark: earn 50 shark points
  • Bull Shark: earn 450 shark points
  • Thresher Shark: earn 1250 shark points
  • Goblin Shark: earn 2450 shark points
  • Tiger Shark: earn 4050 shark points
  • Mecha Jaws: earn 6050 shark points
  • Jawsdroid: earn 7200 shark points
  • Holojaws: earn 9000 shark points
  • Yacht: watch 5 ads
  • The Orca: watch 30 ads
  • Sailboat: play 2 days in a row
  • Sumbarine: play 7 days in a row
  • Hooper's Boat: earn 200 shark points
  • Amity Police Boat: earn 800 shark points
  • Islander Boat: earn 1800 shark points
  • Racing Boat: earn 3200 shark points
  • Shark Hunter Boat: earn 5000 shark points
  • Riverboat: earn 10800 shark points might be a relatively simple game on the surface, but getting the highest score can be tough. Hopefully, these tips and tricks will help you get the high score whether you're playing as the shark or the hunter. 

Devil May Cry 5: How to Find Kalina Ann Rocket Launcher Thu, 14 Mar 2019 09:52:41 -0400 Sergey_3847

Each of the three playable characters in Devil May Cry 5 has access to some amazing weapons. However, only Dante can get a unique rocket launcher called Kalina Ann, which can be very easy to miss if you don't expect to see it in the game.

Well, if you wonder how to get this super powerful weapon, then follow our step-by-step guide below to bring you right to it.

Step 1: Destroy the Roots

Kalina Ann is the only hidden weapon in the game, which can be picked up in the middle of the story campaign. It is also very well hidden so you need to follow these steps carefully.

The rocket launcher can be obtained only at mission 11, when you enter the ruined building after defeating demons in the graveyard.

The building is entwined with ancient roots that keep it all together. But if you destroy the blood clots holding the roots, you will open the path to the secret room containing Kalina Ann.

Here are the three clots you need to destroy inside the building in order to reveal the hidden door:

  1. On the ground floor to your right is the first clot attached to the root.
  2. Then, go forward and jump down one floor below for the second one.
  3. There go to your right and up, then down again, where you will see the third clot.

After destroying each of the blood clots, you will see an animation showing certain parts of the building shifting.

Step 2: Get Kalina Ann Rocket Launcher

After destroying the third blood clot a new room with a blue orb will appear in front of you. Here's what you need to do next:

  1. Pick up the blue orb.
  2. Go back to the previous room.
  3. You will see a new platform going up.
  4. Jump up the platform.
  5. Turn right, where you will see a new opening to the secret room.
  6. Enter the room.

Inside the room you will find Kalina Ann on the floor, which you can pick up and equip immediately.


That is how you find the secret rocket launcher in DMC 5.

Also, be sure to check out the Devil May Cry 5 review here at GameSkinny and learn why this game is so much fun.

AxE Alliance x Empire Class Skill Build Guide: Archer Tue, 12 Mar 2019 10:22:42 -0400 Ty Arthur

While there are six different classes to pick from in AxE: Alliance Versus Empire, Archer is hands down the most used class right now, and it isn't hard to see why.

Besides long range attacks for PvP, the Archer's four active starting skills are all incredibly useful for PvE battles, especially if you like to farm in auto mode without having to actually look at your phone.

Not sure how to properly build your Archer? Below we show you the absolute best active and passive skills and attributes for any kind of battle.

Managing Skills In Alliance x Empire

Before getting into the specifics of which skills to upgrade for the Archer class, don't forget that you get two skill set set slots for free (marked as A and B in the upper right corner).

You can buy extra slots for quickly switching between multiple skill sets on the fly if you want to try different combos, but you really don't need three or more in most cases. Instead, just find two different skill sets you like -- one for daily and story quests, the other for player versus player battles -- and keep them updated as you level up.

There's also an important skill strategy we outlined in the Alliance x Empire beginner's guide that's worth repeating here. When you hit bosses you just can't seem to beat, don't forget about the achievements for reaching specific attack and defense thresholds.

If you pull all your points out of active skills and pump them into the passive attack and defense buffs, you can usually hit the next achievement threshold. Grab your rewards for hitting that achievement, then put your points back into your normal skill build. That's an easy way to get some quick upgrades that may be enough to help you squeak by the hardest story missions.

Best AxE Archer PvE Skill / Attribute Build

When building your Archer, split your points between active and passive skills, upgrading them evenly as you level. I recommend going with ATK improvement on the passive side as that tends to be more helpful for autoing dungeons over DEF improvement, but you may need to swap that depending on the quality of the armor you've found.

For active skills, the first four you immediately start with are actually better than the last six that unlock at levels 25 - 50. Why are the early skills better? Because they have low cool down lengths of only 15 - 30 seconds.

The more powerful active skills available to the Archer class have much longer cool downs in the 45 - 50 second range. With the exception of bosses, most PvP battles should be over in less than a minute, so their usefulness is extremely limited by how infrequently they can be activated. 

Best Archer Active Skills

Your primary focus with active skill points should be upgrading Piercing Shot and Cyclone Shot first. It will take time to fully upgrade your skills while leveling, but ideally, your Archer active skill load out should eventually look like this:

  • Piercing Shot 10 / 10
  • Cyclone Shot 10 / 10 
  • Arctic Shot 10 / 10
  • Volley 10 / 10

This Archer skill load out provides the most utility with the shortest cool downs. While they deal less damage, these four skills are easily the best for the Archer because they let you dodge out of harm's way or knock back a group of enemies.

That's particularly important if you are doing auto battles, as it means you will take less damage and evade enemy attacks more often even if you are away from your mobile device while the quest is going.

If you are primarily a manual player and prefer to position yourself in battle for the biggest advantage, I recommend swapping out Arctic Shot for Evasive Flurry or Invoke Phoenix and instead pumping that skill up to 10. While they both have a bigger cool down, if you spend time running around enemies during the cool down period you will actually get more damage output.

Best Archer Attributes

After upgrading your skills, these are the four Archer attributes you want above all others:

  • Long Grip
  • Stabilize
  • Pierce
  • Increase Recovery

Long Grip lowers the speed of enemies -- including bosses in dungeons! That's a huge boon for surviving difficult story missions. Although it has a slightly longer cool down, Long Grip is a better choice than Short Grip as it has an increased duration that makes it far more useful.

Stabilize meanwhile is critical to staying alive in longer, more difficult battles, so make sure to upgrade to Stabilize II when you hit level 40.

Pierce and Increase Recovery are particularly important for auto players, as they give you a change to automatically increase damage and healing with each hit.

Best AxE Archer PvP Skill / Attribute Build

For PvP battles, the optimum Archer load out is almost the exact opposite of what we did before, because the knock back skills don't have the same effects when battling other players.

In this mode, dealing more damage should be prioritized over status effects. You can ditch Piercing Shot, Cyclone Shot, and Arctic Shot entirely. Instead, here's what your PvP build should look like for maximum damage output:

  • Volley 10 / 10 
  • Power Shot II 10 / 10
  • Invoke Phoenix I 10 / 10
  • Invoke Phoenix II 10 / 10

Volley deals damage to multiple enemies at once and has a lower cool down than more damaging skills, making it very helpful in large scale battles.

You can skip Power Shot I due to its long cast time and should instead go for  Power Shot II -- but note it isn't available until level 30.

Both Invoke Phoenix I and II can be equipped at the same time, which you should do so you can alternate between them while the other one is cooling down. The first version deals more damage but takes longer to cast, while the second can be fired off more quickly.

After skills, your attribute picks will be fairly similar in PvP with one major exception. While the basics like Stabilize and Pierce can still be useful, you should swap one attribute out for this nifty little option:

  • Survival Instincts

This attribute doesn't become available until level 25, but once it does it will be your go-to PvP active attribute. When used in battle, your team recovers health for dealing damage and they all become immune to stun for 10 seconds.

Those are all our tips for the best Axe Archer class skills and attributes! Do you have any other Archer builds that work well for specific levels or PvP battles? Hit us up with your tips in the comments below, and check out my AxE equipment and farming guide!

How Character Growth Works in Romancing SaGa: Re;Universe Mon, 11 Mar 2019 16:01:20 -0400 Ashley Shankle

The SaGa series may be seeing two releases in North America sometime between 2019 and 2020, but I am not known for my patience. Why not stave off the urge to get into that universe with the series' very own mobile gacha game?

Following in the JRPG genre's current edgy naming trend, Romancing SaGa: Re;Universe is the current SaGa gacha game on mobile and as with the actual series, it does things its own way.

At the time of writing, I've been playing Re;Universe for over a month with the help of my own trusty Japanese knowledge and two Japanese community wikis.

We'll go over how you might be able to play the game yourself in this article, but the main focus here is twofold: 

  1. Looking at how you grow your characters in the game to give you a look into one of Square Enix's more recent mobile games
  2. And to aid those who want to take the plunge and play Re;Universe despite the linguistic hurdles

Hopefully, you don't have too much trouble wrapping your head around the game's systems as they're laid out here.

Styles, Not Characters

This was all prefaced with a single fact in mind: this is a gacha game, which means you spend premium currency to pull new characters. In Romancing SaGa: Re;Universe, the small twist is that you pull character styles instead of the characters themselves.

Like a traditional SaGa game, your stats here are gained at random based on a character's BR (battle rank) compared to an enemy's BR. If you fight an enemy of similar or higher BR, you may get stats. If you fight an enemy of lower BR, you probably won't get any stats.

Anyone familiar with gacha games is familiar with characters having different rarities. That's present here, but characters of lower rarity styles are still of use.

I'll use Rouge from SaGa Frontier as an example, in all three of his current styles.

SS Rouge is a rare drop from a battle, S Rouge is an event reward, and A Rouge is a relatively common gacha pull. You may assume that shiny SS is definitely the best, but notice the BR between SS and S isn't that far apart, a little more than a 200-point difference.

Each of these Styles has a different skill set, different stat bonuses, and different stat growth.

In the images below, the blue arrows next to a stat indicate its growth chance. One arrow for a slightly higher chance to gain that stat, two arrows for a much higher chance.

SS Rouge excels at surviving via his Energy Steal skill and passive ability that gives him a chance to heal when attacking. He also has a higher chance of gaining Vitality and Agility as stats.

S on the left, SS on the right.

Meanwhile, S Rouge (both Style stat pages shown above) has a higher focus on damage with his Energy Storm and Dark Sphere skills, and excellent Intelligence growth with increased Spirit (MDEF) and Love (healing) gains.

A rarity Rouge's skillset has Energy Steal from SS and Poison Blow from S, but has his own skill Shadow Strike. He has extra Vitality and Agility gains as well as excellent Charisma (incoming healing). However, his stat bonuses are just okay.

These Styles' BR isn't so close because I just happened to stat grind all of them — they actually share the same stats because they're technically all the same character; it's just each Style has its own Style Bonuses.

In the image below, the top is the character's stats (not the Style stats) and the bottom is their Style Bonus

What this equates to in play is this: you use the Style with stat growth you want (in Rouge's case, S rarity for Intelligence) to grind stages for stats, and use the style that melds more with your main party for harder stages.

In my case, that means I grind with S Rouge for the Intelligence growth and do Pyrohydra or new stages with SS Rouge since my main party only has one healer.

The Style =/= character system makes it beneficial to stat up Styles of characters you currently have, that you want to hopefully obtain down the line.

If you've statted someone up on a lower Style for a character before you get the Style of theirs you want, those gained stats still apply. The Style Bonuses are what you'll have to focus on getting up, which we'll talk about in a bit.

Skill Inheritance

Romancing SaGa: Re;Universe also allows for easy skill inheritance on a party to party basis. A character can inherit one skill per party.

If a character has a skill in another Style, they can inherit it. The only requirement is that the Style with the skill has learned it. Just to note very quickly:

  • Physical skills are learned mid-combat via using skills of the same type (Blunt, Piercing, Burning, Freezing, etc.)
  • Spells are learned after a battle is completed and don't seem reliant on in-combat spell usage (Don't quote me on that)
  • Skills of higher efficiencies (from E to SS in efficiency) take a longer time to learn; the higher the efficiency, the more damage a skill can do

Just to relate this to Rouge above, I almost always bring A Rouge's Shadow Strike on both S and SS Rouge because of its high chance to paralyze. However, I sometimes need more AoE or burst damage, so I'll bring Vermillion Sands (SS), Energy Steal (SS), Energy Storm (S), or Dark Sphere (S) instead. It really depends on the situation and the Style I'm using.

Skill inheritance is a big part of what makes lower rank Styles useful, as often lower rank Styles for a character have skills that are either high efficiency (damage) or just useful.

As another example, my primary party's healer is S Undine, who is technically an offensive caster. Her relevant stats are similar to most SS Styles.

Undine A Style is a support with Life Water, so S Undine has inherited Life Water in my main party and functions as a healer and damage dealer.

With this in mind, you can drastically alter a character's uses in battle through skill inheritance.

This feature is one of my favorites of the game after bouncing around various gacha offerings over the years. It's so easy to transfer skills and some have such useful effects like status effects, enemy stat reduction, and pure high damage, giving you another field of customization early in the game.

Style Level

Each Style has a Style Level, which is the only direct form of character "leveling" you have at your disposal. Sure, you grind for stats, but you also grind for EXP to put towards a Style's Level.

Each Style can get to Level 30 by default, and you can raise that cap up to 50 using relevant Puzzle Pieces.

Style Level has two direct effects:

  1. Flat stat bonuses for reaching certain levels
  2. An increase to stat bonuses when within that Style

You can see exactly how this affects stats in the section above highlighting the three Rouge styles: A Rouge's bonuses are lower than S' bonuses, and S' bonuses are lower than SS'.

You can get Style EXP from both combat and from sending your characters on Expeditions, from which they'll gain stats, EXP, and sometimes items. Expeditions can last from two to 24 hours, and you can have multiple Expeditions running at a time.

Notice I say "character" and not "Style" above. You can't have multiple Styles of a single character on multiple Expeditions at once. However, characters on Expeditions are still able to participate in combat in your party as if they were not really gone at all.

Style Level has no bearing on a character's ability to gain stats from fighting enemies of a similar BR. You can take a single character into stages at Style Level 10 or Level 50, and their chances of gaining stats don't change.

All Style Level effects are a character's stats within that Style, based off their Style Bonuses.

How to Increase Style Level & Its Cap

At the end of a battle, each of your characters receives EXP that you can put towards its Style Level. Pretty standard.

You have to manually apply that XP to your Style Level in the Dojo.

I just raised my SS Blue's maximum level via Puzzle Pieces, so here they are getting a Style Level. This is the basic process when pushing someone past the Style Level 30 mark.

You do not need Puzzle Pieces before a Style hits Level 30.

The end result is SS Blue with slightly better Style Bonuses.

Individually, the bonuses are small but add up over several levels.

Puzzle Pieces

Puzzle Pieces come in two flavors: Generic and specific.

Generic Puzzle Pieces can be used with any character of the piece's rank. Specific pieces are for an individual Style and can be auto-farmed in the Dojo.

It takes SS Styles five hours to train up one of their own piece, and it takes S Styles three hours.

Every so often you have to leave offerings (which cost Olem, the standard currency) to keep them training.

Generally, you should leave offerings two or three times a day to keep Puzzle Pieces coming in as the cost for increasing Style Levels gets to be 20+ Puzzle Pieces after Style Level 40.

How to Get in on Romancing SaGa: Re;Universe

There are a million things to go over in this game.

Since I didn't actually translate anything, and you very likely can't read Japanese, there is a way you can play this game in semi-English.

How to download the game

You can find Romancing SaGa: Re;Universe on Qoo-App. You can download Qoo-App via browser either on your mobile device or on your computer, and from there you can download the game using the page link above.

I've been using Qoo-App for a few years and can attest it's safe.

How to play in English (sort of)

In case you're out of the loop, Android emulator Bluestacks 4 actually has a translation overlay function. My husband uses it to play Re;Universe, it gets the job done, though the translations are less than stellar.

You won't understand the plot, but you can at least make some sense of the UI.

Paris = Parry; also Albert is a monster.

If you do decide to play, I'd say to use this Japanese wiki to reference Styles and get general information on most aspects of the game. Google Translate does a decent job of dealing with this site a page-by-page basis, so you shouldn't have too much trouble.

Feel free to leave any questions you may have about Re;Universe in the comments and I will do my best to answer them. Hopefully I've piqued your interest more than Square Enix has interest in localizing this title.

Getting Ready to Die, Or Preparing for Sekiro: Shadows Die Twice With Dark Souls and Bloodborne Mon, 11 Mar 2019 11:18:25 -0400 John Schutt

From Software's "Soulsborne" series is known for many things, but above all, it's known for its brutal difficulty.

They. Will. Kill. You. 

Sekiro: Shadows Die Twice, set to release March 22 and the latest game in the Soulsborne line, will be no different. That means you need to prepare before getting started, and what better way to prepare than by playing the Dark Souls series and the masterpiece that is Bloodborne?

The question, however, is what parts of From's library should you be studying up on? And what should you unlearn if you're a veteran, or try to not learn as a newcomer?

This article answers those questions, looking at the two of the pillars of Sekiro's gameplay: combat, and by extension, boss fights.

Absolute Aggression

Veterans know that the best way to fight in Soulsborne titles is measured aggression with minimum dodging and maximum damage. You want mobility, a keen sense of timing, and an encyclopedic knowledge of your enemy's attacks.

Whether your weapon is a mighty greatsword or the quickest rapier, no opponent poses much of a threat if you know when to strike, how to avoid the counter-attack, and when to back away.

Sekiro turns this tradition on its head. Where once the dodge roll, or just dodging in general, was king, now you want to learn to parry, thanks to the new Posture mechanic.

In essence, both you and your foes have a Posture meter that increases the more damage you take, how many times you block, or on the execution of a perfect parry.

Once this meter is "broken," or filled beyond its boundaries, either you or your enemy can initiate a "deathblow," dealing massive damage. The player just dies, as will most trash mobs. Tougher foes take multiple deathblows, bosses most of all.

All that means you'll be in your enemy's face a lot. You want to parry as many attacks as you can, being sure to dodge the occasional unblockable counter. Gone are the days of holding up a shield and hoping for the best, literally: there are no shields in Sekiro

For these reasons, there are a couple of skills you'll want to practice across the Soulsborne series beforehand.

Parry Timing

Almost every non-boss enemy throughout Dark Souls and Bloodborne can be parried. A few bosses can be parried as well.

Your first order of business is to practice learning the timing of each attack you can parry until it becomes second nature.

The timing you'll learn won't transfer on a one-to-one ratio, as Sekiro is an exceedingly fast game, but the basic skills will. You'll be learning frame windows, attack animation lengths and styles, and most importantly, you'll be working on your reaction time. 

The best Soulsborne players can and will parry everything that comes their way if they're so inclined, and usually on the first or second frame of the parry window. If footage from Sekiro is to be believed, that window is tiny if you want to land a perfect counter.

Probably the best place in the whole series to practice is the Graveyard area near Firelink Shrine in the first Dark Souls. The skeletons there are aggressive, have massive health pools for an early enemy, and their attack variety is broad enough to give almost any non-expert a run for their money.

In Dark Souls 2, make good use of the Pursuer boss. Again, he's really tough for an enemy you fight early in the game, and like the skeletons, he attacks quickly and often enough to get a good sense of when and where to strike.

For Dark Souls 3, any of the humanoid enemies are worth making your practice dummies. Champion Gundyr and Pontiff Sulyvahn are your bosses of choice, for the same reasons outlined above.

Bloodborne doesn't get a mention here, because parries happen at a distance through the gun mechanics.

Optimal Movement

Dodging in a Soulsborne game is more than just rolling at the right time. You need to know attack hitboxes, both their size and their duration, as well as attack speeds and overall frequency. The best players can and have taken out even the toughest enemies without so much as breaking into a sprint.

I'm not talking about learning every boss like the back of your hand. There isn't time. Instead, focus on optimizing your movement as much as you can.

That means you want to do a little moving to avoid an attack as possible.

That big dragon attack? Walk around it.

The gigantic hammer that's going to flatten you? Sidestep it.  

The trash mob swinging at you wildly? Take a few steps back and watch him flail uselessly.

Remember: you will die learning this part. You will die a lot. The knowledge you gain from each death will go a long way toward teaching you how to analyze attacks in the moment.

If you don't have to think about how to avoid damage, it will naturally happen, leaving your mind free to focus on more important things, like landing a parry or getting in the perfect position for a backstab or death from above.

Boss Fights

Everything you learn from the non-boss enemies in a Soulsborne game teaches you something you can use in the level's one or more bosses. They will not, however, teach you how to read, learn, dodge, and ultimately attack a boss. Only actually fighting one will do that.

In Sekiro, the basic formula remains: bait attack, counter or avoid, wait for the gap closure attack, reengage, repeat.

The difference here is, again, posture. In Sekiro, even bosses have it, and like any other enemy in the game, you'll be parrying your head off trying to take down their gauge so you can deliver one of the multiple deathblows necessary to win the day.

As you play previous Soulsborne titles, there are a few things you'll want to practice in preparation for Sekiro. Again, because of the many new mechanics, these skills will not be one-to-one transfers, but you will be better prepared to learn on the fly.


The start of a boss fight can set the stage for the rest of the engagement, and Soulsborne bosses are no different. In many cases, they will open with a specific attack as well, or be in a specific position that can allow you to take an early advantage.

Your first order of business, then, is not only understanding how these opening attacks function, but how best to exploit them. You'll find the vast majority work as gap closers and end with a swipe of some kind that will take a sizeable chunk of your health with it. 

Using the skills you gained in the above sections, you'll want to both position yourself optimally and be ready to take the first attack into a perfect parry. You'll have taken no damage, and the boss's posture meter will already be far more filled than yours. 

Alternately, you can avoid the attack to give yourself some breathing room in the arena, especially if it's relatively small and the boss has sweeping and long-range attacks.

Because you'll be returning to a boss fight several times, you'll be seeing the openers over and over, so regardless of which Souls-style game you're playing, you'll want to take a different approach to each encounter. Go to the right once, to the left another time, and take the attack head-on another time. 

Different approaches to the opening of a fight will give you a good idea about how you want to approach each one going forward, which might ease the frustration of failure, if only by a little.

The Great Bait

It doesn't matter what game you're playing; if you want a Souls boss to give you a specific attack or a certain pattern, you're going to have to bait it out of them. 

What does that mean? It means you've got to do some action that forces the boss to attack you and then react according to the attack provided. 

There are multiple triggers for an attack, but the biggest three are: being close enough for said attack to land, healing, or being too far away

In any case, baiting is a purely conscious decision because its purpose is to put you in a position to exploit everything you know about the incoming strike. Whether you're parrying it, avoiding it to generate an opening, or just outright dodging it, a great bait enables damage, and usually the big kind.

Practicing your baiting skills is as simple as it is dangerous. Go into a boss fight and try to get it to attack you a certain way. Start up close, then run away, then dodge, then repeat the process until you can't find any other attacks.

If the boss has parry windows, bait those out too. You'll need them in Sekiro.


Enemies in Sekiro are aggressive, and if the boss arenas are big enough, expect the boss to use every square inch. You will take damage your first run through, and probably the second, third, and 30th as well. That means you'll need to heal at least once, and because healing almost always acts a trigger for an attack, you have to know when and where to do it.

Many Souls-style bosses have big, showy attacks that end in a mild stun state for the boss as they "recover" from the exertion. Those are the first ones you want to learn and bait out. 

The second attack type to be aware of is always the quick one, because what's the use in healing if the next second all that health is gone again. This is a major issue if you're right up in the boss's face, so make special note of whatever super-fast attacks a boss uses. They often don't have much lead-up, and though they don't do a ton of damage, they will interrupt your actions as surely as powerful attacks will.

To practice healing in a boss encounter, I would recommend doing it early and often for your first few attempts, because you'll get answers to pressing questions like: 

  • How does the boss respond to healing? Does he attack, set up for an attack, let it happen, none of the above?
  • Can you consistently bait a big swing that will give you the second you need to heal?
  • How much damage will you take if you're hit in the middle of healing?

You need these answers before you can start strategizing about the fight. Healing in most Souls-like games is incredibly limited, so making the most of them in the fight you mean to win is essential.


The above strategies are just the tip of the iceberg when it comes to learning how to play Sekiro. I haven't even started to cover verticality, traversal, stealth, equipment, and a whole host of other mechanics you'll need to master if you want to survive.

However, because From Software titles like Sekiro are primarily action games focused around combat, knowing how to approach every encounter can be the difference between loving the game and never picking it up again. 

I think you'll want to master Sekiro. I know it'll be worth it.

Sekiro: Shadows Die Twice releases on PS4, Xbox One, and PC on March 22.

How To Build And Play Mars In Dota 2 Sun, 10 Mar 2019 10:00:02 -0400 Sergey_3847

Patch 7.21c was recently launched for Dota 2, and, to some players' dismay, it did not include Mars, a new hero that Valve has been promising would release in early March. However, on March 5, an unexpected update was released, which indeed added the new hero to the game.

Mars is a strength hero, and he originates from Roman mythology — the god of war who never leaves the battlefield. His three best roles are that of Tank, Carry, and Initiator, and players are already beginning to determine an optimal build for the new hero.

We will cover that build in this complete guide. Additionally, players will find all the tips and tricks they need to play Mars well in Dota 2.

How To Use Mars's Abilities

Spear of Mars
  • Damage: 100/175/250/325
  • Impale Stun Duration: 1.6/2/2.4/2.8
  • Mana Cost: 100
  • Cooldown: 14s

With the help of this magical ability, Mars can throw his spear, which hits and knocks back everyone in its path. The first enemies that are hit by the spear are even pushed back until they are impaled by a rock or a tree, which leaves them stunned.

Notably, Nature’s Prophet and Sprout work very well with this ability. Also, remember that the spear doesn't work on the Iron Branch tree. However, you can impale an enemy hero with the edge of the Arena of Blood for some non-stop beating.

God's Rebuke
  • Critical Damage: 160/200/240/280%
  • Mana Cost: 55/60/65/70
  • Cooldown: 16/14/12/10s

God's Rebuke allows Mars to use his shield to push back all of the units standing in front of him. This deals critical damage, and the physical damage increases depending on how much mana you spent on it.

This ability works really well with various attack modifiers, such as Desolator, Maelstorm, Satanic, and so on. It also has True Strike, which is one of the most valuable mechanics in the game right now.

  • Front Damage Reduction: 25/40/55/70%
  • Side Damage Reduction: 12/20/27/35%

With the help of Bulwark, all attacks from the front and side are blocked by Mars's shield, significantly reducing the damage the hero will take. However, this ability is mostly focused on frontal damage, so keep that in mind when using your shield.

It is important to note that this ability reduces damage only from auto attacks, and it is useless against spell damage. That said, a 25% to 70% damage reduction against physical attacks is still a very nice bonus to have.

Arena Of Blood
  • Spear Damage: 150/200/250
  • Mana Cost: 200
  • Cooldown: 90/75/60s

Mars can call upon his own Ash Legion, which creates an arena that can help prevent an opponent from fleeing from battle while simultaneously keeping others out of the fight. While it is not worth using for a Legion Commander duel, it will help you even the odds in other fights.

To note, enemies can get out of the arena by using blinks or other similar abilities, including Pounce, Shield Crash, and Swashbuckle. It is also important to remember that Force Staff won't work on an arena.

Recommended Items And Build For Mars

Mars has a very specific purpose in Dota 2, so we try to figure out the best main build for him by outlining his strengths and weaknesses. First of all, Mars can withstand a lot of physical damage while simultaneously dealing high burst damage himself.

However, he is weak to spell damage and has low mobility. This makes him somewhat vulnerable to magic. Additionally, his mana pool is not his strongest characteristic, and this is what you will want to target first when buying items for your Mars build.

Here are some specific recommendations on how to build Mars:

Essential Items
  • Soul Ring: You simply must buy this item as soon as you can in order to gain access to more mana.
  • Mjollnir: Synergizes with God's Rebuke by adding some powerfull spell damage to the shield.
  • Vladmir's Offering: A universally powerful tool that not only grants Mars more mana, but also heals his allies.
  • Armlet of Mordiggian: Greatly increases your strength, damage, and armor.
  • Shadow Blade: Blink effect that makes Mars invisible for 14 seconds.
  • Nullifier: Since Mars's spear can't damage ghosts, you need something that will reveal them and make them beatable.
  • Heaven's Halberd: Disarms enemies for a short period.
  • Lotus Orb: Item that dispels silence effects.
  • Pipe of Insight: Magic shield that protects Mars from spell damage.
Additional Items
  • Starting Game:
    • Stout Shield
    • Tango x2
    • Healing Salve
    • Enchanted Mango
  • Early-Game:
    • Quelling Blade
    • Magic Wand
    • Boots of Speed
  • Mid-Game:
    • Power Treads
    • Blink Dagger
    • BKB
  • Late-Game:
    • Phase Boots
    • Drum of Endurance
  • Situational:
    • Battle Fury
    • Diffusal Blade
    • Abyssal Blade
    • MKB

How To Level Mars

Here is a complete breakdown of the abilities that you should upgrade when leveling up as Mars:

  • Spear of Mars: Levels 1, 3, 5, 7
  • God's Rebuke: Levels 4, 8, 9, 11
  • Bulwark: Levels 2, 13, 14, 16
  • Arena of Blood: Levels 6, 12, 18

As for the Talent Tree, opt for the following choices:

  • Level 10: +20 Movement Speed
  • Level 15: +8 Armor
  • Level 20: Spear of Mars +200 Damage
  • Level 25: Arena Of Blood Grants Team +100 HP Regen


With the right build, Mars can be a powerful hero. We hope this guide will help as you learn to play him effectively.

How To Play Silent In Slay the Spire Fri, 08 Mar 2019 10:00:02 -0500 Jordan Baranowski

Unlike the brute force of the Ironclad or the inevitability of the Defect, Slay the Spire's Silent is a tricky class that will need precise planning to master. There are a bevy of strategies available with the class, but things can fall apart quickly if they don't come together.

This is due to the fact that the Silent requires card synergies to work, meaning careful deck management is of the utmost importance. Keeping your deck free of bloat is priority number one, as this approach will minimize the randomness of the game and reduce the frequency at which your combos simply fail to materialize. 

The fact that it is possible for things to just fall apart means that the Silent can be a frustrating class to play, but, when everything clicks, it can be extraordinarily powerful and fun. You can devastate your enemies with poison, draw your deck perfectly and play Grand Finale, or whittle a foe's health down in a single turn with zero cost cards. It's all a blast, which means that the risk-reward for the Silent is totally worth it.

Think you're ready to tackle Slay the Spire as this tricky class? Here're some of the best ways to do it.

Silent Basics

Starting Relic

The Silent's starting relic is called the Ring of the Snake, and it allows you to draw two extra cards in the first round of every combat. This can help you set up combos, build a defense, or take out a weak foe early by giving you better options from the beginning.

Poison, Discards, and Shivs

There are a lot of offensive options you can take with the Silent, and there are three central themes within these options:

  • Poison: Many of the Silent's cards will add poison to an enemy. Poison is a status effect that will cause the enemy to lose an amount of life, equal to its poison count, each turn.

    After dealing poison damage, the count will be reduced by one, and the enemy will be hit for this new amount the following turn. Poison can add up in a hurry, and can cause massive damage, with a small investment, if you can find multiple copies of cards like Catalyst.

  • Discard Only Cards: Another tactic available to the Silent is using cards that are unplayable but offer benefits when they are discarded. Gaining extra energy or drawing new cards, all while filtering through your deck, means that you will have a huge toolbox to play with in each fight. However, without proper discard outlets, these are dead cards in your hand.

  • Shivs: Finally, many cards in the Silent's deck create or effect Shivs. Shivs are zero cost attacks, and the general goal is to buff them and play as many per turn as possible, making use of the Silent's massive amount of card draw in the process.

The Ironclad has strength as a core stat, the Defect has Focus, and the Silent has Dexterity. Dexterity increases the effectiveness of all of your block cards, just as Strength affects your attacks. One Dexterity corresponds to one extra Block per card, so extra Dexterity can add up in a hurry.

Silent Builds


Most mechanics that are unique to a specific class make for obvious builds, and the same is true with the Silent's Shivs. There are plenty of cards, like Accuracy, and relics, like Wrist Blades, that will amplify your Shivs. There are also a number of not so obvious cards, like After Image, Envenom, or A Thousand Cuts, that will take advantage of being able to play a ton of zero cost cards every turn.

Finisher is also a great choice in this deck. It can deal a ton of damage if you've played several Shivs in a turn.


It isn't entirely intuitive, but playing more than one copy of Blur in a single turn will allow your Block to stay on for consecutive turns. If you can increase your Dexterity, packing multiple Bursts and Blurs in your deck will give you insane durability. This will allow you to setup any manner of finisher you choose — be it strong powers, slow poison, or rapid attacks.


There are really two types of poison builds, but we'll group them together for simplicity's sake. The first relies on slow build cards and lots of defense. Things like Noxious Fumes take a few turns to really put out much damage, but nothing is going to stop them once they are rolling — just turtle up and wait for your enemies to die.

The other popular poison build relies on multiple copies of Catalyst. Upgrading Catalyst causes it to triple the current poison on an enemy, thus increasing poison to extremely high levels very quickly. This approach can defeat even end-of-run bosses in only a turn or two, and, if you can get your hands on a Snecko Skull, poison should be the natural route to take.


The Silent has a massive amount of card draw at their disposal, though it often has a discard drawback tacked on. However, you can make that drawback work for you by picking up cards that generate advantage by being discarded. With these cards, you can cycle through your deck, discarding your way to more energy, more card draw, and, if you can swing it, relics that add even more effects when you discard.

This build tends to be really swingy, but it can be extremely powerful with the right cards. It also doesn't take too many discard effects to make it go infinite.

Cards To Look Out For

The cards you need are very build-dependent with the Silent, as certain cards are amazing in one build but are complete garbage in another. Here are a few cards that are almost always good, but, again, keep an eye out on your ultimate goal for a deck.


Despite what I've just said, I can't imagine a deck where you wouldn't want to play this card. Without healing options, the Silent needs to play defense, and even one copy of Footwork in play gives you much better durability. A few at a time can make you simply unstoppable.

A Thousand Cuts

Another terrific card, no matter what you are building, A Thousand Cuts will punish your enemies. The fact that it hits all your foes is amazing, and the damage numbers can add up extremely quickly, especially if you can get multiple copies in play.

Noxious Fumes

Even in non-poison decks, Noxious Fumes is a heavy hitter. Again, per turn damage adds up in a hurry, and the Silent loves to sit back and play defense while powers do the dirty work. Just like most of the Silent's power cards, it's even better with multiple copies.

Well-Laid Plans

There's nothing worse than ditching one of your "essential" cards because you have too many of them. A zero-cost power that allows you to carry something over is extremely useful.


Backstab is super useful for taking out early enemies — its damage is high, it partners well with many powers and strategies, and it will help you save damage to make combat math easier as you move forward. Yes, please.

Blur + Backflip

These are the two Block cards that you want to look out for. There are situations where one will be better than the other, but neither of them are ever bad. In a vacuum, Blur is almost always my pick, but both are excellent.


This is another card that is almost never unwelcome, and it makes every single build better. It is an absolute monster once upgraded, and multiple copies will make any wacky combo you dream up that much more likely to materialize.


The Silent has a ton of options that can work, which also means there are a lot of ways it can go wrong. Since it relies on playing so many cards per turn with most of its builds, certain bosses (Time Eater!) can be a complete nightmare. That said, there's nothing you can't overcome once you start backflipping and poisoning your foes.

Apex Legends Lifeline Tips and Tricks Guide Thu, 07 Mar 2019 14:39:37 -0500 Sergey_3847

Lifeline is definitely the most divisive character in Apex Legends right now. Since she is the only proper medic on the entire roster of characters, many players consider her to be an essential part of any team in this battle royale game.

However, others feel that Apex Legends is a different kind of animal and doesn't need to rely on medics as much as, for example, Overwatch. But this speculation will never end, and it mainly depends on each individual player's preferences.

In any case, whether you are a Lifeline player or not and you want to learn how to use her abilities in the most effective way, follow our guide below for all the essential tips and tricks.

Lifeline Abilities Tips and Tricks

Passive: Combat Medic

Lifeline's passive ability is her most useful one, as it heals/revives downed teammates, including herself, 25% faster than others. At the same time she is protected by an energy shield while in the process of revival.

Note: The shield covers only the front area of Lifeline, so be sure to have at least some kind of cover behind her back. Otherwise, it will be too easy for enemy players to disrupt the process.

Also, the shield protects only from bullets and missiles, but it cannot prevent players from passing through it. Keep that aspect in mind.

Overall, different healing items will have faster healing times when used by Lifeline:

  • Syringes: 3.75s
  • Medkits: 5.25s
  • Shield Cells: 2.25s
  • Shield Batteries: 3.75s
  • Phoenix Kits: 7.5s
Tactical: D.O.C. Heal Drone

Lifeline can deploy a healing drone that will automatically heal all damaged teammates that are in close range to it. You can do this by pressing a Q key on PC or LB on a gamepad.

Note: The drone can be easily destroyed by one precise sniper shot. Place a drone behind allies who have already positioned themselves for cover and healing purposes.

The best timing for dropping the D.O.C. Heal Drone includes:

  • Before or during replenishing shields
  • Right after the shootout
  • During looting
Ultimate: Care Package

The ultimate ability is a special one, as it allows Lifeline to trigger an airdrop that contains high tier armor or even a legendary weapon. This ability is essential for the survival of the team, so don't waste your time and trigger the care package as soon as possible (360s charge time).

Note: In order to activate the care package, you must provide plenty of free space for it. Make sure you have enough when you activate the ultimate by pressing Z on PC or LB+RB on gamepad.

Here is the complete list of possible loot available in the care package:

  • Level 2/3 Body Shield, Helmet, Knockdown Shield
  • Shield Cells, Batteries, Syringes, Medkits, Phoenix Kit
  • Level 2/3 Weapon Attachments

How to Play as Lifeline

Lifeline is not a fighter, she cannot compete with Bloodhound or Mirage in combat power, so you shouldn't attack opponents first. It is best to position yourself behind your teammates, but not too far, and look out for sniper and assault rifles.

Never forget to scout around and mark interesting places. But always carefully...

  • ... choose the right moments to revive downed allies
  • ... find a protected position for the drone
  • ... put your protective shield up

Lifeline is a character with a lot of opportunities, so here are a few more tips and tricks to help you navigate her properly.

Work For Your Team

During the drop phase and later try to be as close to your squad as possible. You may not be able to get the best loot right after landing, since your teammates will need it more than you.

Keep in mind that you work for your team, including times when you have to leave the best loot behind in favor of an ally.

Protect Yourself

Remember that Lifeline is a very valuable character in any squad composition, because without a medic the chances of survival are greatly reduced.

Take care of yourself and don't risk your life for some shotgun you wouldn't need anyway. If your team loses you, then it's almost a sure loss for the whole team.

If you still have to shoot enemies, you should do it from a safe position and without telegraphing in order to cause significant damage without being damaged yourself.

As soon as enemies figure out your position - immediately disengage and run for your life.

Have a Reviving Plan

When one of your teammates gets downed, first assess the situation. Your ally can be surrounded by enemies and there is nothing that you can do about it. Many players expect a medic to arrive, so they'll be waiting for you.

This means that you should revive squadmates only in cases when the opponents are scattered or something distracts them, for example, another squadmate.

Before you press the revival button, make sure that your back is covered either by an obstacle or by another teammate.

Use Your Drone Effectively

Lifeline's healing drone can save your team a lot of time, because now they don't need to collect syringes and medkits anymore. But this drone shouldn't be deployed anywhere or anytime. Look for places where it will be more or less protected from the enemy assault.

The D.O.C. drone can also be used for Lifeline herself in cases when you will be forced into a shootout. With the help of the drone you will stay alive a lot longer and may even kill a few enemies in the process.

Also, remember that Caustic's gas suppresses drone, so wait before his gas dissipates completely before dropping it down.


For more Apex Legends guides, find the list below:

ToeJam & Earl: Back in the Groove Tips to Funk the Funk Off Mon, 04 Mar 2019 17:47:07 -0500 Ashley Shankle

The ToeJam & Earl games are weird, no one will argue that. Naturally, the pieces of advice I have to share in this guide are similarly as strange.

ToeJam & Earl: Back in the Groove is so much like the original game on the Sega Genesis that players of the 1991 classic won't have much trouble learning the ropes, but there are some intricacies exclusive to Back in the Groove worth going over. 

The game tosses a ton of tips your way during its load screens and in its built-in manual, so the tips I'm laying out here are purely from my time playing the game solo before release and online after release. If you don't agree with my strats, that's cool. Part of the fun of the game is that everyone plays differently, otherwise, it'd just be boring.

"Pause" for Safety

Maybe you've noticed already, but the world around you keeps moving when you press the pause button or open your inventory.

When you pause the game, the Earthlings around you will often keep moving. Sometimes they move more slowly or halt and then scoot around, but when you're not in immediate danger, they will continue to wander around as if you're not there at all.

Opening your inventory is one of the best ways to save yourself from being hit by Earthlings. If you're just trying to get somewhere without much trouble, open your inventory or pause and let nearby Earthlings spread out a bit.

If you're about to get hit, open your inventory and use a present or two to hopefully help you out.

If you ever see an online player standing in a dangerous area with its bag open, it's probably just biding its time or trying to figure out which present to use.

Check the Crazed Dentist behind the Hitops. I used the Hitops to get out of there safely.

"Doing" the HyperFunk Zone

The HyperFunk Zone usually nets you a lot of XP, but you may not like doing it or just can't deal with lag when in an online multiplayer game. In those cases, just let the game play itself.

You get a 300 XP bonus when you get a new high score in the HyperFunk Zone, which pairs great if your Luck stat gets some bumps because Luck can make you automatically pass exits.

My general strategy is to make sure I get past the first exit the first time I do the HyperFunk Zone, and then to just let it play out in subsequent entries. Particularly in online multiplayer.

It's worth noting that using presents will net you overall more XP gains than the HyperFunk Zone, so you can skip it completely if you don't feel like playing through it.


Considering the random nature of the game, it's easy to get stuck or lost in Back in the Groove. This is especially the case when you're on higher levels and struggling to stay alive.

It's true that the presents you get are random, but there are some that you should keep once you've identified them for emergency situations like getting stuck or cornered by a bunch of Earthlings.

  • Hold onto presents that teleport you to the elevator or ship piece, or even a present that spawns an elevator, you never know when you're going to need them

  • Hold onto a Timed Teleport, Tomato Rain, Teleport to Elevator, Teleport to Ship Piece, Hitops, Spring Shoes, Gassy Tummy, or Icarus Wings so you have a way to get out of a sticky situation

  • If you don't have any of the above, hold onto a Show Hidden Paths present so you can find your way around on confusing later levels

  • If all else fails, walk around the edges of the areas you have available to try to find hidden paths yourself

About Amped Presents & Presents Between Levels

Amped beneficial presents are like the game's gift to a patient player, provided they are patient.

Some levels amp up certain presents but presents that allow you to manually amp other presents are a boon like no other. Getting increased effects or a longer duration on some presents can completely turn the tide for you.

One very important thing to bear in mind is that persistent present effects, such as Hitops or Gassy Tummy, will continue when you go up or down a level with the effect in place. So if you fall while running around with Hitops, you'll still have them on at the lower level and can quickly get back to the elevator.

This is something to keep at the back of your mind when you see a Backer Island on a level and have to leave it behind, but pick up Spring Shoes or another present on the next level that can help you reach the Backer Island. The Icarus Wings they give you are indispensable.

Use Your Presents Like It's 1999

Aside from some key presents that you know you'll need in emergency situations, it's generally to your benefit to use your presents even if they are unidentified just to make way for more presents.

Though there are a number of presents with harmful or negligible effects, most will help you on your adventure.

Once your inventory starts to get full, don't wait to get a promotion and hope for an increase to your inventory stat. Just use 'em up! Back in the Groove throws so many presents your way, there's no reason not to use them often.

It seems to be an integral part of the experience, even. Another layer of random on top of other layers of random.

Make Good Use of Friendly Earthlings

The Opera Singer and Pharaoh aren't there for their own entertainment; both are the cornerstone to an easy run.

The Opera Singer Earthling, in particular, is a huge help on most levels, as she follows you and her shrill voice will pop any Earthlings in her vicinity for a decent amount of time.

The only downsides to her are that her services cost $3, and she can and will pop the Wiseman and any other helpful Earthlings.

The Pharoah is slightly less useful, but that's reflected in his $2 service charge. He will also follow you around, but his specialty is zapping everything in range to force whatever's hiding out into view.

Money, presents, bowling balls, Earthlings you'd be surprised how much can pop out all at once when he zaps an area covered in trees.

Don't Bother Exploring Everything

Do you really need to check every house, bush, tree, and miscellaneous environmental widget you come across? Even those that your search skill tells you definitely have items? The answer to that is a hard, "No."

As you progress through the levels, you're going to spend an increasing amount of time just running away from harmful Earthlings. If you've already lost some lives and are sitting at one remaining, just getting near the wrong Earthling can mean a quick game over.

You're going to have less time to investigate every nook and cranny of the game's randomly generated areas as you progress, which is something you as a player have to accept. If you find the elevator and there is no ship piece on a level, just move on.

There is little need to stay in levels where there is no ship piece, especially if you don't need to visit the Wiseman. Sometimes it's best to just zoom straight to the elevator just to save your run, and I know I expect other players to rush to elevators when playing online. You can expect other players to as well.

Toss Out Undesirables

There are simply some presents you don't want to have in your inventory. If the wrong Earthling touches you, like a Drone, your whole run could be ruined with one bad present open.

These are presents you should probably drop as soon as you identify them:

  • Here I Am: Draws enemy attention to you
  • Bummer: Instantly kills you
  • Instant Demotion: Instantly demotes you
  • Major Randomizer: There are uses for Randomizer presents, but it seems like Major gets randomly selected more than others; I tend to just drop all but one Baby Randomizer

If I'm having an easy time, I'll also drop Rootbeers. The healing does not make up for the hiccups.

Any time you are getting low on inventory space, either toss or use some presents. "Use it or lose it," as they say.

Online Hosts Can Kick Problem Players

If you're hosting online and have one player who refuses to move up levels or is purposefully griefing, you can pause the game and kick them if you need to.

I've been playing almost exclusively on Random Hard online as host, and have had plenty of players join my games near the end of the run and die on purpose to net themselves a free completion.

After the first few times this happened, I caught on and started to kick players looking for a free ride.

This is also something to keep in mind if you're hosting and another player just falls three or four times from one stage. I know the game can be tough, but no one's got unlimited time to wait on others.

The Art of (Not) Sneaking

You can sneak in Back to the Groove, but your best defense and detection avoidance option isn't sneaking at all. It's interacting with the environment.

I mentioned way at the top that opening your inventory does not make Earthlings stop in their tracks, and you can use that to your advantage. There's a little more you can do, though.

When you have dialogue with a friendly Earthling, it immediately causes harmful Earthlings to lose track of you. This also happens when you feed coins into meters and push buttons to open secret doors  just interacting with those items for a split second will cause enemies to lose aggro for just a moment, and perhaps give up on you completely.

Situation: De-escalated.

This does not work when shaking trees or bushes or what have you. You will still be paid attention to and hit when investigating. And of course, you can always dodge Earthlings by jumping into water if you have to.

Special Shout Out to Sunflowers

Speaking of (not) sneaking: Sunflowers.

The game tells you that you can use sunflower patches to hide, but have you really tried?

Stepping into a sunflower patch immediately cuts enemy aggro and even lets you avoid damage if you're about to get hit, provided you step into the patch fast enough.

With this in mind, if you're in a playthrough where you're having a lot of trouble, try to find some sunflowers and do a search while standing among them.

You can use the sunflower patch as a safe haven for wandering around the area and looting. If you draw the ire of an Earthling that's going to mess your day up, just run back to the sunflower patch and wait for your moment to leave again, then get back to it.

This has saved at least one of my runs.


There are certainly many more intricacies to learn and work with in ToeJam & Earl: Back in the Groove, but these here are the ones that have helped me most on my Random Hard runs and have pushed me to complete one after the other. Funk be with you!

Alliance x Empire Beginner's Guide to Guilds, Equipment, and Farming Mon, 04 Mar 2019 16:08:28 -0500 Ty Arthur

The dream of a full-scale MMO mobile game is here with Nexon's freemium title AxE: Alliance vs Empire. As you might expect, there are an overwhelming amount of menus, options, and PvE and PvP quest lines to follow. Everything can leave new players completely lost.

For those just diving into Alliance x Empire, we can cull the guesswork and help you thrive, no matter what class you picked, or whether you want to focus on player battles or story missions.

A Quick Warning For Phone Players

First up, I don't recommend playing this game at all if you are using a mobile device with only 8-16GB of storage and no ability to save games on an SD card.

AxE is an actual open-world MMO, so to save space and make the initial Google Play/Apple Store file smaller, each new area separately downloads when you reach it on the map.

Even if you delete all of the other apps and move all of your data to the cloud, you will still run out of space if you play long enough; eventually, you'll be unable to access later areas.

In short, you need a tablet or phone with a decent amount of storage space to play Alliance x Empire.

Tips for Getting Started in Guilds 

As an MMO with tons of different daily quests, joining a guild as soon as possible will maximize your rewards.

A horde of new guilds are always being created, but unfortunately, many of them go inactive as players drop off, leaving players stranded since the "Leave Guild" option is hidden in an unexpected location.

If you need to drop out of a dead guild, tap the square box icon in the upper right collection of buttons, then choose "Guild" on the right side, followed by "Guild" again in the sub-menu.

From there, tap "View Details" in the Guild Member panel. Scroll through the list of guild members and "Leave" will be available next to your character's name.

If you manage to land in an active guild, there's one option that many players are also missing right now. You can teleport to any other guild member's location automatically rather than trying to hunt them down on foot.

In the same Guild Details area describe above, just tap the icon with a shoe and an arrow found next to the player's name to move to their position.

Developing Your Equipment for Maximum Efficiency

If you aren't going to spend money on packs, you are in for a grind; getting past the harder missions and unlocking new content without packs can be a slog.

Story quests 5-12 and 7-12, in particular, are where players often get stuck.

There are ways around the wall, though. Upgrading, with a proper plan, is the most effective. The most useful way to upgrade your character is to hone in on a great piece of equipment and continuously develop it to higher tiers.

Each item's max level is capped until you increase it to the next tier; you can do this by combining two similar items that are already maxed out.

The item progression in AxE breaks down like this:

  • Normal -> Fine -> Rare -> Epic -> Unique -> Mythic

Upgrade stone requirements increase exponentially at each tier, eventually requiring a whopping 200 stones to upgrade to Mythic. If you keep a steady stream of upgrades going with gear you actually use, it doesn't take long to get your best weapon or armor up to Epic or Unique.

When developing weapons or armor, it's important to note that there's not much point in starting with Fine equipment; that's because the cost to reward ratio just isn't worth it.

Instead, it's better to start with Rare and work your way up to get the most out of all your upgrade materials.

Don't forget that developing gear each day, even if it's gear you don't intend to use, also nets you additional daily achievements, which results in more gold and loot chests for extra upgrade opportunities.

Players also get achievements for hitting specific attack and defense tiers, which is why you want to upgrade your equipment. However, there's another way to get achievements, even if you're fresh out of upgrade stones or fodder items.

If you don't have the materials you need to upgrade equipment, a good strategy is to reset your skill points and pump them all into the passive Enhance ATK and Enhance DEF skills. Doing so will usually bump your attack and defense stats up enough to hit the next achievement, granting you a new slew of rewards to put towards developing equipment.

After earning the achievement, just reset your skills again and put your points back into whatever skill configuration you prefer. It's useful to give this a shot after several story quests if you find you aren't leveling fast enough.

How to Farm Efficiently and Maximize Time

If you want to get to the end of the game as an F2P player, you're going to have to invest a good amount of time into Alliance x Empire. Knowing that, it makes sense that you need to know how to farm efficiently to maximize time spent in game. 

Because you can set the game to auto-battle, there are repeatable quests you should be farming during your time away from the game; in turn, this will help you level faster. 

Focus on the sub-quests in each region, then the daily quests, and once those are completed, focus on the repeatable quests over and over. You can find all of these quest types grouped together in the Battle screen, with daily quests unlocking once you complete story mission 1-11.

To make each daily or repeatable quest worth your time, always activate the Hero's Blessing scroll before you start farming, as it significantly upgrades your gold and experience gains. Hero's Blessings are often unlocked by completing achievements and missions.

After working through the daily quests and repeatable quests, there's another way to farm, one you shouldn't overlook.

Double tap the minimap in the upper right corner to access the world map. From there, you can track elite monsters.

By heading to lower level areas, you can often take these bosses on solo for great rewards. In particular, you should aim to complete the World Boss three times a day for maximum farming rewards.


Those are all of our basic AxE MMO strategies you need to know before getting started. Follow these tips, and you'll be better prepared for everything the game will throw at you in the mid- to late-game. 

The Division 2: Early Build and Loadout Tips Sun, 03 Mar 2019 12:58:03 -0500 John Schutt

Tom Clancy's The Division 2 is a complex game if you're looking to optimize your gear. Do you want to play a pure support role, deal massive single target damage, act as the worlds most annoying diversion, or some mix of the three?

The options aren't endless, of course, and the community is bound to figure out meta builds fairly quickly once everyone reaches the end game. But because even low-level gear comes with set bonuses, you've got an early chance to start defining the role you want to play.

It All Starts with a Weapon

The armor, equipment, and perks you equip are all well and good, but they aren't going to put down the myriad enemies you'll face in The Division 2. You'll be relying on your guns to do that. 

Your first consideration when making a build, then, is what kind of weapon you want to run. 

Assault Rifles

ARs are, as with any shooter, the bread and butter weapons best suited for the broadest variety of encounters. Their damage is solid, as is their effective range, but they don't stand out beyond this well-roundedness.

If you're looking to make a jack of all trades build who excels at no one facet of combat but who is useful in almost any situation, an AR is a fantastic choice.

You can also use them as a slightly slower substitute for an SMG, allowing you to pick up the pace of combat while still keeping a fair distance between yourself and danger.

Submachine Guns

One half of the PvP loadout in the first Division, a good SMG is a close-range powerhouse, allowing for fast, frenetic combat with plenty of damage output. Because of the damage falloff, you'll have to stay nearer to your enemies than almost any other weapon class besides the shotgun, but with a good reload time and bullet hose capabilities, few weapon types grant the level of speed an SMG does.

If you're looking to make a build that stays up in your enemy's face or that's both mobile and deadly in PvP, an SMG is the way to go. For PvE, these weapons are a great alternative to shotguns up close, but you'll have a harder time chewing through boss armor from anywhere but up in his face. 


Part two of the PvP player's choice loadout, a good shotgun can and will delete enemies with the quickness. What kind of shotgun you want to use ultimately comes down to preference. The semi-auto, magazine-fed varieties offer faster combat in exchange for lower overall damage. The double barrel and pump-action shotguns can one-shot almost anything that isn't a boss mob if you hit a critical spot, and enemy players foolish enough to face you up close will quickly learn the error of their ways.

If you're looking to make a build that puts down other players or AI in a heartbeat, creating a build around a shotgun is the way to go. You lose the safety of range, but gain an overall time to kill that's unparalleled outside of the highest powered, fully kitted and synergized sniper rifles.

Sniper and Marksman Rifles

The PvE guns of choice, sniper and marksman rifles offer big damage and the relative safety of range. As long as you can hit a critical spot, you will be chunking huge ticks of damage off even the tankiest bosses. Other players too will find themselves quickly without armor and health, but because of their smaller critical zones and general mobility, you'd better be a fantastic shot, especially up close.

If you're looking to rack up The Division 2's highest possible damage numbers and take down almost anything from the safety of distance and cover, sniper and marksman rifles should be your go to. Support players will love the survivability, and your team's main DPS guy will love seeing the big numbers show up on his HUD. 

Light Machine Guns

One of the most effective support role weapon types, what the LMG loses in initial damage output it gains in sheer firepower. No LMG will win a fight up close to a shotgun or SMG, nor will it beat out a marksman rifle at range, but it will provide the suppressive fire to allow your teammates to reposition for the perfect shot. Because they become more accurate the longer you fire them, keeping your enemies pinned is a breeze, and if you're nimble enough with your fingers, you can use supportive equipment to bolster your squad's chances.

If you're looking to be the anchor point for your team in both PvE and PvP, pick up a light machine gun. You won't be moving anywhere fast, and you won't be the guy dealing the up close, sexy damage, but you will be the one enabling every other Agent to succeed. With the proper equipment, you can act as a secondary DPS, but you are perhaps best served as a tank, drawing fire and returning it in equal measure.

Promote Synergy

Weapons might be the core damage dealers in The Division 2, they don't work nearly as well if your armor perks and equipment aren't ready to support them. That means, as early as your first green piece of gear, you need to think about how you want your build to work. 

Think about the primary roles you'd find in an MMO or hero shooter — Tank, DPS, Support — and design around that. 


If you want to be dealing all the damage all the time, you have a few considerations to make. 

First, what range do you want to be fighting at? 

For close range, you'll want gear and equipment that keeps you on the move, so high armor values are vital, as are damage upgrades for close quarters weapons. Critical damage upgrades are essential too, but survivability is slightly less an issue than your potential for carnage. After all, they can't kill you if you're dead.

Longer-range DPS players should focus first on maximizing their critical damage, their weapon's rate of fire and accuracy, and damage reduction. Your goal is to stay aimed at your target for as long as possible, only taking cover to reload. Let your support players focus on drawing fire, but remember there will often be enough enemies on the screen that at least a few will be shooting at you. Pick skills and equipment like the healing drone to keep you topped up in the face of a few stray bullets.

Don't worry as much about maximizing your skills and skill power as a DPS. That's a job for your tanks and supports.


If you want to be the anchor for the rest of your squad, you want to be a tank. You'll need to be in the thick of things, pulling as much damage toward yourself as possible while staying alive long enough for your DPS to take out the heavy hitters. 

In most games, tanks are dependent on their support players, and this is still mostly true in The Division 2. There are a few options that give the main tank some survivability, like the healing drone, but more often than not you'll want to keep your squadmates abreast of your health and armor values.

What should a tank focus on, then? 

First, you want armor. Lots of it. As much as you can stack. Your job is to eat every bullet on the field, so make sure you've got a big enough appetite. 

Skill power, especially for healing equipment and abilities is your secondary concern. While your support player is all about keeping you alive, they have up to three other people including themselves they need to worry about. 

There will be times when you'll be on your own, so pick skills and equipment that can sustain you whenever your teammates are otherwise occupied. The heal drone will likely be your best friend, as will any ability that refills your health/armor.

Damage reduction is also crucial, so stack as many abilities that reduce incoming fire as you can, so long as they keep you as the center of attention.

And while damage will never be your primary concern, you can and should keep it in mind. After all, you won't just be standing there taking it, you'll want to dole out some too.

Grab your light machine gun and focus down the big guys so they keep their sights aimed at you. Your DPS will thank you for softening up the armor, and your support will love you for keeping those nasty bullets away from them.



Do you have a gun as a support player? Yes. Will you be using it much?

Not really.  

Your priority is to keep your teammates alive and fighting. You'll also be the enabler, using your skills to make your DPS and Tank can do their jobs better. 

Your armor choices should emphasize one of those two primary roles: healer and enabler.

A healer is pretty self-explanatory. You ensure your DPS and tank stay alive and fighting by any means necessary. An enabler applies status effects, throws grenades, makes use of area denial effects, and generally is a hassle to his enemies.

Regardless of which you choose, stack as much skill power as you can. You want to reduce your ability cooldowns, and you want your equipment to be as effective as possible.

That said, you shouldn't neglect your own armor and health values. While skill power is your main stat, you will have to head into the fire, especially if you need to revive your teammates in the middle of a mess. Stack whatever fast-recovery skills you can, and if you can speed up core actions like armor replacement or weapon reloading, do so.

Damage as support is by far your last concern. You'll be spending much more time keeping tabs on your teammates and helping them do their jobs than you will be shooting.

There will be the odd time when everything you have is on cooldown and you have to actually hit something, though, so don't neglect good weaponry. Just don't lose sleep if you don't have the absolute best stuff around.

Until The Division 2 sees its full release, we won't know the extent of build options available, but using the above tips, I hope you've got a good idea of what kind of loadout you want to run, and what type of role you want to play.

How To Play Ironclad In Slay the Spire Sat, 02 Mar 2019 10:00:02 -0500 Jordan Baranowski

Slay the Spire moved out of Early Access just over a month ago, which means most of its central mechanics and strategies are now in place. As new players come to check out this hybrid deckbuilder/roguelike, they will undoubtedly want to know some effective strategies to conquering the tower.

In this guide, we'll be looking at the Ironclad, the first class offered to players in Slay the Spire. This class may seem simple, but there are actually a variety of paths you can take when building them up. There are also many viable strategies and cards that work in multiple builds, so being adaptive is important.

We'll start by going over the basics of the Ironclad, and then we'll move into some of the most effective builds. With this guide, you'll be racking up Ascensions and win streaks in no time.

Ironclad Basics

Starting Relic

The Ironclad's starting relic is called Burning Blood, and it will heal you for six points at the end of every combat. This makes it easier to upgrade your deck, as you won't have to use rest areas as often in order to heal yourself. It also gives you a bit of wiggle room with combat math, allowing you to play a slightly more risky style.


Every class can upgrade strength, but the Ironclad is the most focused on the stat. Several cards for the Ironclad see a huge boost in effectiveness as your strength increases, allowing you, if you so choose, to focus mainly on defense while waiting for your heavy hitting attacks to come online.

Ironclad Builds

As mentioned, there are many paths you can take with the Ironclad, but defense should be a central focus, especially on higher Ascensions. Most, but not all, of the effective Ironclad builds are designed to weather the storm before bursting down your enemies with extremely powerful attacks.

Barricade + Body Slam

This is, arguably, the most consistent build for the Ironclad. If you can obtain an early Barricade, this is generally the build to drive for. Calipers is also a suitable alternative, though it isn't as effective

From there, simply build up your block as high as you can, grabbing Entrenches to double it up. Then, you can you use one of two types of finishers for the build.

Typically, this finisher will be Body Slams. However, through upgrading your strength (Demon Form is beautiful in this deck), powerful attacks like Heavy Blade and Whirlwind are also viable if Body Slams were not pulled.

Dropkick Infinite

This is exactly what it sounds like: going infinite with Dropkick.

If you can reduce the size of your deck (either by removing cards or using exhaust abilities), you can go infinite with multiple copies of Dropkick and any card that inflicts vulnerability, like the Bash that you start the game with. This will allow you to draw through your whole deck until any enemy is defeated. 

It's a simple and effective build, but there are some drawbacks. For one, it can stumble against enemies that use thorns or build up defense in response to you attacking them.

Also, without a backup plan, you're in trouble if it doesn't work out. If you can't put it together perfectly, or you just run into a troublesome fight, you won't have any strategic options to get yourself back in the game.

Perfected Strike

This one is particularly satisfying when it all comes together. By picking up copies of any card with "Strike" in the name (Strike, Pommel Strike, Twin Strike, Wild Strike, or, best of all, another copy of Perfected Strike), you make a card that can deal massive amounts of damage with no real muss.

Dual Wield is powerful in this deck, making all your Perfected Strike cards more effective. This is a highly offense-based deck, and you should look for energy boosting cards, card draw, and powerful defensive options that can help you to survive for one more turn.

Searing Blow

This is similar to the Perfected Strike build, but it focuses on a small deck with one massively upgraded Searing Blow card. You can upgrade this card as many times as you want, and it will single shot a lot of enemies, and kill bosses in just a few hits, when you start getting to the 10+ upgrade range.

Basically, all this deck wants is one copy of Searing Blow, upgrade cards (like Apotheosis and Armaments), card draw, and a few other randoms if you can find them. Double Tap is phenomenal in this deck, and Dual Wield is excellent once you've got your Searing Blow upgraded a few times.

Card Draw + Fiend Fire

With this build you want to get your hand as big as you can, and then use Fiend Fire to burst down dangerous enemies and mop up the rest. Strength is amazing in a deck like this, and a full hand, plus a few strength, will kill almost anything in a single hit. Burn it all down.

Cards To Look Out For

Because of the versatility of the Ironclad, there are not a lot of "must have" cards that work in every build. Moving forward with the ability to adapt is the best way to succeed with the class, and sometimes a "good stuff" deck will work if you stumble into the right encounters.

Powers are very useful with the Ironclad, since most builds focus on prolonging a fight while you set up a big burst turn. However, you want to make sure to look for powerful cards early that can push you towards a certain build.  


If this is a choice early on, it is one you should almost always grab. Level two and three bosses can do insane damage, especially in higher Ascension levels, so being able to stack up your defense, and use up your hand to do so, is always welcome.

Demon Form

This is another card that is useful in almost any deck. Demon Form allows you to sit back, and block any damage that comes your way, before unleashing absolute destruction on your enemies. After a few turns of sitting on Demon From, even lowly Strike cards become death machines.

Battle Trance

More options are almost always better, and Battle Trance is one of the best ways to give yourself those options. Grab a few copies early if you can — it will make your decisions much easier throughout the rest of your run.

Shrug It Off

Unless you are building a deck that doesn't want you to have a big deck, there is almost no deck that won't benefit from a few copies of this card. It will stop most early enemies in their tracks, help you set up combos, and get you to your heavy hitters as quickly as possible. If you don't have a bomb choice when adding a card to your deck, just Shrug It Off.


Just because the Ironclad is the "Default" class in Slay the Spire does not mean that it is dummy mode. There are a lot of choices to make, and the class's adaptability makes some of those decisions agonizing on higher Ascensions.

Don't be afraid to skip adding cards to your deck if you don't see one that will help your strategy. Also, don't be scared to exhaust cards in fights; the Ironclad will give you a lot of options to help decimate your enemies.

How to Get Better at Apex Legends: Three Important Strategies Sat, 02 Mar 2019 09:15:01 -0500 John Schutt

The road to victory in Apex Legends takes many forms.

You can take the slow route, methodically navigating the map, collecting loot and dealing with threats only when necessary. You can also go headlong into a firefight, pitting your skills against insurmountable odds.

Or, you could take the middle road, dropping into assured conflict but with enough escape routes to slow the match down.

In this playstyle guide, I'll break down three main strategies players use to dominate the field in Apex Legends: Dropship, Edges, and Thick of Things. Each playstyle has its perks, and players of all stripes have won by using them. 

Strategy 1: Dropship

It's the sexiest feeling: dropping onto a ship bristling with high-level gear, eliminating the opposition, then jumping hundreds of feet down to take the fight to everyone else. As brazen as it can be effective, hitting the Drop Ship is a rush unlike anything else in Apex Legends

But how do you win it?

Here are five of the most valuable tips I can give you.

Land Inside

The Jumpmaster should ideally aim to land inside the ship. The loot in the cargo hold is easy to see and quick to pick up; the ship's layout offers plenty of different options for cover and juking. You will also get a good gauge on the progress of the fight topside this way.

Is one part of the ship quiet? Head up there and flank. Is the entire area a chaotic mess? Same deal, just with more risk. In practice, many players end up landing on the top of the ship, so you've already got a leg up if you're inside.

Don't Be Afraid to Melee

The movement in Legends is fast and fluid enough for you to out-strafe enemy fire at close range. If your foe doesn't have armor, they're going down in just a few hits.

Because the ship spawns randomly, you won't always land on it first, so you might not immediately find a gun.

Use the melee attack's significant knockback to remove some competition or take out the player who did find a gun; then take the fight to everyone else.

Know When to Bail

Understand two things: 1.) you won't win every Dropship fight, and 2.) make every one count.

If, for some reason, you land late or land in a bad spot, your attack options quickly dwindle. If you find yourself surrounded and without a gun, there is no shame in jumping off. If you've got a gun and everyone else is dead, other options open up.

The dropship's location is often centralized and you can use it as a base of operations, stockpiling gear from its surroundings and waiting out the mid-game.

You could ride it to a safe location, as well. Probably the best choice if you've cleared the thing is to ride it for a little while as you listen for gunfire, then jump down into the hot zone.

Memorize the Loot Zones

Yes, I know this is obvious, but you'd be surprised how many people go for the dropship without any idea where the guns spawn. Learning the loot zones will take a little time and a few deaths, but once you have a handle on what spawns where and about how often, you'll have a much smoother experience.

Know When to Avoid the Ship

This tip is less about squad play and more about pure survivability, especially if you're playing with random teammates. If the jumpmaster delays the drop for too long but still goes for it, it would be prudent to break off and head onto the lower battlefield. There's no purpose to hitting the dropship if it's already going to be picked clean by the time you land.

If you can get your teammates' respawn tokens either when the ship "lands" or if they're able to crawl down before they're boxed, you could save yourself both a headache and, perhaps, the round.

Strategy 2: Edges

This one's pretty explanatory: drop at the edges of the map before the first ring appears and loot in relative safety. By doing so, you'll be sticking to the outskirts of the safe zone, too, and often racing the gas. But if you're looking for a more consistent way of winning, it'll be hard to find.

This strategy might be slow, but the tortoise and the hare isn't a classic story for nothing.

Here's how you get the most out of Edges.

Keep an Eye Out as You Drop

Odds are, you won't be the only team headed to the fringes of the map. Even the farthest reaches are popular for their safety and abundance of loot.

Communicate with your squad if you see others landing near you, or even in the general vicinity. Because they can see you, too, they might see you as nothing more than tasty loot goblins. Flip the script and get the jump on them first.

Only Engage When Necessary

There won't be too many teams to immediately threaten you, but there are bound to be at least a couple. Like you, they generally know where you landed and that you could be coming for them at any time. Surprise, then, is your best friend, and stray gunfire is the enemy of surprise.

Remember that in Apex Legends sound is paramount and highly specific, so a single shot will tell everyone within several hundred meters where you are.

If you see a member of an enemy team as you're looting, don't start shooting right away. Tail them or make a ping of their location. Unless you know you've got a kill shot, do not engage

Deny From Them Everything 

You have a lot of time at the beginning of a match before the ring begins to close. Use it.

Gut every building of your landing zone for loot. Even if you can't use some of the ammo on the ground, pick it up, dropping it only when the zone is about 30 seconds from closing.

You must deny the few enemies around you from having any advantage over you, and that means squirreling away everything you don't want them to have.

Play the Ring

The kill zone might close faster than you can run, but if you're already about halfway ahead of it before the buzzer, you can get to safety long before you start taking damage. Make sure your squad is mindful of time, and use the landscape around you.

If there's a chasm or vantage point at the ring's edge, don't hesitate to take control of it by any means necessary. Keep your ears out for combat beyond the safe zone as well.

It's easy to get lost in a firefight and forget how close the gas is, and you can eliminate some of your competition from safety as they wildly sprint toward you.

In the late game especially, you'll want to grab the edge of the safe area. The center is often a wide open space, and those are nothing but kill zones.

Verticality is Your Friend

The map in Apex Legends is filled with things to climb; it also has plenty of high areas that overlook major loot zones. Put these to good use as both scouting points and defensible areas. If it's early in the match, you're likely to see at least one team beneath you, but probably not at a range that's comfortable.

Mid- and late- game, a simple hill or house can be enough, and as stated above, they are often at the edges of the gas. Don't be afraid to use them. Your enemies won't be.

Strategy 3: The Thick of Things

No, this isn't just Dropship without the ship, but it does require about as much forethought. There are plenty of great places to land in Apex Legends. Heck, we made an article all about the best landing spots. And one about the best loot locations.

Read those now, because you won't be the only team dropping at these optimal landing zones. You're going to be in for a fight, but if you're playing in the Thick of Things, that's what you want.

Here are a few tips on how to win a hot drop.

Divide and Conquer

Being all bunched up when you land is a recipe for a quick wipe. Instead, you and your squadmates should land in a rough triangle formation, picking up loot from the three "points" where you land, then meeting in the middle.

You're liable to catch at least one team off guard, and even if it's suddenly three against one, your teammate at another "point" is close enough to back you up.

Be aware this strategy takes significant communication and coordination, but when pulled off well, it can throw multiple team fights into chaos. Chaos you are your squad controls.

Don't Shoot the First Thing You See

You neither know where their teammates are, nor if your own squad probably in the best position to support you. Instead, gather the loot you can and take a short moment to measure the situation around you.

Are there poor souls running about with no guns? Are there nearby doors open? Do you hear shots, or is everything eerily quiet?

Once you have at least some bearings, you can take the fight to your enemies, but be aware that some of them could be taking more time than you did to assess their surroundings, and all you've done is make yourself a target.

Practice Your Loot Game

You can pick up guns and other essentials from the ground too quickly. Make sure that, if you're ready to take on whole enemy squads, you can gear up quickly and efficiently. That means you don't want to stand around trying to decide which stock you want, or which ammo you need.

Pick up only what's necessary to start a fight and then go out to start it. If you and your squad are any good, other people will have done much of your looting for you.


Sometimes the best loot is the loot you don't pick up. A closed cargo container can sometimes be a more effective trap than anything a hero can cook up. ]

Don't be afraid to leave something tantalizing on the ground, or even someone tantalizing. That's Mirage's whole schtick, after all. Which leads me to my next point...

Don't Chase

Or don't chase unless your team can form a pincer.

Chasing gives your opponent an advantage because if they know you're behind them, they can prepare a trap of their own, and you'll be running right into it.

It's an FPS rule as old as the genre itself, and in team-centric games like Apex Legends, there's a high chance you won't be rushing headlong into just one player either.

The only time chasing is ever an option is when you see a single player split off from their squadmates and you know you can catch them from multiple angles. Otherwise, let them get away. They'll be back for you eventually.


This list is by no means exhaustive, but strategies like these should give you an edge in any of the situations mentioned. Some of them require practice, some of them require precision, but all of them are tested and effective.

It all simply depends on how you want to play them. 

For more tips and guides on Apex Legends, be sure to head over to our guides hub for the game. 

Apex Legends Guide: How to Increase FPS Thu, 28 Feb 2019 13:44:14 -0500 Sergey_3847

Apex Legends has proven to be not only a success but also a game that seems to have very few issues, especially on PC. However, there is still always the chance of dropping FPS on low-end machines. That just comes with the PC-gaming territory. 

Fortunately, there is a way to increase your FPS count in case you're running below the desired 60-or-more threshold. Below, we take a quick look at how to adjust your game settings for a smoother and faster experience in Apex Legends.

Step 1: Set Your FPS to Unlimited

Before jumping into the game settings, it's a good idea to first remove any pre-set FPS limits on your PC. Here's how you do it:

  1. Launch EA Origins
  2. Go to Game Library
  3. Select Apex Legends
  4. Open Settings
  5. Click on Game Properties
  6. Go to Advanced Launch Options tab
  7. In Command Line Argument type in +fps_max unlimited
  8. Press Save

This quick procedure will remove any FPS limitations that might have been pre-installed on your PC.

Step 2: Adjust Game Settings

Now, you can start adjusting your game settings. There are no set rules here, so be free to try out different things. But here are a few suggestions that may help you significantly.

  1. Aspect Ratio: Native
  2. Resolution: Native or less
  3. Field of View: 100 or less
  4. V-Sync: Disabled
  5. Adaptive Frame Resolution: 0
  6. Anti-aliasing: Disabled
  7. Texture Streaming Budget: Should correspond to your GPU RAM
  8. Texture Filtering: Bilinear

The remaining settings should also be disabled. This will give you the maximum performance boost, and your FPS count should rise well above the 100 FPS threshold.

Step 3: Edit Configuration File

This last step is not necessary, but if you want to squeeze out every additional bit of FPS on your system, then follow these steps:

  1. Go to "%USERPROFILE%\Saved Games\Respawn\Apex\local" directory
  2. Open "videoconfig.txt" file
    • Set "cl_ragdoll_self_collision" to "0"
    • Set "mat_depthfeather_enable" to "0"
    • Set "r_lod_switch_scale" to "0.5"


For more Apex Legends guides, find the list below:

Anthem Guide: Interceptor Weapon Damage Build And Tips Wed, 27 Feb 2019 12:51:21 -0500 Synzer

There are many different ways to approach Anthem's Javelins, and the build that you use can have a direct effect on how each of the exosuits play. My personal favorite Javelin is the Interceptor, as its fast, acrobatic movements ensures that the game's action is always intense.

While the Interceptor can be built with a focus on melee or abilities, there is another option. This guide will detail a build for Interceptor that uses guns as its primary source of damage. 

To note, the guns that you use with this build don't matter much. However, you will want to have, at least, Masterwork quality weapons.

Interceptor Weapon Damage Build

I am going to go over the components, abilities, and weapons that I use with this weapon damage focused build. I will also explain why I use them, what bonuses to look for, and how to play using this build.


anthem interceptor masterwork components

Components are very important when you reach max level in Anthem. They passively increase your health and shields, and you will notice a huge difference in your power level just by getting a couple of them.

There are only four requisite components for this build — the ones that increase weapon damage. The other two components you choose to equip are up to you.

Here is a list of the necessary components along with details on what they do and brief explanations on their role in the build:

  • Elusive Talisman: Increases weapon damage by 25%. Dashing 3 times refills the equipped weapon magazine.

    This is the most important component to have for this build, as its second effect plays a critical role in dealing weapon damage. Specifically, it allows you to get all of your ammo back instantly, without reloading, as long as you dash. This ammo also does not come from your reserves, which allows you to have endless firepower.

  • Way of Salvage: Increases weapon magazine size by 30% and ammo drop rate by 50%. Collecting ammo increases weapon damage by 40% for 5 seconds.

    This component is used specifically for the weapon damage increase it provides for picking up ammo. To note, if you are dashing to get ammo back, with the Elusive Talisman, you won't be able to pick up any ammo to get this buff. This can be solved by simply firing off some rounds, or reloading manually, when you see ammo on the ground.

  • Vengeance Matrix: Increases all damage dealt by 50% and damage taken by 25%. On low health, all damage is increased by 25% for 5 seconds.

    This is a huge passive boost to damage, and it gives even more when you reach low health. Furthermore, the extra damage you will take with this component equipped won't be a big deal as long as you have Masterwork or Legendary components.
  • Way of Integration: Increases all damage done by 30% for 5 seconds on a gear hit streak of 2.

    This component requires you to hit an enemy with your gear twice to receive the buff, which can be done by using abilities. It is a really useful effect when running something like the Plasma Star, which has multiple charges and recharges quickly.
Gear Abilities

anthem ruthless stalker masterwork searching glaive

Here are details on the Assault System, Strike System, and Support System for this Interceptor build:

Assault System

  • Ruthless Stalker (Upgraded Searching Glaive): Thrown gadget that seeks out target. Grants Striker's Fury.
    • Striker's Fury increases weapon damage by 60% for 20 seconds when you hit an enemy with Ruthless Stalker.

Strike System

There is no piece that directly increases your weapon damage, so the most important thing is to find a preferred Strike System ability that boosts damage in other ways. Here is what I think works best with the build:

  • Sanadeen's Respite (Upgraded Plasma Star): Throwing star that melts through armor. Hitting enemy weak points instantly restores 35% shields.

    This one is nice because it allows you to recover shields easily, for increased survivability. It also recharges very quickly, and it has multiple charges. This means that you can keep up the damage buff provided by Way of Integration.

Support System

  • Target Beacon: Locks onto a target, reducing their resistances by 33%. If the enemy is defeated, effect jumps to another.

    This is great because it allows you to clear groups of enemies fairly quickly, or you can use it to do a bunch of damage to a boss. It also allows your teammates to deal more damage.

anthem truth of tarsis legendary devastator

As previously mentioned, there are multiple weapons that you can use with this build, as its focus is on increasing all weapon damage. In general, if the weapon fits your play style, or it has good bonuses, use it.

Here is what I'm currently using:

  • Siege Breaker (Upgraded Whirlwind): This is a very fast firing sniper rifle that allows your shots to freeze enemies after a 3-hit streak. It shoots like an assault rifle, but you must aim in like other sniper rifles before you can shoot.

    This is one of the best guns in the game, and it is made even better by this build, as you won't ever run out of ammo. It lets you apply freeze, without having to run Cryo Glaive, which means you will have no issue taking out tough enemies and freezing everything.

  • Truth of Tarsis (Upgraded Devastator): Shots explode on contact, and hitting enemies under a status effect will set off a chain combo.

    There is a reason this gun is called Devastator — it is an absolute monster. Yes, using this weapon with the Siege Breaker allows you to set up and detonate your own combo just by using guns.

    The main reason to use this gun, however, is the sheer damage it does. While it can only fire one bullet before needing a reload, the Elusive Talisman allows you to dash to instantly refill the mag. That component also means that you don't have to worry about the gun's very low ammo reserve.

    To give a sense of this gun's power, my shots were doing 130k damage or more after breaking the weak points and hitting enemies on Grandmaster 1 of Tyrant Mine. Considering you can fire the Truth of Tarsis every few seconds, a lot of damage can be accumulated in a short time.
Combat Tips

There are a few ways you can play this build, but these general tips should cover any situation:

  • Start with Searching Glaive, Target Beacon, and your Strike System ability before shooting.

    This will give you the most upfront damage. Again, I use Plasma Star for the Strike System, which will give you the easiest time of keeping the Way of Integration buff.

  • Get into the habit of chain dashing constantly.

    This is done simply by holding down the dash button, or pressing it quickly three times. You will want to do this instead of reloading, even if you haven't completely drained your ammo.

  • Pickup ammo, even if you don't need it.

    You want to keep the damage buff from Way of Salvage up as much as possible, so be sure to grab ammo when it drops. Remember, you will need to shoot or manually reload whenever you are at full ammo or you will not be able to pickup the ammo.


That's everything you need to know for my Interceptor weapon damage build for Anthem. For players looking to go a different route with this Javelin, it is a great opportunity.

Apex Legends Glitches: Unlimited Ammo, Flying, and More Tue, 26 Feb 2019 10:53:19 -0500 Sergey_3847

New games will always have a number of glitches that players can utilize. So is the case with Apex Legends that has just recently been released for free. It has immediately gained a huge popularity, but many players have also found ways of exploiting its weaknesses.

Here you will learn about some of the biggest glitches and hacks that will help you get more wins. These glitches have been tested on PC platform only, so there is no guarantee that you will be able to replicate these tricks on consoles.

There are some, however, like an infinite XP glitch, this short list won't cover because no one wants to be that guy. 

Infinite Flying Glitch

It is no secret that you can use jetpacks in Apex Legends to propel yourself into the air, but what if you could exploit this mechanic to actually fly as long as you want? Well, there is a glitch in the game that allows you to do exactly that. All it requires is a proper sequence of buttons you press.

  1. When you're on the ground, go up the balloon.
  2. Hold "Freelook" button and be ready to deploy your parachute.
  3. But instead of opening a chute, press and hold your grenade button.
  4. Now use your mouse scrollwheel to go up (scroll up).

In this way you will keep flying as long as you will hold the grenade button and scroll up everytime you approach the ground. It's a really easy trick that everyone should be able to use.

Nonstop Shooting Glitch

One of the biggest issues players experience in Apex Legends is the shooting lag, which happens everytime they reload or change a weapon. Fortunately, there is a glitch in the game that allows you to override this lag and keep shooting even when you're switching your weapons.

Here is a simple two-step instruction on how to achieve this effect:

  1. As soon as you're approaching an empty magazine keep shooting and press the crouch button.
  2. While shooting and holding crouch switch your weapon.

In the crouch position you will experience absolutely no lag whatsoever while shooting and switching weapons. Your weapon will switch and the shooting will continue with no delay, which is quite nice.

Unlimited Legendary Ammo Glitch

Legendary weapons in Apex Legends are truly amazing. Unfortunately, it's really hard to find ammo for them, so at one point you find yourself out of ammo pretty soon after getting the Mastiff or Kraber from the airdrops.

But it looks like there is a simple exploit in the game that allows your legendary weapons to never be out of ammo. Here's how you do it and remember this glitch only works on legendary weapons:

  1. Empty your magazine of all but one bullet.
  2. Open the switch weapons menu.
  3. Switch your weapons.
  4. Put the legendary weapon of your choice back in your main slot.

You will notice that your magazine is now back to being full. The only condition you must follow is that you should have at least one bullet left in your weapon. Otherwise, this glitch won't work anymore.


Leave your feedback in the comments section below, and check out some of the other Apex Legends guides we have here GameSkinny.

Our Apex Legends ability guide and guide on how to self-revive yourself are must-reads if you're trying to choose a character to main or just want to learn more about the mechanics. We have several other guides for the game as well, below are just a few more to add to the collection.

Anthem Guide: How To Get Multi-Kills Fri, 22 Feb 2019 16:28:48 -0500 Synzer

Knowing how to get multi-kills in Anthem is important, as you will get more experience for obtaining multi-kill medals, and there's even a part in the story where you will need them to progress. However, it's not that easy to get a multi-kill in BioWare's new multiplayer action RPG.

This has caused some frustration for players, and part of that comes from not knowing exactly what counts as a multi-kill. This frustration has been made worse by a bug that was active during early access, which prevented some area attacks from counting towards multi-kills. This has, supposedly, been fixed with Anthem's day one patch.

For players that are still having trouble with multi-kills, this guide will explain exactly what a multi-kill is, and it will provide tips on getting them. With this information, you can level up faster and get through the game's story.

How To Get Multi-Kills In Anthem

anthem multikills

A multi-kill is defined as defeating eight enemies within 10 seconds. The good news is that each kill refreshes that timer — you should think of multi-kills as a kill streak with a time limit. 

That said, it can still be tough to get a multi-kill, as you can't always find eight enemies closely grouped up. Here are some tips that may help you:

  • Make sure there are eight enemies in the general area.
    While it may seem obvious, it does no good to even attempt a multi-kill if there aren't enough enemies around.

    A good way to find a lot of enemies in one location is to visit landmarks or areas with structures in Freeplay, but it is helpful to have as many other players with you as possible. The Hidden Places and World Events are also great areas for multi-kills, if you can survive them.

  • Focus on melee kills with the Interceptor.
    Interceptors have fast melee attacks, which have no cooldown. This means that you can keep killing quickly with melee until you get a multi-kill.

    Additionally, the Interceptor's ultimate is a great tool, as it is a much better version of the normal melee attack.

  • Use large AoE Attacks with the Storm or Colossus, but not their Ultimates.
    The Storm's elemental attacks, such as Lightning Strike, are a good way to rack up fast kills.

    The Colossus's Flamethrower and Lightning Coil are also useful, as you can prime enemies with Flamethrower and then detonate the combo with Lightning Coil. You can also continue moving and shooting while Lightning Coil is active for additional kills.

  • Just use guns.
    If all else fails, simply shoot enemies with guns that kill quickly form a distance. Just be sure you have enough ammo for eight kills.

anthem freeplay map


That's all you need to know to get multi-kills in Anthem. If the AoE bug still affects you after the patch, try one of the other methods listed above.

Anthem Javelins Tier List: From Best to Worst Fri, 22 Feb 2019 12:19:08 -0500 Sergey_3847

After a year of waiting, Anthem, a new looter-shooter from Bioware, is finally out on PC, PS4, and Xbox One. As expected, the game has several different classes to choose, each of which provides its own benefits. 

Called javelins, players pilot these exosuits, taking advantage of their strengths to compliment various playstyles. Below, we'll go over each of Anthem's javelins, their strengths and weaknesses, and the playstyles they're best suited for. 


Storm is the universal choice. It is the most balanced javelin of all, and it has amazing elemental abilities that allow you to blast and freeze your enemies.

The best part about Storm is its ability to stay in the air for extremely long periods of time. You can literally just fly over your enemies and shoot them from above while staying in complete safety.

If you're dealing with someone stronger than you, just use the Hoarfrost Shards ability to freeze your enemy and keep them from dealing damage. 

However, freezing isn't the only option you have. In a similar fashion, you can blast your enemies with Lightning Strike or Fireball. These elemental abilities are so powerful that you will be able to quickly deal with several targets at a time.

Lastly, with the ultimate ability Elemental Storm, you can combine all of these elements into one and create a devastating AoE detonation that will deal massive amounts of damage. 

A Good Match For: 

Players that prefer crowd control and ranged DPS will love Storm for its ability to hover over enemies and use elemental damage from a distance.

Not a Good Match For: 

Players that prefer to stay close to their targets will find this playstyle chaotic.


Colossus is the tankiest javelin in the game and a perfect team leader with a huge pool of health. On top of that, you can carry a heavy shield capable of protecting you from some serious damage on the way.

If enemies surround you, activate Collossus' Shock Coil ability to electrify anyone standing close by. Then, shoot with your Burst Mortar to rain a volley of mortar shells down on them.

If enemies run toward you in a column formation or in a horizontal line, you can use your Flame Thrower. It will not only damage them on impact, but it will also set them on fire, dealing more damage over time.

Because of Colossus' power, this javelin typically draws the attention of all enemies, thus freeing up your teammates. To finish things off, use your ultimate Siege Cannon ability to blast everything in close range to smithereens.

A Good Match For: 

Players that prefer a tank-focused playstyle and heavy DPS may find Colossus to be the best option. It has access to some heavy artillery as well as some excellent defense mechanisms.

Not a Good Match For: 

Players that can't stand slow, plodding gameplay will find Colossus boring.


Ranger is the perfect javelin for beginners and utilitarian players alike. That's because Ranger works in almost any situation by using the wide array of abilities at its disposal.

This javelin has access to several types of grenades, such as Frag, Inferno, Frost, Seeker, and Sticky. The first two are excellent for AoE damage, while Frost grenade, as the title suggests, freezes enemies. However, Seeker is probably the most interesting grenade, as it actively seeks out a target to frag.

There are a few other similar tricks under the Ranger's sleeve. For example, Homing Missile fires a projectile that chases a nearby enemy until it explodes. 

A Good Match For: 

Players that prefer ranged DPS and single-target DPS roles fit the Ranger's playstyle the best. If you like to focus on killing one enemy at a time, then this should be your first choice.

Not a Good Match For: 

Players that like to play against several enemies at a time using AoE will not find all the suitable tools in Ranger's arsenal.


Interceptor is undoubtedly the fastest javelin in the game, but it deals the least amount of damage. However, if you prefer a melee-centric, extremely agile playstyle, then Interceptor will fit you the best.

Although Interceptor has a few neat assault tricks, its main abilities revolve around the Strike System. For example, the Tempest Strike ability is just one massive single-target attack, and it can be combined with Nova Strike or Star Strike.

One of Ranger's most useful abilities, though, is Rail Cry, which removes all status effects from your teammates.

A Good Match For: 

Players that prefer melee DPS and high mobility will find something to like with the Interceptor javelin.

Not a Good Match For: 

Players looking for high damage output will, unfortunately, be disappointed with the Interceptor. 


For more tips and strategies, be sure to head over to our Anthem guides hub. Below are a few guides to get you started:

Anthem: Complete Crafting Guide Thu, 21 Feb 2019 18:22:41 -0500 Synzer

Crafting in Anthem can be confusing at times, as, if you don't know where to look, the game doesn't tell you right away how to do it. The good news is that once you find out how it works, and where to look, it isn't too difficult.

This guide is going to fully explain how the crafting system works in Anthem, including how to unlock blueprints. It will also cover the many different things you can craft, along with the different available rarities.

Crafting Basics in Anthem

Before crafting, you should first know how to determine the rarity, or quality, of items in the game. These are the rarities from most to least common:

  • Common (White)
  • Uncommon (Green)
  • Rare (Blue)
  • Epic (Purple)
  • Masterwork (Orange)
  • Legendary (Yellow)

The color indicated is what the item looks like when you loot it during a mission. You are able to craft up to Masterwork quality, and you will need a number of materials to do so. The required materials depend on what you are crafting, and you will also need the blueprint for the specific item, which will be explained later. 

anthem crafting avenging herald

These are the materials you will need for each type of craftable item: 

  • Weapons
    • Chimeric Compound
    • Chimeric Alloy
    • Ember
    • Weapon Parts
  • Universal Components
    • Chimeric Compound
    • Chimeric Alloy
    • Ember
  • Class Specific Items
    • Chimeric Compound
    • Chimeric Alloy
    • Ember
    • Class Parts

How To Get Crafting Materials

The materials needed for crafting are found in a number of ways:

  • Chimeric Compound comes from gathering from plants in the world as well as salvaging items.

  • Chimeric Alloy comes from gathering from minerals and parts in the world as well as salvaging items.

  • Embers come randomly when gathering from anything in the world, but they aren't guaranteed. You can also get them when salvaging items of uncommon rarity or higher.

    There are different types of Embers, and they are related to item rarity. For example, salvaging Masterwork items will grant Masterwork Embers, which you will need to craft Masterwork weapons.

  • Weapon Parts can be found in gathering piles sometimes or by salvaging any gun.

  • Class Parts can be found in gathering piles sometimes and by salvaging a class specific item. For example, if you salvage an Interceptor-specific component, you will get Interceptor parts.

To note, all of these items can be bought from the store with Coin, the in-game currency. That said, I would not recommend buying materials unless there is absolutely nothing else you want to purchase.

Currently, crafting materials come very easily, with Masterwork Embers being a possible exception. These Embers are the only things I would consider buying with Coin, and I would only do so after finding something really good to craft.

How to Unlock Blueprints

The other extremely important aspect of crafting is unlocking the necessary blueprints. How this is done differs depending on what you want to craft, so I'll explain the method for each category.


Common weapon blueprints are unlocked the first time you receive that weapon. From there, you must unlock the higher rarity versions of the weapon by completing challenges with the weapon equipped. 

To note, you can't just kill 10 legendary enemies and unlock the Epic version of a weapon. Instead, you need to complete the Uncommon challenge, then the Rare challenge, and then you can work on the Epic challenge.

These challenges require you to kill enemies. The number and rank of the enemies that you need to dispatch depends on the rarity of the blueprint you want to unlock:

  • Uncommon: Defeat 50 enemies with the weapon.
  • Rare: Defeat 25 Elite enemies with the weapon.
  • Epic: Defeat 10 Legendary enemies with the weapon.
  • Masterwork: Defeat 10 Legendary enemies with the weapon.

anthem thunderbolt of Yvenia blueprint

You don't need to get the killing blow in order to complete these challenges — you only need to damage the enemy. You can also check you weapon and gear blueprint progress by opening the Challenges menu and then selecting either gear or weapons.

Gear (Abilities)

Like weapons, gear blueprints are unlocked by completing challenges with the Ability equipped. The challenges are:

  • Uncommon: Complete four Missions or World Events on Normal+ difficulty with the Ability equipped.
  • Rare: Complete eight Missions or World Events on Normal+ difficulty with the Ability equipped.
  • Epic: Complete 12 Missions or World Events on Normal+ difficulty with the Ability equipped.
  • Masterwork: Complete 35 Missions or World Events on Grandmaster 1+ difficulty with the Ability equipped.
Components & Sigils (Consumables)

Blueprints for components and sigils are unlocked through Anthem's Faction and Rep system. If you want more details on this, check out the Anthem Faction, Rep, and Rewards guide.

This is what is required to unlock these blueprints:

  • Components
    • Class-Specific: Increase Sentinel Rep for all three ranks.
    • Universal: Increase Freelancer Rep for all three ranks.
  • Sigils
    • Weapon Sigils: Increase Arcanist Rep for all three ranks.
    • Elemental: Complete Strongholds.


That's everything you need to know about crafting in Anthem. Now you can work on unlocking all those blueprints and make some really nice weapons and gear.

Another Eden Tome Farming Guide Thu, 21 Feb 2019 16:54:50 -0500 Ty Arthur

With a huge cast of characters to choose from in the gacha/JRPG crossover Another Eden, it becomes absolutely crucial to level up the right party combinations if you want to beat the most difficult horrors. Additionally, in order to get the most out of each character, you have to find special tomes in order to access their highest powered abilities.

For players that are curious about these tomes, this guide covers exactly what they do. It also gives information on where to farm for them quickly.

What Tomes Do In Another Eden

Many of the heroes you gain through dream encounters have locked final skill boards. In order to unlock their full potential, and make them worth leveling, you need to find specific tomes. 

If you don't find these tomes, and unlock the final skill boards, characters like Aldo quickly becomes outpaced by other encountered heroes. Mariel is also a character where it is really worth grinding for tomes, as she is easily the best healer.

Tomes have very low drop rates and come from very specific locations. Furthermore, you aren't likely to find the tomes you need to upgrade a character's class until long after initially meeting the NPC who utilizes them.

If you can't remember how to use tomes in Another Eden, just switch the world map and travel to the Spacetime Rift. From there, simply talk to Lady Midd in the tavern. It is important to note that the specific character to be upgraded has to be placed in the main or reserve section of your party in order to appear as an option when talking to Lady Midd.

Where to Farm Tomes in Another Eden

Tomes are found by completing the Another Dungeon sections available through tapping the blue elevator in the Spaceimte Rift. These extra dungeons take you to more difficult versions of areas that you've previously finished in the main story.

Obtaining the required number of tomes is a major grind, and you want to make sure you are hitting the right locations based on which character you want to upgrade. The table below shows all the locations where we've found tomes so far, broken down by which character can use the tome, and what specific difficulty level you need to select.

To note, you should make sure to take food to any of these Another Dungeon maps, as there won't be opportunities to restore HP and MP in these areas. You can refill your food at any inn found on any normal world map area (besides the Spacetime Rift).

Tome Name Characters Dungeons Difficulty Levels
 Adept Fencer  Otoha  Moonlight Forest
 Tower Of Time
Very Hard
 Amazon  Cyucua
 Moonlight Forest
 Man Eating Marsh
Very Hard 
Aqua Ruler   Mighty  Industrial Ruins  Very Hard 
 Assassin's Fist  Amy
 Industrial Ruins
 Miglance Castle
 The Riftbreaker
Very Hard
 Bard  Ciel
 Industrial Ruins
 Man Eating Marsh
 Xeno Domain
Very Hard
Berserker   Denny  Industrial Ruins
 Miglance Castle
 Corridor Of Time 
Very Hard
 Bishop  Prai  Nadara Volcano
 Miglance Castle
 Corridor Of Time
Very Hard
 Dark Knight  Breeno  Nadara Volcano
 Miglance Castle
 The Riftbreaker
Very Hard
 Diviner  Sevyn  Industrial Ruins
 Man Eating Marsh
 Corridor Of Time
Very Hard
 Dragoon  Suzette  Xeno Domain Very Hard 
 Druid  Krervo
 Industrial Ruins
 Tower Of Time
 Corridor Of Time
Very Hard 
 Era Blaster  Helena  Industrial Ruins
 Tower Of Time
 The Riftbreaekr 
Very Hard
Escudo  Bertrand  Miglance Castle Very Hard
 Forerunner  Foran  Moonlight Forest
 Industrial Ruins
 Man Eating Marsh
 The Riftbreaker
Very Hard
 Geomancer  Toova  Man Eating Marsh Very Hard 
 Griffin Lance  Komachi  Nadara Volcano
 Man Eating Marsh
 The Riftbreaker
Very Hard
 Hierophant  Mariel  The Riftbreaker  Very Hard 
Holy Knight  Anabelle  Miglance Castle  Very Hard 
  Kagutsuchi   Shion  Miglance Castle Very Hard 
 Marksman  Darunis  Nadara Volcano
 Tower Of Time
 The Riftbreaker
Very Hard 
 Master Fencer  Nikeh  Industrial Ruins
 Miglance Castle 
Very Hard
 Mercenary  May  Moonlight Forest
 Man Eating Marsh
 The Riftbreaker 
Very Hard
 Mighty Maiden  Fienne  Nadara Volcano Very Hard 
 Mystic  Lele  Moonlight Forest
 Man Eating Marsh
 Xeno Domain
Very Hard 
 Patriarch  Riica  Industrial Ruins
 Tower Of Time
 Xeno Domain
Very Hard
 Phalanx  Nomar
 Moonlight Forest
 Tower Of Time
 Corridor Of Time
Very Hard
 Rakshasha  Akane
 Nadara Volcano
 Man Eating Marsh
 Corridor Of Time
Very Hard
 Rune Knight  Miyu  Nadara Volcano
 Tower Of Time
Very Hard 
 Sniper  Rovella  Moonlight Forest
 Man Eating Marsh
 Miglance Castle
 Xeno Domain
Very Hard
 Swordmaster  Aldo
 Moonlight Forest
 Miglance Castle
 Corridor Of Time
Very Hard 
 Titan  Lokido  Moonlight Forest  Very Hard 
 Vanguard  Miranda  Moonlight Forest
 Tower Of Time
 Xeno Domain 
Very Hard
 Warlock  Raven  Industrial Ruins
 Tower Of Time
 The Riftbreaker
Very Hard
 Warrior  Benedict  Man Eating Marsh 
 Nadara Volcano
 Xeno Domain
Very Hard
 Wizard  Bivette  Miglance Castle 
 Nadara Volcano
 Xeno Domain
Very Hard 
 Wu-Shu  Lingli  Miglance Castle
 Moonlight Forest
 The Riftbreaker
Very Hard


Note that there are still a variety of characters from the Japanese version of the game who haven't made it into the international release yet, but they are expected to be added in the coming months. Since we aren't sure if their tome locations will remain the same between release versions, we haven't listed those characters yet.

Have you found any other locations where tomes can be found that we didn't list here? Let us know and we'll get them added to the chart, and you can find more Another Eden guides here:

How to Link Your Apex Legends Account to Twitch Thu, 21 Feb 2019 10:54:30 -0500 Sergey_3847

Apex Legends, the latest battle roayle shooter from Respawn, has not only set a new record for viewers on Twitch, but it also partnered with the streaming platform for a free giveaway to all users who will link their EA accounts to Twitch Prime.

If you want to get a free legendary skin for Pathfinder and 5 Apex Packs, then follow our quick guide below for all the info you need.

Step 1: Link Your EA Account to Your Platform

If you're playing Apex Legends on PC or a console (PS4 or Xbox One), then you should already have your EA Origins account activated and linked to your platform.

Make sure that you are logged in to Apex Legends with the right e-mail by checking your status at

Step 2: Sign in to Twitch

If you don't have a Twitch account yet, then go to Twitch and register by signing up.

Now you need to upgrade your Twitch account to Twitch Prime, which can be done at the official Twitch Prime page. Just press the "Try Twitch Prime" button and follow the registration process.

Then, use your login and password to sign in. If your EA account is active, then Twitch will ask you to authorize EA to access your Twitch account.

Confirm the authorization.

Step 3: Link Your EA Account to Twitch

After the confirmation, Twitch will ask you to sign in using your EA account. Here you need to enter your EA e-mail address and password.

Finally, Twitch will ask for your permission to link your EA and Twitch accounts.

Confirm by pressing "Yes, link them" and you should be ready to receive your giveaway at Apex Legends.

For more Apex Legends guides at GameSkinny, check out the list below:

Metro Exodus Guide: How to Free the Slaves Thu, 21 Feb 2019 10:53:11 -0500 Sergey_3847

Reputation plays a huge role in the Metro series of games. The same rule applies in Metro Exodus, where you define whether you will get a good or a bad ending with your own actions.

One way to get a good reputation is to help people out. That's why one of the most important missions in the game involves freeing slaves in the Caspian region.

It's not an easy mission, so if you want to know how to complete it with a good result, then follow our step-by-step guide below.

Step 1: Snipe All the Guards

Anna will tell you about the slave ship in the Caspian region, which you can find in the northwestern part of the map. The marker will be added to your map, and you really should wait before it gets dark in order to start the mission.

As you approach the dock with the slave ship, you will notice that there are lots of guards checking the perimeter, so be sure to get a sniper rifle, which will help you greatly.

In this way you can take out all the guards from a distance and without alarming the rest of the guards. Also, if you have enough ammo, it would be wise to extinguish all the sources of light before going all in.

Step 2: Get on the Ship

Use the zipline at the dock to get on the slave ship. When you're on board, turn right and extinguish all the torches.

Be as stealthy as possible when you're inside the ship: crouch, knock out enemies from behind, and shoot those lamps. Move slowly towards the center of the ship until you hear slaves speaking in the distance.

This is the sign that you're getting closer to the prison cells. Now prepare your sniper rifle and be ready to kill many guards.

Step 3: Open the Prison Cells

When you're done with all the guards, get inside the control room and switch on the panel on the wall. This will power up the prison cells.

Then, walk out of the control room on the other side of the bridge and look for a lever. It's right above the prison cells. Push the lever and watch the slaves fleeing from their cells.

Finally, use the zipline on the bridge and leave the ship through the door with an exit sign on it.

For other Metro Exodus guides at GameSkinny, check out the list below:

Anthem Guide: Factions, Rep, and Rewards Wed, 20 Feb 2019 11:30:49 -0500 Synzer

Anthem has several missions that are not part of the main story and these involve the game's Factions. These are more than just side missions because there are multiple rewards you can obtain by completing them. The rewards range from crafting blueprints to cosmetics and legendary contracts.

This guide will explain everything you need to know about the Faction system in Anthem, as well as the rewards you get from them.

Factions in Anthem

There are currently three Factions you can gain rep for in Anthem, Arcanist, Freelancer, and Sentinel.

Arcanists are scholars, scientists, and researchers of the world, Shapers, and Shaper relics. They try to make sense of everything and discover secrets.

Freelancers are independent lancers, those with Javelins, who protect those in need. They don't answer to anyone and do a wide range of jobs to help humanity. The player character is a Freelancer.

Sentinels are the police or military force of Anthem. Their primary job is to protect the people of Antium, but there are several branches. One such branch is at Fort Tarsis, and the Sentinels spend their time patrolling to keep civilians safe.

Rep and Rewards

As you progress through the game, you will unlock missions for each faction and will start to gain reputation with them. When you gain enough rep, you will rank up that Faction and unlock rewards. There are three total ranks for each Faction and rewards for each rank.

Anthem freelancer faction rep

These are listed as Loyalty and can be found under Challenges > Factions in the menu.

Arcanist Rep (Sigil Blueprints)
  • Arcanist Loyalty 1 - Uncommon (Green) quality Sigil Blueprints for each of the game's nine guns.
    • Sigils are consumable items you can use before a mission to get boosts such as increased damage for a specific weapon or ability type.
  • Arcanist Loyalty 2 - Rare (Blue) quality Sigil Blueprints for guns.
    • You also get Tungsten, Silver, and Platinum metal colors for cosmetics.
  • Arcanist Loyalty 3 - Epic (Purple) quality Sigil Blueprints for guns.
    • You also get Bronze, Brass, and Copper metal colors for cosmetics.
Freelancer Rep (Universal Components Blueprints)
  • Freelancer Loyalty 1 - Uncommon (Green) quality universal component blueprints and the Standard wear state customization option.
    • Universal components can be used on any Javelin and provide passive effects.
    • The wear state is how your Javelin's armor looks. You initially have dirty or old looks.
  • Freelancer Loyalty 2 - Rare (Blue) quality universal component blueprints and the Clean wear state customization option.
  • Freelancer Loyalty 3 - Epic (Purple) quality universal component blueprints and the New wear state customization option.
Sentinel Rep (Iconic Component Blueprints)
  • Sentinel Loyalty 1 - Uncommon (Green) quality iconic component blueprints.
    • Iconic components are the class specific components, such as Fire Inscription for Storm Javelins.
  • Sentinel Loyalty 2 - Rare (Blue) quality iconic component blueprints.
    • You also unlock Tin, Iron, and Lead metal colors for cosmetic customization.
  • Sentinel Loyalty 3 - Epic (Purple) quality iconic component blueprints.
    • You also unlock Nickel, Chromium, and Titanium metal colors for cosmetic customization.

Even though you can get the components as drops, it is nice to be able to craft them. This allows you to craft multiples until you get one with the bonuses you want. It also allows you to craft some that you are unlucky to never get, or ones for Javelins you don't normally use.

Anthem component crafting

As you rank up each Faction and complete the missions for them, you will eventually unlock Legendary Contracts as well. You can check out the How to Unlock Legendary Contracts guide for more info.


That is everything you need to know about the Factions and their rewards in Anthem. Leave a comment if you have any further questions. Be sure to check back for additional Anthem guides.

Anthem Guide: How to Unlock Legendary Contracts Wed, 20 Feb 2019 11:28:49 -0500 Synzer

There are a lot of ways to get loot and increase your chance for Masterwork and Legendary gear in Anthem. One of these ways is by completing Legendary Contracts. We knew these would be in the game, but there weren't a lot of details on how you get them, or the frequency you can complete them.

This guide will give a full explanation on Legendary Contracts and how to unlock them.

Contracts and Legendary Contracts in Anthem

Contracts are side missions, or expeditions, that you can complete for loot and reputation for each of the game's three factions. Think of these as shorter missions and you eventually can repeat them as many times as you want. A Freelancer's work is never done.

Legendary Contracts are the much harder big brothers and sisters of normal contracts. These have you dealing with much tougher enemies and situations for a higher chance of great loot. These are not for low geared players, you will have a tough time if you don't go in prepared. You ever died six times within 10 seconds? I've seen it happen to players that thought it wouldn't be too difficult.

You can get one per day per faction, so a max of three Legendary Contracts each day. There is no guarantee you will get any Masterwork or Legendary items, I didn't on my first one, but you are more likely to than normal contracts. I actually got at least one Masterwork item for the two Legendary Contracts I did after the first one.

anthem masterwork plasma star

Legendary Contracts show as purple versions of the normal contract icon on the map. You can also check these in your journal after you've picked them up. Once you open up the journal, there will be a "Legendary Contracts" section under "Agent Contracts".

How to Unlock Legendary Contracts

Now that you know the irresistible benefits from completing one of these, you're probably asking how to actually get them. If not, I'm going to tell you anyway:

  • Complete the main story, or Critical missions as the game calls it
  • Complete a faction's two quest lines
  • Complete a repeatable Contract

The first one is pretty straightforward, but let me explain the last two.

Each Faction has two quest lines you can complete. Every mission and Contract you get during this time is part of that faction's story. You can check your progress by going opening the menu then go to Challenges < Expeditions < Agent.

Anthem faction missions

Once you complete them, you will unlock repeatable Contracts. These are just random contracts, even though the name never changes, that you can complete as many times as you want.

There will be times when you cannot progress the story of a Faction. When this happens,. make sure you talk to everyone at Fort Tarsis that has the chat bubble icon on the map. Conversation will lead to missions, even if it seems they have nothing to do with any of the factions.

You will also sometimes just need to leave Fort Tarsis and come back for to continue. Go on a mission, join Freeplay, complete a different contract, or do a Stronghold, then come back.

Once you complete your first repeatable Contract, a Legendary Contract will appear. After completing that, it will reappear once per day. You also need to complete this for each Faction if you want all three.

Let's say you complete the Arcanist missions and unlock Legendary Contracts. You will only get them for the Arcanist faction. Once you do the same for Freelancer and Sentinel, you can get those as well.


That's all you need to unlock Legendary Contracts in Anthem and start your hunt for the best loot in the game. Leave a comment if you have any further questions or need more clarification, and feel free to take a look at our other Anthem guides.

Metro Exodus Guide: How to Save Duke Wed, 20 Feb 2019 11:07:51 -0500 Sergey_3847

Duke is one of the main companions in Metro Exodus. His mission is the first major challenge Artyom will face in the Volga region.

Before you begin, though, know that this portion of the game should be approached with extreme caution; depending on your actions, your reputation will be affected in one way or the other. 

Note: Minor spoilers follow. 

Step 1: Escape the Church

As you approach the church in Volga, you'll notice it is full of cult members. However, don't kill them. To get Duke out alive, you need to reach the boat on the other side of the church without causing a stir. If you must dispatch a cult member, do it quietly and strategically by knocking them out from behind.  


Step 2: Steal the Bandits' Boat

Once you've found your way out of the church and reached the boat, don't take it; instead, swim along the channel. Eventually, you will arrive at the bandits' camp. Here, you need to steal one of the bigger boats, which will take you to the cult leader.

To reach the boat, follow the same stealthy approach as before. Try not to kill anyone, or only a few if necessary. If you kill too many enemies, you garner negative reputation points amongst the survivors at the end of the mission, so be careful.

Run from one boat to the other until you reach the riverboat; go inside the cabin and activate the engine.

Step 3: Talk to the Cult Leader

Once you arrive at the cult leader's base, slip through all the rooms and get to the elevator unnoticed.

Take your time and crouch whenever you can to reduce noise. If needed, knockout enemies by hitting them from behind. When you reach the elevator, go up to the top floor.

Make your way through the last section of the base and enter the cult leader's room at the end. If you did well, Duke will enter the room and you will both escape alive.

For other Metro Exodus guides at GameSkinny, use the listing below:

Locations Guide for Suit, Armor Upgrades in Metro Exodus Tue, 19 Feb 2019 11:56:07 -0500 Sergey_3847

Although weapons are probably the most important pieces of gear in Metro Exodus, it's your suit that prevents you from dying instantly in post-apocalyptic Russia.

Fortunately, there are a number of various suit and armor upgrades in the game strewn throughout the game. Each new upgrade piece will add something unique to your suite, and help you complete missions in a far more effective way.

Below, we'll show you all 13 possible locations for suit and armor upgrades in Metro Exodus. We'll also briefly look at the Top 5 upgrades at the end of this guide. 

Compass Upgrade

One of the most important pieces of gear you can find in Metro Exodus is a simple compass, which is available in the very first location, Volga.

Just head north from the railway and locate a crashed airplane. Get inside and grab it from the cockpit.

Obviously, you will need to install it using a workbench. But as soon as you do, the compass will show you the way to your next objective without constantly opening and closing the map.

It's super convenient and saves you a ton of time.

Extended Filter Upgrade

The initial gas mask filter in Metro Exodus isn't particularly good, as it needs to be replaced every couple of minutes. But you can find an extended filter in the central-northern part of Volga.

It can be seen inside an abandoned bunker on one of the tables. As soon as you equip it, you will notice that this filter holds a lot longer than your typical vanilla gas mask.

Ammo Pouch Upgrade

In the same area as before, you will find a prison facility that still holds several people. You can free them and as a reward, you will get a key that will play an important role later in the game.

But what you're really here for is a large pouch for ammo, which can be found right at the backside entrance into the building. Grab it and you will be able to carry a lot more ammo than before.

Throwing Weapons Harness Upgrade

Carrying more ammo is great, but how about being able to carry more knives? If you're a stealthier player, this upgrade is an important one. 

You can find a harness upgrade at the gas station located in the eastern part of Volga. Just enter the building and go inside the storage room behind the locked doors.

Take the harness and never worry about not having enough throwing weapons on you.

Battery Charge Controller Upgrade

The flashlight and night vision goggles are essential tools in Exodus, so it is a good idea to get the battery charger since it allows you to preserve a lot more energy. But be ready for one of the hardest puzzles in the game.

The battery charge controller can be found inside the fisherman's house on a small island in the southern part of Volga. You can use your boat to get there; you will also need a can of gas to be able to start the generator located in the hut nearby. This will open the door into the house.

As you enter the house, switch on the electricity and follow the ramp to the second floor. Drop down through the hole in the floor and switch on another generator.

Enter the next room and open the metal door. Behind the door, you will find a man on the electrocution table. Unfortunately, you have to kill him by switching on the electricity.

Now, you can finally get your battery charge controller.

Reinforced Helmet Upgrade

If you're playing on a high difficulty setting, then you simply need to get a better helmet, as enemies tend to aim straight at your head.

You can find a reinforced helmet in an abandoned building, which can be found to the east of the fisherman's isle.

Just go inside and equip it. 

Metal Detector Upgrade

Finding ammo and metals can be really hard at times. Often, you simply don't see these valuable items nearby because of low light conditions. But with a metal detector, you can't miss a thing.

To get this upgrade, take a short trip to the southeastern part of Volga and break the lock on an abandoned bunker. Inside the bunker, you will find the metal detector on the table.

Night Vision Goggles Upgrade

The last suit upgrade in the Volga region is the night vision goggles. It can be found inside a terminal located in the eastern part of the map.

If you've been kind enough to release the prisoners from the prison before, then you should have received a key that opens this terminal. 

Go inside and the goggles will be on a table. 

Motion Scanner Upgrade

If you enjoy playing in a stealth mode, then having a motion scanner is simply a must. It will allow you to detect the movement of your enemies from cover, keeping you alive longer.

You can find this armor upgrade on top of the base at the northern part of the Caspian level.

Just take all the ladders to the top floor, and you will find it on the table near a shelf with gas cans.

Extra Bright Flashlight Upgrade

Nights can get really dangerous in Metro Exodus. This is when all of the most furious mutants wake up and start hunting for prey. Fortunately, they are terribly scared of light, which you can produce using an extra bright flashlight.

All you need to do is go to the northern shore of the Caspian area, where you will find a shipwreck.

Go inside and pick up the flashlight from the chest. Just be sure to get a battery charger before using it.

Armored Glass Upgrade

If you go west of the shipwreck location, you will soon stumble upon an inhabited cave. You will need to use the ladder to get up to it, but when you do, you will find an armored glass in one of the chests.

This item is an alternative piece of headgear, which could be used instead of your helmet. But if you have the reinforced helmet from before, then you can skip this one.

NVD Amplifier Upgrade

In the southeastern part of the Caspian area, you will find an abandoned air control center. Go inside the building and follow the stairs to the top floor. You will soon arrive at the radio room with an NVD amplifier.

You can use it to turn your night vision goggles into a heat vision goggles, which is a far more advanced piece of gear.

Consumables Carrier Upgrade

From the previous location, walk a bit to the north; you will arrive at a fork in the road. Turn left, which will lead you to a small cave.

Inside the cave, you will find a consumables pouch, which will allow you to carry even more medkits and other consumables.

Top 5 Upgrades

Remember that you don't need to find all 13 gear upgrades, as most of them are not essential. However, here are the top five that you should be looking for the most:

  1. Compass
  2. Reinforced Helmet
  3. Night Vision Goggles
  4. Ammo Pouch
  5. Consumables Carrier

These suit and armor upgrades will make your time on the surface much more manageable. 

If you're just starting out, then be sure to head over to our beginner's guide. To see why we said Metro Exodus was almost the perfect game, you can read our official review

How to Get More Circuit Boards in Far Cry New Dawn Fri, 15 Feb 2019 16:15:59 -0500 Jonathan Moore

Update 2/21/19: This article has been updated to provide a quicker, more efficient way to farm monstrous bison. It can be found at the end of the first section below. 

Circuit boards are some of the rarest crafting components in Far Cry New Dawn. They aren't impossible to find; rather, they just aren't as plentiful as other components such as duct tape, copper, and gears. 

In fact, circuit boards are rarer than titanium and carbon fiber, some of the more laborious components to collect. 

Nevertheless, there are two dependable ways to get more circuit boards faster: hunting "monstrous" animals and completing Expeditions. This guide will quickly go over those two methods so that you can craft more powerful elite weapons and vehicles as quickly as possible. 

Hunt Monstrous Animals For More Circuit Boards

Although animal skins and pelts aren't directly used to craft most weapons and vehicles in Far Cry New Dawn, and the halcyon days of Far Cry 3's deep crafting system are long gone, pelts and skins are still important because they are a tradable commodity.

As is the case with titanium and carbon fiber, circuit boards are one of the items you can trade for using pelts and skins. In this case, you'll need to hunt two specific "monstrous" animals: the monstrous cougar and the monstrous bison. 

  • Monstrous cougar: 10 circuit boards each
  • Monstrous bison: 10 circuit boards each

The biggest issue here is that both of these animals are difficult to hunt for different reasons.

If you've played any recent version of Far Cry, you know that cougars are cunning, quick, and elusive. Hunting them in New Dawn's mountains isn't a walk in the park. Monstrous cougars are even more powerful than their Level 3 counterparts. 

Monstrous bison, on the other hand, are almost nothing but sheer power. They will quickly charge to protect their weak underbellies. Quickly dodging their charges and keeping them on the high ground are keys to a quick kill.

However, be wary: Level 3 bison almost always come to their aid. It's easy to get quickly overrun by two or three angry, high-level bison. 

Note: The best place to farm monstrous bison is right outside Prosperity. Equip the elite bow and go out the front gates. Go to the right and toward the sunken area with the water and tree just outside the camp.

A monstrous bison will spawn there. Shoot it in its weak underbelly to get a one-shot kill. Go back through the front gates at Prosperity and then return. The bison will respawn. Thanks to Reddit user THE_HERO_000 for the tip. 

Complete Expeditions For More Circuit Boards

Expeditions provide some of New Dawn's most compelling content. They also provide some of the more interesting and fun ways to get crafting components. Aside from substantial bits of titanium, Expeditions are also good ways to get circuit boards. 

Like outposts, Expeditions gradually become more difficult the more you complete. Starting out, you only have access to the base-rank Expeditions. However, keep playing and completed Expeditions will automatically rank up, eventually reaching Rank 3. 

Here's what you get from each successful Expedition completion: 

  • Rank 1 Expeditions: 15 circuit boards
  • Rank 2 Expeditions: 20 circuit boards
  • Rank 3 Expeditions: 25 circuit boards

Keep in mind that while there are seven separate Expeditions, each with three ranks, anything past a Rank 1 Expedition almost makes co-op mandatory. That's because Rank 2 and Rank 3 Expeditions drastically increases the difficulty found in Rank 1. 

Get Circuit Boards by Exploring the World

Just like titanium and carbon fiber, circuit boards can also be found simply by exploring the world. By following our treasure hunt guide, you'll stumble across a few circuit boards in and around prepper stashes. 

It's also possible to find circuit boards in heavily-defended complexes and around some outposts. However, it appears that circuit boards don't spawn in these locations as much as other crafting materials. Consequently, hunting and completing Expeditions are two of the fastest ways to acquire the crafting item. 


That's all you need to know about carbon fiber in Far Cry New Dawn. For more tips and walkthroughs, visit our growing Far Cry New Dawn guides hub

Resident Evil 2: Ghost Survivors Guide: All Mr. Raccoon Statues Fri, 15 Feb 2019 15:39:26 -0500 Thomas Wilde

The Resident Evil 2 remake had 15 Mr. Raccoon statues for you to seek out and destroy for the Complete Vermin Extermination achievement/trophy. 

Now, there are 10 more Mr. Raccoon statues hidden in the game's free DLC, Ghost Survivors. Finding and destroying them all unlocks a new achievement/trophy, Got ‘Em, as well as letting you use a new in-game mask for future attempts.

Yeah, it rewards you with silly hats. It’s that sort of thing.

As in the main game, once you destroy a Mr. Raccoon statue in Ghost Survivors, it’s gone for good. Its destruction is auto-saved to your profile on the spot and the statue will stay gone on your future runs through the scenario.

You can find and destroy all 10 Mr. Raccoon statues in Training Mode, and use any weapon you have on hand to take them out. Below, we cover the locations of each of the statues in each of the DLC's four scenarios. 

No Time to Mourn (4 Statues)

Statue 1

Check the shelves near the exit from Kendo’s gun shop, close to where Leon found the shotgun mod in the main game.

Statue 2

On your way back through the maintenance area, look down into the machinery room where you fought the first G-Type in the main game.

There’s a Mr. Raccoon on top of the ductwork. It’s easiest to shoot from the top of the escape ladder.

Statue 3

This scenario features a choice of routes you can take once you reach the Workers’ Break Room in the sewers.

If you turn right to go along the harder of the two paths, once you get past the three G-Mutants in the water and the Ivy at the end of the hall, you can find this statue waiting inside one of the pipes.


Statue 4

If you turn left instead, then make your way to the base of the slide in the Lower Waterway, this statue can be found above you. 

This does mean that you can’t collect all 10 Mr. Raccoon statues without running “No Time to Mourn” twice.

Runaway (3 Statues)

Statue 5

Check the bench at the back of the basketball court. You can shoot it through the fence from the street to avoid alerting the Lickers nearby.

Statue 6

Look inside the parked ambulance outside the RPD Parking Garage.

Statue 7

When you reach the Cellblock and the jailhouse doors all open at once, look to the right. The door to the side passage is also now open, where you can find this statue waiting for you in one of the wrecked cells.

Forgotten Soldier (2 Statues)

Statue 8

When you take the lift up from the Pump Room, keep an eye on the closest wall. This statue stands atop a support beam about three-quarters of the way up. Fortunately, you can shoot it from the top of the lift.

Statue 9

This one’s mean. When you trigger the security doors in the lab’s front office, the previously-barred door to the Security Room opens, and Mr. X comes after you.

You’ll more or less have to stun him to get around him and into the Security Room, where Mr. Raccoon is hiding on top of the monitor desk.

No Way Out (1 Statue)

Completing all three other scenarios on any difficulty unlocks “No Way Out,” where you play as Dan Cortini, the previously-unnamed sheriff from the very start of the game. This is a survival mode where you must withstand an attack by waves of zombies in close quarters.

Statue 10

When zombies enter the room from the freezer door, you have a slim window of opportunity to see and destroy a Mr. Raccoon in the storage area behind them. This is easiest to do with the Mac-11 SMG or the chemical flamethrower, both of which can show up as loot from dead backpack zombies.


Once again, you have made the world safe for people who hate anthropomorphized raccoons. Please enjoy your new hat, Record, and Achievement/Trophy. To find more tips and guides on the RE2 remake, head over to our Resident Evil 2 guides page

Completing All the Records in the Resident Evil 2 Remake, Part Two Fri, 15 Feb 2019 14:18:57 -0500 Thomas Wilde

Like Resident Evil: Revelations 2 before it, the 2019 Resident Evil 2 remake has its own built-in set of quasi-achievements, which it calls Records. There are 87 of them in total, many of which are locked or unexplained when you first start the game.

When you complete a Record, the game doesn’t fully track it until the next time you open the Records screen, available from the pause menu in-game, or under Bonuses in the main menu.

Most of the Records in the game, when achieved, unlock entries in the Gallery, such as concept art (see below) or character models. A handful also unlock bonus weapons, character costumes, and extra gameplay modes.

You don't officially complete a Record until you open the Records screen or finish a scenario, at which point the game pops up a notification and gives you any rewards that might be attached to the Record. This does work retroactively; for example, if you complete a Record that awards a bonus weapon, you can reload old saves and the new weapon will suddenly be available in the nearest item box.

Finishing the 86 other Records in the game unlocks the last one, Raccoon City Native, which is also the Platinum Trophy on the PlayStation 4 version.

Records that are also trophies or achievements are marked with an asterisk(*).

Read Part 1 of this Records guide for story mode, gameplay, and rank Records. 

Combat Records

Notably, all combat-focused Records can be accomplished as easily in the Survivor bonus modes as in the main game. Some are even a little easier; for example, Flan can get Human Power Plant very easily, despite not being human.

Don’t Need No Stinkin’ Gun*

Kill any enemy with a knife. This is probably easiest to do by stabbing a downed zombie, but there are a couple of enemies who are surprisingly easy to take down with a good stabbing frenzy, most notably Lickers.

Eat This!*

Counterattack when grabbed with a grenade or knife.

Handy with a Handgun

Kill 10 enemies with a handgun.

Matter of Splatter

Kill 10 enemies with a shotgun.

You Die… Over There!

Kill 5 enemies with the grenade launcher.

Trigger Happy

Kill 10 enemies with a submachine gun.

This is easiest to do with weaker enemies like dogs or the little G-Spawns that the sewer mutants will throw at you. The SMG, under ordinary circumstances, is a lot better at dismemberment than raw damage.

Human Power Plant

Kill 5 enemies with the Spark Shot. This is found in the Sewer Storage Room in Claire’s campaign, and it comes standard in Flan's loadout when you play Tofu Survivor.

Bring Marshmallows!

Kill 5 enemies with the Chemical Flamethrower. This is found in the Sewer Storage Room in Leon’s campaign.

Got a Problem, Punk?

Kill 5 enemies with a Magnum.

Master Tactician

Kill 10 enemies with grenades and/or knives.

Two Birds, One Stone

Kill two enemies at once with a single bullet or shotgun blast. The “bullet” in question will likely be Leon’s Magnum, as it can penetrate through multiple targets.

This is probably easiest to do in The 4th Survivor bonus mode, especially in zombie-choked areas like the secret area behind the Workers’ Break Room.

A Shocking End

Hit an enemy with the Spark Shot and keep aiming at it until the needles overload. It takes a few seconds, but it’s also a really good way to deal with the big G-mutants in the sewers.

Bon Appetit

After landing a successful counterattack on a dog, zombie, or Licker with a frag or flash grenade, it ends up lodged in the enemy’s mouth. If you simply wait, it’ll go off on its own for minimal effect. However, you can manually detonate it by shooting it, which causes a bigger explosion and accomplishes this Record.

Zombie Roundup*

Kill at least three zombies with a single frag grenade. I’ve found this is easiest to do on the stairs leading down to the waterway from the Treatment Control Room, as you can pitch a frag grenade down the steps and, with a little luck, kill the two zombies waiting there, plus the “sleeping” zombie nearby.

Another good option is right after the final boss fight in Leon's scenario. When the lift reaches the bottom of the complex, four zombies will burst through a door at you, all of which have very low health. If you have even one frag grenade on you, this Record's a cinch.

But A Torso

Shoot off a single zombie’s arms and legs. You can still get this Record by brutalizing a zombie that’s already dead, so it can be accomplished easily on any difficulty.

A Doff of the Cap

Shoot a hat off of five zombies’ heads. This can include policeman’s caps, which means you’ll probably get this by accident before you’ve left the RPD. If not, the sewer zombies who are still wearing hard hats will get you the rest of the way there.

Like Skeet Shooting*

Shoot a dog or Licker out of the air as it leaps at you.

This is one of those achievements that’s easy to do by accident, but trying to do it on purpose will just frustrate you, like parrying arrows with your knife in RE5. I got it in 4th Survivor by trying to kill the dog pack in the Flow Control Room with Hunk’s MP5.

Keep Their Heads Ringin’*

Drop a flash grenade on an unaware Licker. Do not get anywhere near it afterward, as it lashes out in random directions for a few seconds while it’s deaf.

Hats Off!*

Knock off Mr. X’s fedora with a successful headshot. You can do this with any weapon, but be aware that it usually gets him angry.

Take a Breather

If you manage to land several consecutive headshots on Mr. X or blow him up with a frag grenade, he drops to one knee and is stunned for about 40 seconds. This usually isn’t worth the ammo, but you can take advantage of it for this Record and an opportunity to get some distance.

Hate to Burst Your Bulb

Ivy zombies have a number of lighter-colored green bulbs on their bodies. Shooting those bulbs makes them explode, stunning the Ivy for a second. If you pop them all, the Ivy drops to the floor.

This requires precise aiming, ideally with a handgun with a laser sight like the one Claire finds in the RPD’s parking garage, and it is easiest to do on Assisted difficulty.

It’s low-key one of the trickier records in the game, however, as it requires you to only hit the bulbs.

Right in the Eyeball

During your first fight against the G-Type, in the maintenance room, use a knife to hit the giant eyeball on his arm.

If he manages to grab you and you break free by counterattacking with a knife, it counts for this record.


Inflict enough damage on the G-Type during your second fight with it, at the end of the sewers section, that a single hit from the crane is enough to end the encounter.

This is tricky, particularly on Standard or higher difficulty. What can help is that any damage you inflict on the G during the run-up to the crane platform does still count toward its total health pool, so you can shoot its arm in the power room, drop a grenade in its face when it tears the door open, and put a round or two in it while you're running from it.

Put that Down!

During your fight with the G-Type in the bioreactor room, he occasionally breaks off to pick up and throw fuel canisters at you. Doing so exposes an eyeball between his shoulder blades.

If you target and destroy it while he’s holding the canister, he’ll drop it and become stunned, which also completes this record.

You Belong on the Ground

In Claire’s final fight against the G-Type, when he runs off to cling to the wall of the elevator shaft, shoot him down with the minigun before he can leap at you.

Maxed Out

In Leon’s fight against the Super Tyrant, it has a move where it pauses and spreads its arms, which is the tell that it’s setting up for its instant-kill charge attack. Keep it from charging by shooting it in the heart on its chest with a couple of rounds from any weapon.

With Time to Spare*

As Claire, defeat the final G mutation with four minutes or more left on the self-destruct countdown.

The trick is that the G only really takes damage when you hit his eyes, so simply hosing lead into him with the minigun doesn’t do much. Focus your attacks on the cluster of eyes in his center, and don’t shoot at all unless you have a clear line of fire on them.

If he’s been reduced to crawling along the floor at you, you’ve officially won the fight; he’ll expire on his own after about 30 seconds. This is mostly about maximizing your damage while you have the opportunity, rather than randomly blazing away at him.

In the Blink of an Eye*

As Leon, defeat the Super Tyrant with five minutes or more left on the self-destruct countdown.

The Super Tyrant is actually a timed encounter. If you’re still alive after three minutes and thirty seconds, Ada automatically throws you the rocket launcher, one shot from which ends the fight. Any damage you inflict on the Tyrant in the meantime takes time off that clock, but in surprisingly small increments.

At best, you’re probably always going to be stuck fighting the Super Tyrant for at least 90 seconds.

With that in mind, getting this record is mostly about how fast you navigate the section leading up to it. Leon doesn’t have to wait for Sherry, so he has a slight speed advantage here, but knowing the map and avoiding what fights you can make a big difference.

The Super Tyrant can also be stunned with flash and frag grenades, and you can manipulate it to only use its easy-to-dodge leap attack by constantly staying as far away as possible.

Alternatively, if you manage to get an S+ rank on Hardcore difficulty as Leon and unlock the infinite rocket launcher, one shot from it will automatically destroy the Super Tyrant as soon as the fight starts.

Collectibles Records

Vermin Extermination*

Destroy a Mr. Raccoon statue.

Endangered Species

Destroy 10 Mr. Raccoons.

Complete Vermin Extermination*

Destroy all 15 Mr. Raccoons.

We’ve actually got a well-written and thoughtful guide specifically for Mr. Raccoon statues. I think you should use that.

Treasure Hunter*

Develop the “Hiding Places” film in the Workroom in the sewers, as discussed in yet another handy guide on this site, and use it to find two hidden item stashes in the RPD.

Hip to Add Squares*

Find a Hip Pouch.

A Waist of Space*

Find all the Hip Pouches in the game and max out your inventory.

This Record is only possible on Assisted or Standard difficulties, as the easier-to-find Hip Pouches are replaced by ink ribbons in Hardcore mode.

Hip Pouches can always be found in locker 203 in the RPD’s Secure Storage Room; inside the safe under the captain’s desk in the RPD’s West Office; and inside one of the pods in the Nap Room in the lab, once you restore power with the signal modulator.

On Assisted and Standard difficulties, on either a first or second run, you can find a Hip Pouch in a locker in the maintenance area safe room after your first fight with the G-Type and on a bench in the Workroom in the sewer.

On a first run, there’s also a Hip Pouch on a table in the West Storage Room on the RPD’s third floor, by the C4 charge. However, on a second run, that Pouch gets moved to the RPD’s front desk.

Gun Fanatic

Collect all 6 weapons in Leon’s game.

Gun Enthusiast

Collect all 7 weapons in Claire’s game.

Both characters can find several weapons in the same places throughout their scenarios, and gain access to them in the same ways. In either case, your starting weapon automatically counts towards the totals here.

  • The shotgun or grenade launcher is in the Secure Storage Room on the RPD’s first floor, which is unlocked via the weapons locker keycard found in the Art Room on the second.

  • The SMG or Magnum is in the STARS Office’s Armory, which is locked by the nearby PC. To find the USB security dongle that opens it, you need the Red Jewel and the Ornate Box (in the Interrogation Room on a first run, and the Men’s Locker Room on the second). Once you have it open, examine the STARS Badge to find the switch on the back, and plug it into the PC in the Armory. (Whew!)

  • The Spark Shot or flamethrower is in the Supplies Storage Room in the sewers, and it requires both the king and queen plugs to access. It’s not hard to find, but the real trick is remembering to have enough spare inventory space that you can bring both plugs and your new gun with you when you leave.

In Claire’s game, you’ll find the minigun in the same office where you start up the train platform.

In Leon’s, you’ll be thrown the rocket launcher if you survive long enough during the final battle with the Tyrant.

In both characters’ second runs, they can find a new, exclusive weapon by visiting the storeroom under the RPD’s entrance. Claire receives a single-action .45 revolver, while Leon gets a .45 pistol. In other words, to complete this Record, you need to at least begin both characters’ second run.

Finally, Claire can get a semiautomatic handgun with a laser sight — her old Browning Hi-Power from the 1998 RE2, in fact — in the RPD's parking garage. Go to the firing range and get the broken car key out of the yellow lunchbox near the entrance.

Examine it to find the lock switch for the car, and press that button while you're standing in the parking garage.

Packed Pockets

Collect all 8 custom parts in Leon’s game.

Packed Backpack

Collect all 7 custom parts in Claire’s game.

Both Leon and Claire can find six of their weapon mods in the same locations:

  • Inside Leon’s desk in the RPD’s West Office.
  • In the safe in the Waiting Room on the RPD’s 2nd
  • In the safe in the Flow Control Room in the sewers.
  • Inside the STARS storage box at the bottom of the stairs underneath the goddess statue.
  • In the bottom left drawer of Wesker’s desk in the STARS Office, but only after you’ve developed the “Hiding Places” roll of film from the Workers’ Break Room in the sewers.
  • In the left-hand locker in the lab’s Nap Room.

Claire can find a custom part for the grenade launcher in the Elevator Control Room in the RPD’s basement, next to Chief Irons’s private lift.

Leon can find a custom part for the shotgun on the shelves near the entrance of Robert Kendo’s gunshop, and a custom part for the Matilda handgun by opening the trunk of the wrecked police car in the parking garage. (Claire finds a semiautomatic handgun there instead.)

Dark Times, Dark Room

Find and develop all 5 rolls of film.

Lore Explorer*

Read all 58 files in the game, as per our guide on the subject.

Master of Unlocking*

Open all of the safes and combination locks in the game.

There are three old-fashioned safes strewn throughout RE2, as well as five code locks, each of which takes a three-letter “password.” The safes’ combinations can all be found in various files, while the solutions to the code locks are a little trickier. The combinations do not change between scenarios or runs.

Below, you can find each necessary safe or locker's location, where you go to find the solution, and underneath, if necessary, the actual solution.

Safe #1, RPD West Office: Read the Internal Memo file behind Wesker’s desk in the STARS Office.
Solution: L9, R15, L7

Safe #2, RPD Waiting Room, second Floor: Read the Confiscation Report file in the RPD’s Observation Room.
Solution: L6, R2, L11

Safe #3, Treatment Pool Room: Read the Delivery Receipt file on the table at the end of the Cable Car Platform. (Or check the left side of the safe.)
Solution: L2, R12, L8

Code Lock #1 & #2, RPD West Office: Read the Rookie’s First Assignment file on Leon’s closed desk, then check the six nearby desks for their owners’ name plates.
Solutions: NED, MRG

Code Lock #3, RPD West Wing, third floor: Develop the roll of film found behind the check-in desk at the Firing Range in the RPD’s basement.
Solution: DCM

Code Lock #4, RPD Men’s Locker Room, second floor: Written on a whiteboard in the side office north of the Records Room on the first floor.
Solution: CAP

Code Lock #5, Sewers Control Room: Check the Jazz Festival Flyer in the Workers’ Break Room for clues.
Solution: SZF

Puzzle Records

A Vault-Like Mind*

Open a Portable Safe. You can find your first one early in a first run in the men’s locker room on the second floor of the RPD. One is always in the Linen Room near the STARS Office, accessible only once you have the diamond key from the Morgue, but on a second run, the other Safe is moved to the Interrogation Room on the first floor.

The solutions to Portable Safes are randomized every time, but each button corresponds to a light on the safe. All you have to do is hit the buttons in the right order to light them all up in sequence, which takes a bit of trial and error.

Young Escapee*

In Claire’s game, when you play as Sherry, escape from the Bedroom within 60 seconds. You’ll want to do this on Assisted or Standard because you can revert to the autosave right at the start of this section if you blow it.

The question here is how quickly you can solve the block puzzle and get the Scissors. Fortunately, once you know the shortcut, it's not as hard as it sounds.

Turn around immediately, grab the doll, examine it in your inventory, and turn it around to find the Block inside. Take it to the puzzle in the corner of the room, where it automatically gets installed in the fourth slot. Now, take the first block and move it two spots over, to the third position.

From here, just spin the blocks until the symbols match, grab the Scissors, and use them on the cardboard that's blocking the wall.

Circuit Breaker

In Leon’s first run, rewire the panel on Ben’s cell door and open it within 13 moves.

The easiest way to show the solutions here, and on the three subsequent similar Records, is simply to display an image of how the puzzle looks when it's been successfully completed. Keep this nearby when you play the game, on scratch paper or your phone, and use it to guide your moves. For each of the power panel puzzles, getting the Record requires that you make no wrong moves at all.

When you install the two Power Parts in this panel, it initially looks like this.

You want it to look like this.

Hardly Any Resistance

In Leon’s second run, rewire the panel on Ben’s cell door and open it within 8 moves.

As above, you start off like this:

And you want to get it like this:

Voltage Virtuoso

In Claire’s first run, rewire the door panel in the Private Observation Room within seven moves.

This is the hardest of the four power panel Records, because it's the most difficult to eyeball. The trick is basically to not overthink it.

It starts off looking like this.

To solve it, you'll get it to look like this.

Assuming it's a grid, with A through D on the top going right, and 1 through 4 on the left going down: hit C3, A1, B4, and D3, before spinning the blue T-shaped block at C3 until the puzzle completes.

A Jewel Amongst Joules

In Claire’s second run, rewire the door panel in the Private Observation Room within 11 moves.

You start like this:

...and you want to end up like this.


On either character’s 1st Run, fill the herbicide cartridge in the Drug Testing Lab in eight moves.

This is basically the old puzzle about how to precisely fill up a five-gallon jug by using two three-gallon jugs. It’s easier than it looks, but easy to mess up, especially if you want this Record.

Push the buttons in this order: center, left, right, center, left, right, center, left.

Genius Chemist

On either character’s second run, fill the herbicide cartridge in the Drug Testing Lab in 9 moves.

Push the buttons in this order: right, middle, left, right, middle, left, right, middle, left.


This wraps up all of the Records in the 2019 Resident Evil 2, as well as all of the achievements in the base game. You'll need to get two more from the free Ghost Survivors DLC to call it 100% complete, but in the meantime, at least you've gotten your money's worth out of the game.

To find more tips and guides, head over to our Resident Evil 2 guides page

How to Get Carbon Fiber in Far Cry New Dawn Fri, 15 Feb 2019 13:04:41 -0500 Jonathan Moore

Update 2/21/19: A previous version of this guide said that Level 3 outposts could not be completed multiple times. This guide has been amended to note that they can be. 

Much like titanium, carbon fiber is an essential crafting material for elite-level weapons and vehicles in Far Cry: New Dawn. While it's harder to find than titanium, it's not as hard to find as circuit boards, New Dawn's other premium, high-level crafting material. 

Carbon fiber is important because as you progress through New Dawn, enemies and, in particular, outposts become much more difficult. Taking down elite highwaymen essentially requires elite weaponry and armor piercing ammo. 

This guide will show you exactly how to get and where to find carbon fiber. Luckily, there are only a few places to look, greatly focusing your efforts. 

Get Carbon Fiber by Hunting Monstrous Animals

Hunting animals becomes more lucrative as you get further into New Dawn. That's because as you upgrade the workbench and garage, you gain access to new, more powerful weapons. 

Additionally, as you explore the map, you will come across more ferocious animals, whose skins you can trade in for high-level crafting supplies. The most vicious of these are New Dawn's "monstrous" animals. Two of these, the monstrous bear and the monstrous boar, give you carbon fiber.

  • Monstrous bear: 10 carbon fiber each
  • Monstrous boar: 10 carbon fiber each

Of the two, the monstrous bear is probably the easier one to hunt and kill. Because the monstrous boar is relatively small and is typically found in areas with dense brush, it can be difficult to kill. 

Get Carbon Fiber by Completing Outposts

After you complete an outpost for the first time, New Dawn allows you to scavenge it, which gives you a little bit of ethanol and hands the outpost back over to the highwaymen. 

Each outpost can be scavenged twice. Each time an outpost is scavenged, its defenses get stronger and new, more powerful enemies will appear to guard it. 

However, scavenging outposts also means that your rewards will be better the next time you take it. You won't get carbon fiber when you liberate a Level 1 outpost, but you will get carbon fiber for liberating Level 2 and Level 3 outposts. 

Here's what you get: 

  • Level 2 outpost: 15 carbon fiber
  • Level 3 outpost: 20 carbon fiber

It's important to note that Level 3 outposts can be completed infinitely. Each completion rewards you with 20 carbon fiber. 

Get Carbon Fiber by Exploring the World

Carbon fiber can also be found by exploring New Dawn's open world. There are tons of houses, buildings, and complexes to explore across post-apocalyptic Hope County.

When looking for carbon fiber in the world, focus your attention on larger facilities and compounds, gas stations, and brick and mortar houses. Carbon fiber isn't often found in wood shacks, although there are one or two exceptions. 

However, while some random places in the world have carbon fiber, let's point you in a more actionable direction: treasure hunts. By following our treasure hunts guide, you will stumble across a good deal of carbon fiber while looting prepper stashes. 


That's all you need to know about carbon fiber in Far Cry New Dawn. For more tips and walkthroughs, visit our growing Far Cry New Dawn guides hub

Metro Exodus Beginner Tips and Tricks Guide Fri, 15 Feb 2019 12:11:37 -0500 Sergey_3847

Metro Exodus, the third installment in the famed Metro series, is now available on PC, PS4, and Xbox One. The game follows the traditional linear plot development that continues the story of Artyom, one of the survivals of the nuclear war.

However, there is also a new element added to the game: a semi-open world with sandbox levels that requires players to gather resources and craft items that are essential for survival. This makes Metro Exodus the most survival-oriented game in the series.

There is a lot to learn here, and you may be a bit puzzled with what to do at first, especially if you're a new player. Just follow our beginner's guide below for all the information you need to be able to started on the right foot.

Gather as Many Resources as You Can

Metro Exodus introduces a new crafting mechanic that allows players to combine materials they find in the open world into useful items, such as gas mask filters, medkits, weapons, etc.

This means that you have to spend a hefty time of your gameplay on gathering resources that will come in handy when you need to craft one of these life-saving items. So keep your eyes open wherever and literally loot everything you see.

When you are in the open, don't be afraid to stray away from the mission objective and just explore every building you can find. Of course, you might get into a fight with mutants, but you also get to find a lot of loot this way.

Basically, you will find only two types of crafting materials in the game:

  • Chemicals
  • Metals

Chemicals are used to craft medkits that will heal your wounds with the help of patches, molotov cocktails, liquid for cleaning weapons, and so on. Chemicals are usually represented by green glowing mushrooms that grow on the ground.

Metals can be used for crafting ammo and weapons, and you will find them almost anywhere in the form of tools and scraps lying around.

Weapons are Your Best Friends

Even though survival plays a huge role in the game, it is still a first-person shooter. You need to try to find the best weapons and attachments that will help you get through the largest hoards of mutants.

In the beginning of the game Kalash will do the job just fine, but later on you will be able to pick up a shotgun from a dead enemy. It's a much more powerful weapon in close range, which is the usual range for attacking monsters in Metro Exodus.

On top of that it's good to have a companion piece, such as a pistol or a revolver, which will come in handy in case you're out of ammo on your primary weapon.

Maintain Your Gear and Weapons

Your backpack is not the only crafting equipment you can use. You can find workbenches inside abandoned bunkers that can perform a few other important tasks, such as crafting more advanced items and cleaning weapons.

If you have a weapon that you feel good about, then be sure to maintain it properly and clean it using chemicals that you've found along the way. If you don't clean your weapon regularly, it will start loosing accuracy and at times it'll get jammed.

As for your gear, your gas mask is not invincible and it can break. Be sure to craft patches that can be used for covering holes in your gear and thus keep you alive.

Develop Day/Night Strategies

Another new feature of Metro Exodus is the influence of the day and night cycle. What does it mean? You can do different things more effectively during the day and others during the nighttime.

For example, the daytime is perfect for free roaming and gathering resources. You can see better and thus find more loot. The most dangerous mutants are nocturnal creatures, so they'll be sleeping while you roam around.

The night is a much better time for completing main missions, especially if they require a stealthy approach. In this way you can get past the most dangerous places without ever getting noticed. This strategy will not only save you time, but also help you get a better reputation in the end.

Always Opt for Stealthy Approach

Often it is hard to find enough ammo or other items to be able to successfully complete any required mission. That is why stealth mode is so beneficial in Metro Exodus. These benefits are:

  • You get to significantly reduce the amount of wasted ammo, especially if you are good at headshots
  • You have a much bigger chance of completing any mission in one go, which saves time
  • Your reputation won't suffer due to excess bloodshed since you're stealthing

This is also the reason why going out at night for a mission is much better. But don't forget to extinguish any source of light on your way that may compromise you. You should also try to always crouch, which significantly reduces the levels of noise your produce and increases your aiming accuracy.

Talk to NPCs and Follow Their Cues

Try to find time for NPCs while you're pushing through your many other responsibilities in Metro Exodus. And don't forget to talk to guys at Aurora, as they also have their own stories to tell.

NPCs can also ask favors, which they will repay in hints towards rare items and secrets. Staying social can get you some very useful attachments or pieces of gear that might help you greatly to finish the game.

Never miss any opportunity to talk to people, even if you could care less about the story.


These essential beginner tips should help you get through the most of the game's content, and be sure to come back soon for more Metro Exodus guides here at GameSkinny!

Best Prosperity Facility Upgrades in Far Cry New Dawn Fri, 15 Feb 2019 12:00:41 -0500 Jonathan Moore

Although Far Cry New Dawn looks a lot like Far Cry 5, Ubisoft has added a few wrinkles to make the latest foray into Hope County just different enough

Outside of Expeditions, upgrading your home base of Prosperity and its many Facilities is one of the most obvious new mechanics in New Dawn. In fact, many of the game's progression systems are specifically built around upgrading Prosperity. 

While there may be better Facilities than others, there are a few upgrade paths that are more efficient than others, especially when considering different play styles. In the guide below, we'll look at the two essential Facility upgrades all players should prioritize, as well as a few optimal upgrade paths for specific playstyles. 

As with any best/worst list, it's worth acknowledging that this isn't a definitive guide for every playstyle. Instead, it's more of a set of guidelines to help you plan your upgrade path more efficiently. 

Increasing Prosperity's Base Level

Prosperity's base level and Facility levels are closely entwined.

In order to level some Facilities, Prosperity must first reach Level 2. However, for Prosperity to reach Level 2, a number of Facilities must first be upgraded from Level 1 to Level 2. The same is true for Prosperity Level 3.

You'll gain the ability to upgrade Prosperity's base level from one to two during the game's second mission, aptly titled "Upgrading Prosperity". You'll then be able to it from two to three after completing the mission "The Siege".  

Essential Prosperity Upgrades

As mentioned above, there are two essential Prosperity upgrades all players should focus on early in Far Cry New Dawn: the workbench and Expeditions. 

Leveling the Workbench

Far Cry New Dawn Workbench

In Far Cry New Dawn, there are two ways to get weapons: picking them up off of dead highwaymen and crafting them. While the weapons you pick up from highwaymen can most certainly cause damage, they're nowhere near as powerful as some of the guns you get by crafting. 

What's more, crafted weapons are graded by three different Ranks, with Rank 3 being the highest, most powerful tier.

  • Rank 1 weapons can easily get your through New Dawn's first act.
  • Rank 2 weapons can easily get you through Act 2 and Act 3.
  • Rank 3 and Elite guns and weapons are vital for completing high-level Outposts and Expeditions. 

All in all, you'll need 1,350 Ethanol to fully upgrade the workbench: 

  • Level 1: 150 Ethanol
  • Level 2: 500 Ethanol
  • Level 3: 700 Ethanol
Leveling Expeditions

Although Expeditions are some of New Dawn's best content, and they're great ways to get more titanium for weapon and vehicle upgrades, unlocking new Expedition ranks is important for another reason: fast travel. 

  • Level 1 allows you to fast travel to liberated Outposts.
  • Level 2 allows you to fast travel to discovered locations.
  • Level 3 allows you to fast travel to supply drop locations and unlocks airdrop, which is fantastic for dropping in from the sky and using your wingsuit to get to undiscovered locations quickly. 

Spending the time to upgrade Expeditions to Level 3 is more beneficial than building a helicopter and slowly traveling to different map locations. 

All in all, you'll need 450 Ethanol to fully upgrade Expeditions: 

  • Level 1: 75 Ethanol
  • Level 2: 125 Ethanol
  • Level 3: 250 Ethanol

Other Prosperity Upgrades

This is where things can get a little muddy in terms of Facility upgrades.

For the most part, these will be predicated on your specific playstyle and highly subject to conjecture. Below, we'll loosely rank them (if that's possible), providing pros and cons for each and the types of playstyles they best benefit. 

Note: Some facilities have base level benefits, meaning they provide you with something prior to upgrading. For example, the Explosives lab automatically gives you access to molotov cocktails, smoke grenades, and throwing knives. Other facilities, such as the Infirmary, must be upgraded to Level 1 before they begin providing benefits. 

Explosives Lab

Outside of weapons, explosives might be the most important items for players that like to go in guns blazing. However, if that's not your playstyle, it's worth paying at least some attention to the Explosives Lab. 

While you can pick explosives up from highwaymen and stashes, relying on those erratic pickups later in the game is highly inefficient. Once you start going up against Rank 3 baddies and Elite enforcers, even Rank 3 weapons will only deal average damage. 

Having explosives in your inventory, and being able to readily buy/craft their more powerful variants, becomes increasingly important as you get deeper into New Dawn. What's more, an upgraded Explosives lab also gives you access to more powerful ammo, such as piercing and fire ammo.

Here's what you can make at each new Explosives Lab rank: 

  • Base Level: Molotovs, smoke grenades, throwing knives
  • Level 1: Dynamite, piercing ammo
  • Level 2: Remote explosive, fire ammo
  • Level 3: Proximity explosive, pipe bomb, explosive ammo

All in all, you'll need 850 Ethanol to fully upgrade the Explosives Lab: 

  • Level 1: 100 Ethanol
  • Level 2: 300 Ethanol
  • Level 3: 450 Ethanol

Don't overlook the Infirmary, especially if you play more Rambo than 007. It's not immediately obvious, and it's very easy to overlook, but the Infirmary is where you upgrade your overall health bar. Of course, this means you can take more damage before having to retreat or use a medkit.

As you get deeper into New Dawn's third act, scavenge more Outposts, and play more Expeditions, this is simply something you can't ignore. Even if you're a stealth player, Expeditions force you into combat at the very end of each gameplay loop, rendering stealth almost entirely moot. 

Here's what each new Infirmary rank gives you:

  • Level 1: 150% health
  • Level 2: 200% health
  • Level 3: 250% health

All in all, you'll need 1,350 Ethanol to fully upgrade the Infirmary: 

  • Level 1: 150 Ethanol
  • Level 2: 500 Ethanol
  • Level 3: 700 Ethanol
Healing Garden

The Healing Garden can be misleading. That's because when you pick up plants and healing herbs in New Dawn's open-world, they are used to revive fallen Guns for Hire. The confusion comes in when you look at the Healing Garden and see the same plants and herbs. If you don't use Guns for Hire much, then it's likely you might skip right over the Healing Garden. 

However, do so at your own peril. While not as necessary as the Infirmary, the Healing Garden pulls in at a close second. That's because this is where you can upgrade the effectiveness of your medkits. This is where both aggressive and stealthy players both can benefit. 

Aggressive players will, of course, need more efficient healthpacks and a larger healthbar for firefights. However, stealthy players could potentially benefit more from the Healing Garden because it gives them the benefit of increased health as well as the ability to spend precious upgrading resources on things like The Explosives Lab and Expeditions. 

Here's what each new Health Garden level gives you:

  • Level 1: Medkits regen health for a solid 5 seconds
  • Level 2: Medkits regen health for a solid 10 seconds
  • Level 3: Medkits regen health for a solid 20 seconds

All in all, you'll need 450 Ethanol to fully upgrade the Healing Garden: 

  • Level 1: 75 Ethanol
  • Level 2: 125 Ethanol
  • Level 3: 250 Ethanol
Training Camp

Word to the wise: Only upgrade the Training Camp if you consistently use Guns for Hire. Stealthy players should most likely steer clear of this upgrade. 

However, aggressive players will most likely want to invest in this Facility sooner as Guns for Hire can certainly turn the tide of battle in Outpost takeovers and Expeditions. 

Here's what each new Training Camp level gives you:

  • Base Level: Rank 1 Guns for Hire
  • Level 1: Rank 2 Guns for Hire
  • Level 2: Rank 3 Guns for Hire
  • Level 3: Elite Guns for Hire

All in all, you'll need 850 Ethanol to fully upgrade the Training Camp: 

  • Level 1: 100 Ethanol
  • Level 2: 300 Ethanol
  • Level 3: 450 Ethanol


Unless you're after specific animals, loot, or collectibles, there's very little reason to upgrade Cartography at all. Even if you are searching for specific things, such as prepper stashes and monstrous animals, we've got guides for both here and here respectively, meaning you won't need to needless spend ethanol on this Facility. 

However, if you'd rather experience Far Cry New Dawn blind and not use the locations guides above, here's what each new Cartography level gives you:

  • Level 1: Unlocks maps for gears, springs, fish, and birds
  • Level 2: Unlocks maps for treasure hunts, photographs, and music players
  • Level 3: Unlocks maps for predators and monstrous animals

All in all, you'll need 450 Ethanol to fully upgrade Cartography: 

  • Level 1: 75 Ethanol
  • Level 2: 125 Ethanol
  • Level 3: 250 Ethanol

For all intents and purposes, you could completely skip the Garage and not know the difference. You don't need the helicopter since it's slow and you have fast travel via upgraded Expeditions. You don't need cars either; not just because of fast travel but because vehicles are strewn all of the world. 

The only reasons you would conceivably want to spend Ethanol upgrading this Facility is because A.) You'd rather fly, drive, or pilot a boat; B.) You'd rather look cool; or C.) You want to shoot things with a vehicle-mounted .50 caliber heavy machine gun. 

If any of that applies to you, here's what each new Garage level gives you:

  • Base Level: Rank 1 vehicles, helicopters, and boats
  • Level 1: Rank 2 vehicles, helicopters, and boats
  • Level 2: Rank 3 vehicles, helicopters, and boats
  • Level 3: Elite vehicles, helicopters, and boats

All in all, you'll need 850 Ethanol to fully upgrade the Garage: 

  • Level 1: 100 Ethanol
  • Level 2: 300 Ethanol
  • Level 3: 450 Ethanol


Ultimately, it's up to you how and when you upgrade each Facility in Prosperity. Some are better earlier in the game, while some aren't subjectively upgrading at all. Depending on your playstyle, it's probably you might re-order this list. 

Regardless, you now know what each Facility provides at what level, as well as how much Ethanol you need to invest in each. Visit our Far Cry New Dawn guides hub for more tips and walkthroughs. 

How to Play Defect in Slay the Spire Thu, 14 Feb 2019 23:57:31 -0500 Jordan Baranowski

After over a year in Early Access, Slay the Spire was officially released in its "Version 1.0" form a few weeks ago. This release has undoubtedly brought new players to the game, and some may be curious about how to effectively use the game's different classes, including the Defect.

This automaton may look like an easy build, but it is the toughest class to master in the game. While, a well-made Defect deck can tackle a huge number of Ascension levels with ease, it's harder to put together a "good stuff" deck with the Defect than the other two classes.

When you do put something together though, and it starts clicking, watch out. But be warned that the class tends to struggle if it can't get its engine going, and its lack of exhausting abilities means that you have to be laser-focused in your deck building.

With this guide, we will look at how to approach this style of deck building in order to be successful with the Defect . However, we will begin with the basics of the class.

Defect Basics

Starting Relic

The Defect's starting relic is called the Cracked Core, and it allows you to start every battle with one lightning orb. This starting relic introduces us to the main mechanic at the Defect's disposal: orbs.

Four Different Types of Orbs:

The Defect starts every battle with three spots for orbs, and this can be increased to a maximum of ten slots. There are four different types of orbs, each with a passive ability and an invoke ability.

Passive abilities trigger at the end of every turn, and invoke abilities are triggered by cards or by channeling another orb when every slot is filled. Triggering an invoke ability use up the orb.

Here's what the different orbs do:

  • Lightning: The most basic orb. Its passive ability deals damage to a random enemy, and its invoke ability deals more damage (usually around double).
  • Frost: Frost orbs provide you with a small amount of armor. Its invoke ability provides you with more.
  • Dark: Every turn, Dark orbs increase the potential amount of damage they can deal through their passive ability. However, they won't actually damage anyone until they are invoked.
  • Plasma: Plasma orbs provide you with extra energy at the start of your turn, and they provide you with two energy when they are invoked.

Focus is a stat that can increase and decrease, similar to Strength and Dexterity, that improves the effectiveness of your orbs. Every point of Focus gives your Lightning one more damage and your Frost one more armor. It also helps your Dark increase faster, but it has no effect on Plasma orbs.

Defect Builds

Big Freeze

The most reliable deck for the Defect follows a pattern established by the successful decks of other classes: utilizing a massive amounts of Block. This is best done through accumulating more orb slots and Focus as well as through cards like Glacier and Chill. Plenty of cards provide Frost orbs, but these are going to be two of your power players.

Other cards to look out for in this build are things like Defragment and Capacitor. These increase your Focus and the number of Orb slots you have respectively.

Once you've built up your defenses, you can kill enemies with whatever else you've collected. If you're gaining 30 or 40 Block automatically each turn, you won't have a ton to worry about.

Keep your eye out for the Calipers relic as well. This causes you to lose only 15 Block at the start of your turn, instead of all of it, and it makes you basically unstoppable.

Zero Cost

Another viable strategy with the Defect comes from the number of effective 0-cost cards that are available to the class. 

All for One is an amazing rare that you can land with this deck, as cards like Claw can get out of hand in a hurry if you're playing them every turn. 

Scrape is also crazy strong when you have lots of cards that cost nothing to play. Reuse extra energy, inflict status effects on your foes, and blast them down to nothing in no time flat. You'll still have energy left over at the end.

All Powers

The Defect has a ton of power cards available to use, and they can snowball in a hurry if you get the right ones. If you have ways of building extra energy and drawing through your deck in a hurry, you can use cards like Storm and Electrodynamics to burn through enemies before they even get a chance to damage you.

This deck tends to lose its effectiveness when Ascensions start to get serious. However, it is a lot of fun to plow through early Ascensions by doing an impression of Zeus.

Multi-Cast Dark Bomb

This one is difficult to set up, but it is absurdly powerful if done right. That's a big "if" though.

You essentially have to get rid of your Cracked Core (the starting relic), find a way to reliably channel a Dark orb early, and work up a ton of mana to use Multi-Cast to plow through everything in your way. When it goes off... watch out.

If you can get rid of the Cracked Core and get your hands on the Symbiotic Virus relic, this is not a bad build to shoot for.

Cards to Look Out For

There aren't a ton of must-have Defect cards, as there are so many different reliable builds, and some cards will be great in one of them and worthless in another. However, there are a few cards that should always trip your alarm bells no matter what build you're running:


Mana acceleration at Common rarity is great, and the drawback is fairly negligible — by the time you get to that Void, you should already be in a dominant position or have blasted your enemies into smithereens. Nearly every deck will benefit from a copy or two of this.

Boot Sequence-Auto Shields 

The biggest danger as the Defect is surviving the times when you can't put together your plan quickly. That's why cheap, heavy Block cards like these are a must-have in nearly any deck.


Do you want to search through your deck and find exactly what you need when you need it? How about doing it twice if its upgraded? Seek is almost always a windmill slam of a pick, but be careful not to use it if you draw it near the end of your deck.

Echo Form 

This is one of the all around best  in the game. Start every turn with a big damage card (Sunder + Echo Form) or with a swingy power to cast it twice.

The only issue with Echo Form is that it will sometimes get you punched in the mouth early on. However, the long term payoff is amazing.

All for One 

There are so many strong 0-cost cards in every Defect build, and All for One allows you to set up some stupid combos with them. If you're playing a 0-cost build, this will be your MVP.


The Defect is quite the change of pace from the other Slay the Spire classes, but it can be incredibly satisfying when it all comes together. Hopefully this guide will help you on your journey to take the tower with the automaton.  

Apex Legends Guide: Recommended Landing Spots and How to Dive Faster Thu, 14 Feb 2019 11:30:51 -0500 Kenneth Seward Jr.

Apex Legends isn’t your typical battle royale shooter. Sure, it has a lot of familiar elements seen in other titles, but the game’s polish and some of its unique qualities help it to stand out in an increasingly crowded market.

Even the most common aspect players dropping onto a map from a ship is different thanks to some interesting gameplay mechanics.

There is a science to landing in Kings Canyon, the game’s map. Landing in the right spot can certainly give a team an advantage over the rest of the field. Because of this, we decided to provide some tips to help players survive the early portions of a match in Apex Legends.

How to Dive Properly in Apex Legends

The first thing you’ll need to learn is how to dive correctly. And by correct, I mean in a fashion that allows you to reach destinations before your rivals.

When diving from the ship, most players will make a beeline to whatever point they’re trying to hit. What they should do, however, is learn everything there is to know about terminal velocity.

But since that's overly complicated, they could also just learn to adjust the angle of their decent when in the air.

Instead of dropping straight from the ship and fly at (what seems to be) a 95% angle straight toward your desired location, it would be better to pivot back and forth between extremes. This is what you’ll want to do:

  1. Dive down for a bit
  2.  Angle back up to glide a ways 
  3. Angle back down to speed up
  4. Then back up to glide further

For a better picture of this gliding and landing method, check out TheBigSm0ke’s Reddit post on the subject. 

The thing that makes this technique great isn’t so much the speed of your descent. It’s that doing this will allow you to jump sooner; a lot of people wait until they are close to a place before jumping out of the ship.

In this case, you’ll be able to jump much sooner and still hit a destination that’s far off. And because you jumped before everyone else, you’ll land before them.

Drop it Like it’s Hot (Zones) and Supply Ships

The next things to make note of are Apex Legend’s Hot Zones and Supply Ship.

Hot zones are places marked with a blue circle on the map and a blue light emanating from the spot on the ground where players have a greater chance of finding high-tier loot.

The Supply Ship, on the other hand, is a ship carrying mid- to high-tier loot that flies for a short time at the beginning of a match before landing over an area. Both are usually highly contested places for players to land.

These are the places to land if you’re looking to quickly grab some good loot. They aren’t the places to go to though if you’re trying to avoid an early shootout. Players will be fighting tooth and nail to grab a Level 3 body armor or that Peacekeeper with all of the fixings.

Basically, the risk of dying early on is there. That said, if you make it out of these zones with some good loot, you’re that much closer to becoming a Champion.

Veer Left or Right…

If the Hot Zones are a little too hot for your tastes, though, there are other places worth landing at.

Even better, these places typically always have good loot as opposed to the hot zones that are randomly selected before each match. Let's look at some


This area of the map usually has decent loot. I’m talking a few Level 3 chest armors, some helmets, a bunch of weapons, and some health kits, all of which are located in a few places the area that looks like a stage, the floating platform above it, and a few cage-like structures.

Their spacings allow for players to grab something and flee, or engage in close- to mid-range combat if need be. Typically though, the Thunderdome isn’t the hottest of spots in terms of foot traffic, so landing here is a good option. 

Skull Town

Skull Town is a great place to land. It has mid- to high-tier loot, though I was able to find a few legendary weapons there. It also has a bunch of places to run to if you need to hide.

A lot of people drop here, though, so don’t be surprised if you run into a rival squad. Hopefully, you’ll have snagged some weapons before then.


The Market is a large area that’s more or less packed with good items. It doesn’t have as much high-tier loot as the Thunderdome, but it does have enough good loot to arm an entire squad with multiple weapons, attachments, health kits, and more.

The Market also sports multiple entrances and exits, allowing you to easily sneak up and ambush anyone who lands there before you do. Of course, the reverse is true as well.


The Airbase has decent loot as well. It is a bit spacious, though; getting shot from the other side of the base is common. This is especially true when ziplining between its two ports.

That said, there is always good loot here. There are multiple loot stashes, two docked ships, and buildings leading to the dam that are filled with weapons and other precious loot.

The Pit

The Pit has mid, high, and sometimes legendary loot; it’s the only place I’ve found gold armor and helmets multiple times in a row.

That’s not to say that The Pit will always have great items. More likely than not, though, there will be something worth picking up. And considering most teams avoid this area (for the more contested places on the map), it’s usually safe-ish.

These are some of the best places to land in Apex Legends, not just because these landing zones have great loot but also because they aren’t the most contested zones on the map.

These spots are the places I go to when I want a high-tier item but not the fight that usually accompanies acquiring it. There are other areas on the map that may or may not hold better gear. Even so, low-tier places might old something legendary, so its always worth checking out less contested areas. 

They’re also places that pose more of a risk. If you’re throwing caution to the wind, though, then you’re better off going to the circled areas or Supply Ship. At least with those two, you're guaranteed to find something you like.  

And if you use our drop method outlined above, there's a chance you'll get to the loot faster than any other player. 

For more Apex Legends tips, head over to our guides page, where you can find our growing list of articles. Here are a few to get you started: 

Apex Legends PC Requirements and Optimized Settings Thu, 14 Feb 2019 11:02:45 -0500 Joshua Broadwell

Apex Legends is the go-to battle royale game for a lot of people right now — as in 25 million people. PC is one of the available platforms, but like all PC games, you need to make sure yours has the right bits inside to help it run smoothly and get the best display possible.

In fact, if you're dealing with a crashing PC problems while playing Apex Legends, the settings menu is the first thing to check. We've got the minimum and recommended settings listed out for you here, plus some advice for getting the most out of your system.

Apex Legends Minimum System Requirements

As the heading suggests, the below requirements are what you need to get the game up and running. It's a perfectly satisfactory experience with the minimum settings, but note that you won't be able to get 60fps or the best resolutions this way.

  • OS: 64-bit Windows 7
  • CPU: Intel Core i3-6300 3.8GHz / AMD FX-4350 4.2 GHz Quad-Core Processor
  • RAM: 6GB
  • GPU: NVIDIA GeForce GT 640 / Radeon HD 7730
  • GPU RAM: 1 GB
  • HARD DRIVE: Minimum 22 GB of free space

Apex Legends Recommended System Requirements

These recommended requirements are meant to ensure you hit 60fps at the right settings.

  • OS: 64-bit Windows 7
  • CPU: Intel i5 3570K or equivalent
  • RAM: 8GB
  • GPU: Nvidia GeForce GTX 970 / AMD Radeon R9 290
  • GPU RAM: 8GB
  • HARD DRIVE: Minimum 22 GB of free space

Apex Legends Performance Recommendations

The phrase "at the right settings" is important if you do want to hit 60fps. For example, at 1440p, even the recommended settings aren't likely to achieve 60fps.

Apex Legends doesn't start with any preconfigured settings either. So, you'll want to go into the menu and adjust the various options available to optimize performance.

Here's a list of how adjusting each setting can affect your performance:

  • Texture Streaming Budget: Lowering from "Insane" to "None" can boost performance by 6%
  • Texture Filtering: Changing from 16x anisotropic to bilinear filtering might improve performance approximately 6%, though has less impact on newer GPUs
  • Ambient Occlusion Quality: Disabling this aspect boosts performance around 15%
  • Sun Shadow Coverage: Set this one to low to give an extra 5% increase in performance
  • Sun Shadow Detail: Lowering the shadow detail increases performance by 3%
  • Spot Shadow Detail: Disable this one to get another 3% performance boost
  • Volumetric Lighting: You get a bigger boost from disabling this aspect, approximately 6%
  • Dynamic Spot Shadows: Not quite as important, only affecting specific scenes instead of overall performance.
  • Model Detail: Low performance here will add another 6% increase
  • Effects Detail: Depends on each scenario, since it mostly affects combat visuals — though nothing significant.
  • Impact Marks: No major impact with this one, since it controls something fairly limited anyway
  • Ragdolls: Affects the CPU load, though because it measures dead body physics, your mileage will vary.

Some users have also found that Apex Legends automatically runs off their integrated graphics card, if your unit has one. If your performance isn't quite what it should be based on your GPU's abilities, give this a try:

  1. Right click on your home screen/desktop screen
  2. Choose "Nvidia Settings" or the settings for whatever your graphics card might be
  3. Click "programs"
  4. Choose "add programs"
  5. Find Apex Legends, and select it
  6. Save
  7. Restart the game

These steps should ensure the game runs on your gaming graphics card, instead of the on-board card.

And, of course, if you want 4K, you'll need to go beyond the recommended CPU and GPU requirements and potentially lower some of the display settings as well.


If you've got other Apex Legends questions, check out our collection of Apex Legends guides.

If you're new to Apex Legends and wonder which characters are the best and which abilities to focus on, head over to our Apex Legends character rank list and ability guide.

And if you're only just getting started, our beginner's guide to winning faster lays out some great tips, plus you'll want to read our best guns guide too.

Completing All the Records in the Resident Evil 2 Remake, Part One Thu, 14 Feb 2019 10:46:15 -0500 Thomas Wilde

Like Resident Evil: Revelations 2 before it, the 2019 Resident Evil 2 remake has its own built-in set of quasi-achievements, which it calls Records. There are 87 of them in total, many of which are locked or unexplained when you first start the game.

When you complete a Record, the game doesn’t fully track it until the next time you open the Records screen, available from the pause menu in-game, or under Bonuses in the main menu.

Most of the Records in the game, when achieved, unlock entries in the Gallery, such as concept art or character models; a handful also unlock bonus weapons, character costumes, and extra gameplay modes.

Finishing the 86 other Records in the game unlocks the last one, Raccoon City Native, which is also the Platinum Trophy on the PlayStation 4 version.

Records that are also trophies or achievements are marked with an asterisk(*) in this guide.

Naturally, due to the nature of the beast, this whole thing is a big list of major spoilers. The following is a list of the Records that pertain to the game's story, various in-game accomplishments or objectives, and your ending rank when you complete a scenario.

In part two, we'll discuss Records that are obtained through combat, by finding various collectible items, and by solving various puzzles throughout the game.

Story Mode Records

Welcome to the City of the Dead*

Reach the RPD at the start of the game.

Path to the Goddess*

Find all three medallions and open the secret passage under the goddess statue.

Never-Ending Rain*

Find the parking permit in either scenario and use it to escape the police station.

Hack Complete*

Finish Ada’s stage in Leon’s campaign.

Hide and Seek*

Finish Sherry’s stage in Claire’s campaign.

A Great Need for a Shower*

Take the cable car ride out of the sewers.


Finish a first run as either character.

A Hero Emerges*

Complete Leon’s scenario on either run.

A Heroine Emerges*

Complete Claire’s scenario on either run.

Broken Umbrella*

Complete one character’s first run, then the other’s second run, to fight the real last boss and see the true ending.

Gameplay Records

The Basics of Survival*

Make a mixed herb, or create ammunition by mixing gunpowder.


Install a weapon mod.

The easiest one to find is locked inside Leon’s desk in the RPD’s west office, so you can get this Record within about 20 minutes of starting a new game.

That’ll Hold ‘Em*

Use a set of wooden boards on any open window in the RPD.

First Break-In*

Open one of the combination safes.

You can find them behind the captain’s desk in the RPD’s West Office, behind the secretary’s desk in the Waiting Room on the RPD’s second floor, and in the Flow Control Room in the sewers. All three safes’ combinations can be found in various files.

Or, in one case, written on the side. Look, if they were that good at security around here, there wouldn't be a zombie outbreak happening right now.

One Slick Super-Spy*

During Leon’s campaign, when you play as Ada, clear her section without firing a shot from her handgun. You can find and use a flash grenade without failing the requirements, however.

This is relatively easy after some practice, particularly once you learn the map. There are a couple of zombies in the first big area that never activate if you don’t get close, and a few more that can be led into roundabout areas and dodged.

When Mr. X shows up, you can actually finish the whole sequence before he gets anywhere near you as long as you already know where the contact points for the Visualizer are.

Story Master

Clear both characters’ first and second Runs.

Hardcore Rookie*

Complete Leon’s story on Hardcore difficulty.

Hardcore College Student*

Complete Claire’s story on Hardcore difficulty.


Clear either scenario on any difficulty in four hours or less.

You’ll be surprised how easy this is to get once you’ve cleared the game. Even just knowing what to do can knock a lot of time off your initial run, and there are shortcuts and skips you can take to make things even easier. The sewers, in particular, fly by once you’ve learned the intricacies of the map.


Clear either scenario on any difficulty without ever using a recovery item.

Notably, red-blue herb mixes and blue herbs do not count as “recovery items” for the purposes of this record. You’d also do better to try it on Assisted difficulty, as random leap attacks from dogs can throw the whole run away on Standard, let alone Hardcore.


Clear either scenario on any difficulty without ever opening an item box.

This is a test of your ability to plan ahead. You can discard plot items once they’ve served their purpose, which does require you to make an unnecessary detour in the sewers to open one last door with the T-shaped handle. (Go down the narrow stairs on the far side of the bridge outside the workroom and cut across to the shutter.)

Don’t be afraid to leave resources in place if you don’t actually need them at the time, especially gunpowder, and plan on backtracking to the RPD from the sewers to clean out anything you missed.

A Small Carbon Footprint*

Complete a run through either scenario on any difficulty in 14,000 steps or less. You can track how many steps your character has taken by checking the Record in your pause menu during play.

This is harder than it sounds. It requires you to know the map, to have a plan, to never make a wrong move, and perhaps most crucially, to never have to make a big detour around the RPD because of Mr. X.

It also limits you to only going for objectives. You can't take any detours just for resources, such as backtracking for the last Hip Pouch. Every step you can save, you have to save.

Grim Reaper*

Unlock the 4th Survivor bonus mode by getting the Broken Umbrella Record, then clear it.

As per tradition, 4th Survivor asks you to make a dangerous run back through the newly-overrun RPD as the Umbrella operative codenamed Hunk, with a set loadout of weapons, ammo, and healing items, and no pickups to be had along the way.

The best that can be said about it is that it isn’t as impossible as it initially looks. With practice, you’ll discover what you can dodge, when you should fight, and what to save for the last stretch.

That Jiggly Deliciousness

Clear 4th Survivor to unlock Tofu Survivor, and clear it as Tofu.

Again, as per tradition, Tofu has to take on the same challenge as Hunk did. Tofu, however, only has a handful of herbs and 16 combat knives. In some ways, it’s actually a little easier to clear Tofu's game than Hunk's, as Tofu is faster, has a slightly smaller hitbox, and you can get through some tricky rooms by deliberately getting grabbed.

For example, the Treatment Pool Room, where you have to deal with two zombies and a whole pack of undead dogs, is tricky for Hunk. Tofu can run up, bait a grab from a zombie, and counterattack, exploiting the whole sequence to get a long series of invincibility frames.

The Perfect Chewiness

Clear the Tofu Survivor bonus mode as Konjac.

You unlock Konjac and Uiro-Mochi when you clear Tofu Survivor. Konjac is armed with a flamethrower, a grenade launcher, and plenty of flame rounds. He has more than enough ammo to kill almost everything that gets in your way, but he’s so dependent on fire that it’s easy for him to get in over his head, especially against zombies.

An Acquired Taste

Clear the Tofu Survivor bonus mode as Uiro-Mochi.

All Uiro-Mochi has is a nearly full inventory of frag grenades, with no healing items. You can actually clear out rooms very effectively with him, and grabs aren't much of a concern, but you can't afford to make any real mistakes.

An Exquisite Sweetness

Clear the Tofu Survivor bonus mode as Flan.

Beating the bonus mode as either Konjac or Uiro-Mochi unlocks Flan and Annin Tofu. Flan is probably the easiest of the “Tofus” to beat the mode with, as she comes equipped with a minigun, a four-shot rocket launcher, and a Spark Shot with 200 needles in reserve. Her biggest weakness is that it’s easy to burn all your minigun ammo by mistake, which leaves you holding the bag in a few later rooms.

Can’t Get Enough

Complete the Tofu Survivor bonus mode as Annin Tofu.

Annin Tofu is armed with both Claire's .45 revolver and Leon's .45 handgun, with a ton of ammunition, and nothing else. He's strictly a gunslinger.

Ranking Records

You are ranked at the end of a scenario based solely upon the time it took you to clear the game. For Standard difficulty on a first run, you have to reach the end in 3 hours and 30 minutes to receive an S rank; for Hardcore, you only have 2 hours and 30 minutes. On a second Run, you need to come in under 3 hours and 2 hours, respectively.

On Hardcore mode, you can achieve an S+ rank for a scenario if you’ve saved no more than 3 times over the course of the run. You are not allowed to use any unlockable infinite weapons except the combat knife you obtain from the Complete Vermin Eradication Record; if you do so, your rank cannot get any higher than S.

While S+ rank isn’t necessary for any Records, it does unlock either an infinite rocket launcher (Leon’s game) or an infinite minigun (Claire’s game), and it's one of the challenges on

A-rank Player

Complete either scenario with an “A” rank or better on Standard or Hardcore difficulty.

S-rank Player

Complete either scenario with an “S” rank or better on Standard or Hardcore difficulty.

Leon “A.” Kennedy

Complete Leon’s story on Standard or Hardcore difficulty with an “A” rank.

Leon “S.” Kennedy*

Complete Leon’s story on Standard or Hardcore difficulty with an “A” rank.

Courageous Crimson Hero

Complete Claire’s story on Standard or Hardcore difficulty with an A rank.

Sizzling Scarlet Hero*

Complete Claire’s story on Standard or Hardcore difficulty with an S rank.

Hardcore S-rank Player

Complete both characters’ scenario on Hardcore with an S rank.

Rookie No More

Complete Leon’s story on Hardcore difficulty with an S rank.

The Redfield Way

Complete Claire’s story on Hardcore difficulty with an S rank.


In our second part of this guide, we'll cover Records that are obtained through combat, by finding various collectible items, and by solving various puzzles throughout the game.

All Safe Locations in Far Cry New Dawn Thu, 14 Feb 2019 06:15:01 -0500 Jonathan Moore

Safes present one of the better ways to get titanium in Far Cry New Dawn. However, tracking them all down yourself can be a huge time sink. 

Instead, this New Dawn guide will show you the location of (hopefully) every safe in the game. The following will be broken down into safes you can find while exploring in the open world, those you can find during story missions and side missions, and those you can find after liberating outposts. 

For the 10 safes hidden in each of New Dawn's prepper stashes, head over to our complete treasure hunt guide

If we've overlooked a safe and it's not on this list, let us know in the comments, and we'll make sure it gets added. 

Open-World Safe Locations

Laurel's Shanty

Go to the area indicated in the screenshot above. On the left side of the house, look for what appears like a rusty above-ground pool surrounded by barrels. Across from that, there is a platform jutting out from the house; climb that and break open the boards blocking the attic entrance. 

Climb in and open the safe for 15 titanium. 

Davenport Plains

When you arrive, look for the windmill. Near it, there are two sets of tractor tires set against a rusty, fallen silo. Climb the silo and use the zipline to enter the barn. 

When you land, turn around and break the boards to the left of the barn doors. Destroy the boxes inside to find the safe nestled in the back corner. Inside the safe you'll find 19 titanium. 

Doverspike's Hill

Climb up the hill and go into the house. Make your way to the hallway, turn right, and pick the lock on the red, rusty door. When you enter, turn left. The safe is in the corner behind the door. Inside is 18 titanium. 

Deadgas Crossing

Deadgas Crossing can be found roughly 586 meters east of the Broken Forge outpost. To get there, take a vehicle from Broken Forge and turn left on the road just outside the outpost.

Continue along, and Deadgas Crossing will be at the next primary intersection; it will be the gas station on your left. 

Go inside the gas station and look for the safe on the right-hand wall. There is 20 titanium inside. 

Bookworm Ridge

When you get to the location above, look for the basketball court. Next to it is a small building with a red tin roof and a beehive. Go behind the building. 

The safe, as well as 17 titanium, is hidden among the boxes and pallets stacked against the wall. 

Redler's Hollow

Here, go into the large silver building. Inside, there is another smaller room filled with lockers. The safe is against the wall, and inside you'll find 19 titanium. 


When you get here, go to the back of the area, toward the large house with solar panels on its roof. In front of the house is a teal cargo container. 

Jump inside the container and open the safe for 20 titanium. 

Kellet's Howl

When you arrive at this location, look for the two pink silos. To the left, there will be a three rusted barrels sitting on three separate platforms. Look under the tallest one and find the safe, along with 20 titanium. 

Rye & Daughter Aviation

You'll end Jerome's Guns for Hire mission at the Rye & Daughter Aviation flight school east of Prosperity. To find the safe, go into the hanger and locate the cage with the bloody mattress. 

To the left of the mattress, you'll find the safe. There is 20 titanium inside. 

Near the Target Practice Treasure Hunt

Go to the location indicated in the screenshot above. Face toward the section of the house buried in sand. Go past the house in that direction, and into the woods behind it. Continue down the path and look for the small shack guarded by a highwayman. 

Just outside the shack is a safe with 15 titanium. 

Traitor's Bluff

Find the small shack behind the house. Inside, there is a door that leads to an underground bunker. Go inside. The safe is along the right-hand wall in the second compartment. Inside you'll find 20 titanium. 

Garden View Desert

Next to the fallen, rusted silo is a small shack. Break the boards covering the entryway to find the safe and 19 titanium inside. 

The Old Project

Travel across the bridge from Garden View Desert to find The Old Project. Once there, go to the left side of the house (the side facing the nearby river) and break the boards barring the window. 

Jump inside and turn right. The safe is in a small room; it contains 19 titanium. 

The Old Compound

Whether you travel here by water or by land, look for the half-submerged church; however, don't go to it. Instead look along the shore just across from its front doors. The safe is halfway in the water, next to a rusty platform. Open it to get 15 titanium. 

Hollyhock Corner

One side of the building in this area has an open entryway. Go inside and turn left. Pick the lock on the door in front of you, and then turn right. The safe, as well as 19 titanium, is in front of you. 

Worm Shore

Along the front of the overgrown house in this area is a boarded up window. Bust the boards and climb inside. The safe is directly in front of you. Inside you'll find 16 titanium. 

Main Story Mission Safe Locations

Breakout (Blacklung Mine Outside)

Before you go inside the mine to continue the mission, go to the main tunnel in the central area. It is behind the overturned minecarts and has the bright yellow sign hanging above it. 

Break the boards and go inside. In the back is the safe and 17 titanium. 

Breakout (Blacklung Mine Inside)

After you climb down into the mine, follow the path into the first pink room. Just before turning left toward the enemies, turn right to find a set of loose boards along the wall. 

Breaking the boards will alert the enemies in the area, but you'll find 15 titanium inside the safe. If you missed it the first time through, you can fast travel back to Blacklung Mine later in the game.  

Specialist Sidemission Safe Locations

Losing Streak (Bean)

There are two safes in Bean's mission. The first can be found in the stash in Dick's Hole. You can't miss it; inside is 17 titanium. 

The second safe can be found after you complete Bean's mission. 

After you give the information to Bean in Bradbury Woods, look to the run-down building to your right. At the right end of the building, there is a caged area with several breakable boards on it. Break the boards and go inside to find a safe with 17 more titanium. 

Adventures in Babysitting (Sharky)

This safe is super easy to find. When you first meet Sharky in the central area, speak with him and then turn around. Go inside the hot pink boxcar and turn right. The safe is along the far wall; it contains 18 titanium. 

Deep Dive (Selene)

There are two safes in this side mission. 

After you raise the water the first time, re-enter the silo. Turn right and kill the pack of dogs in your path. Afterward, continue down the path and turn right at the first fork. There is a safe in the far back corner with 18 titanium. 

The second safe can be found after your raise the water a second time. Climb up the ladder and follow the stairway up. Continue ahead along the path and turn left before entering the first large doorway. Look left to find another safe with 16 titanium. 

Outpost Safe Locations

The Chop Shop

Face the workbench. Turn around and find the safe with 20 titanium along the back wall of the Leased Lag bar. 

Sacred Lumber

Start with the gun workbench to your right. There is a rusted woodchipper, three body bags, and a shack with a barred window to your left. 

Pick the lock on the shack's door and open the safe inside for 20 titanium. 

Broken Forge

After liberating the outpost, go to the forge area to the left of the ethanol tank. Go over to the big racks at the back of the room to find the safe nestled into some crates. Pick the lock to get 15 titanium. 

The Pantry

With your back to the workbench, go underneath the teal trailer with the black graffiti. Continue right. On the other side, turn left and pick the lock at the red door.

Go inside and look immediately to the left by the beds. The safe with 15 titanium is inside. 

The Watering Hole

With your back to the workbench, go toward the teal reservoir in front of you. To the left of the rusty bridge that goes over it, there is an opening that goes down into the reservoir. 

You'll find the safe here, along with 20 titanium. 

The Refinery

Go into the run-down refinery; enter through the opening underneath the "Bright Warden Radon Spa" sign. When you hit the first bush, turn left and go through a second bush. The safe will be nestled in the left-most corner. Crack it open to get 16 titanium. 

Trailer Town

From the center of the area, go to the building with the helipad. You'll find the safe right out on the porch. There is 17 titanium inside. 

Empty Garden

With you back to the garage and the weapons workbench to your right, look to the middle of the area. There are two cages stacked on top of each other. 

The top cage holds the safe and 19 titanium. Simply shoot the door off of the cage and jump up to access it. 

The Island

Looking at the outpost's scavenge table, turn right. Behind the crate in front of you is a small crawlspace. Go inside and look on the left wall just before the exit. 

The safe is on the wall. Inside is 15 titanium. 

Signal Point

Go to the large plywood building in the middle of the area. To the right of the front stairs and down near the bottom, you'll find an opening. Go inside; to the left you'll see a set of loose boards. Break them and open the safe to nab 18 titanium. 


That's it. Every safe in Far Cry New Dawn. As mentioned at the top of this article, if we've overlooked a safe, please let us know in the comments below,and we'll make sure it gets added. 

For more tips and locations guides, be sure to head over to our growing Far Cry New Dawn guides page. Be sure to check out our review of Ubisoft's latest forway into Hope County to see why we think "it doesn't get much better than Far Cry New Dawn."

How to Get More Titanium in Far Cry New Dawn Thu, 14 Feb 2019 06:15:01 -0500 Jonathan Moore

Titanium is essential for crafting some of the mid- to high-level weapons and vehicles in Far Cry New Dawn. Luckily, there are plenty of ways to get it. 

The primary thing to keep in mind while playing is that titanium isn't simply lying on the ground. Unlike other crafting supplies such as duct tape, copper, gears, and springs, titanium can only be found in certain locations or by performing certain activities. 

Below, we'll outline what those activities are as well as provide links to more detailed information, such as how to find Far Cry New Dawn's many safes, which always contain a good amount of reliable titanium. 

Farm Titanium by Hunting Animals

When you hunt and kill an animal in Far Cry New Dawn, you are rewarded with a pelt, sometimes two if you're lucky. However, unlike previous Far Cry games, you won't use these pelts to craft with (except for some Monstrous animal skins). Instead, these pelts are primarily used to get various other crafting supplies, such as copper, duct tape, black powder, and solvent. 

However, some reward you with titanium. 

To trade animal pelts for resources such as titanium, you can either visit the game's traveling traders, which are denoted by green, three-tiered bag icons in the game world, or simply open the workbench or the garage in Prosperity or any liberated outpost.

After opening a workbench or talking to a trader, click "Trade Loot" in the upper right-hand corner of the screen to open the trade menu. 

Here is a list of the animals you need to hunt as well as the amount of titanium they will give when selling their skins: 

  • Level 2 Wolf skin: 30 titanium each
  • Level 3 Black Bear skin: 40 titanium each
  • Level 3 Grizzly Bear skin: 40 titanium each

Get Titanium from Expeditions

Expeditions are brand-new to Far Cry New Dawn, and they provide some of the game's most unique content. Instead of taking place in Hope County, Expeditions allow players to experience areas outside of the "boundaries of the setting in which the game takes place," taking them to maps set on aircraft carriers, at Alcatraz, and even amongst the wreckage of the International Space Station.

Much like Outposts, Expeditions increase in difficulty, delivering harder odds and more lucrative loot. The main difference is that difficulties are determined by the game as you complete more Expeditions, whereas you control when Outposts get harder.

Although I wasn't able to unlock all four levels of each expedition, I was able to get through the first two levels of the first three Expeditions by launch. 

For those first two levels, you are rewarded with 300 titanium for each Level 1 completion, and 350 titanium for each Level 2 completion. As Expeditions can ultimately reach Level 4 difficulty, the titanium rewards they provide are obviously highly profitable. 

However, each level provides new challenges, making them increasingly difficult to complete alone. For levels three and higher, having a co-op partner is a must. 

Unlock Safes for Titanium

There are dozens of safes in Far Cry New Dawn, and every one of them contains some amount of titanium; typically, values range between 15 and 20 titanium for each safe.

As you play, you'll find some safes while completing the game's treasure hunts. Other safes you'll find while completing specialist side missions or by simply exploring the world. 

However, before venturing out, you'll want to unlock the Lockpick skill as quickly as possible. You won't be able to unlock safes without it. Luckily, an added benefit is that the Lockpicking skill also keeps you from having to track down keys for various locked doors, which often hide either safes or much-needed crafting materials. 

Although not as lucrative as Expeditions, unlocking safes is fantastic way to get titanium throughout the main New Dawn experience. Since a majority of locations have safes, it's an easy way to wrack up what you need for new weapons and some vehicles, such as the helicopter. 

You can see our full safes locations guide for more in-depth info on those you can find by completing side missions, story missions, and outpost. Our compete treasure hunt guide will help you find all 10 safes hidden away in prepper stashes.  

Buy Crafting Materials Packs

Ideally, you never want buy any materials packs for titanium; there's really no reason to spend real-world money when you consider titanium is relatively easy to obtain. By completing all of the tasks above, you will acquire more than enough titanium for what you need to craft in Far Cry New Dawn

However, if you want to speed things up and don't mind spending real-world cash to do so, this is what the following crafting materials packs provide: 

  • Small Crafting Pack: 300 titanium
    • Cost: 250 Far Cry credits
  • Medium Crafting Pack: 630 titanium
    • Cost: 500 Far Cry credits
  • Large Crafting Pack: 1,380 titanium
    • Cost: 1,000 Far Cry credits. 

To put things in perspective, 500 credits costs $4.99, and 1,000 credits costs $9.99. In my experience, you won't need much more than 1,380 titanium throughout the entire game, so it all boils down to if you want to plunk down the extra cash or experience New Dawn more organically.  


And there you have it, the best ways to get more than enough titanium to craft weapons and vehicles in Far Cry New Dawn. Be sure to check out our other Far Cry New Dawn guides for more information on best perks, the best upgrades for Prosperity, safes, animal locations, and more. 

See why we said Ubisoft's latest entry in the franchise is "much more than just an expansion" in our official review

Far Cry New Dawn Treasure Hunt, Stashes Locations Guide Thu, 14 Feb 2019 06:15:01 -0500 Jonathan Moore

The wilds of Far Cry New Dawn are full of loot and treasure, you just have to know where to look. The best locations, however, are found by completing any of the game's 10 treasure hunts. 

Spread across the lower and middle portions of the map, these hunts lead to stashes full of crafting items, perk magazines, Far Cry credits, and titanium. These items allow you to level up Prosperity, complete New Dawn's skill tree, purchase unique skins, and craft certain vehicles and weapons. 

This guide shows you exactly where to find those stashes on the map as well as how to solve the puzzles guarding them. 

Note: You do not need to speak or interact with NPCs before discovering or opening these stash locations. You can simply go to the areas marked in the screenshots below. 

Far Cry New Dawn Stash Locations

Stash #1: For Whom the Bear Tolls

Map showing For Whom the Bear Tolls Treasure Hunt Location

This is one of the easier treasure hunts in Far Cry New Dawn. Travel to the FANG center north east of Bean, which doubles as a run-down church, located at the coordinates above. 

When you arrive, mind the two highwaymen on the roof of the church as well as the highwayman in the caged area to the left of the church. Take them out and then aim at the bell in the bell tower. 

Shoot the bell three times to call a Level 3 Grizzly bear to your location; it will come from the back of the church. To make quick work of the bear, shoot it in the head as quickly as possible. 

After taking the bear down, take the key from its corpse and head toward the back of the church, keeping left.

Eventually, you'll see a large hole in the ground. Climb down into the hole to access the bunker there; inside, you'll find three perk magazines, numerous crafting supplies, Far Cry credits, and titanium in the safe.  

Stash #2: Going Haywire

Map showing Going Haywire Treasure Hunt Location

From the last stash, head east. As you enter the fields in this area, look for the two radio towers up on a hill. Directly behind the towers, through a small patch of woods, look for a house. Next to the house will be a large device spewing electricity in all directions. Underneath the device is the entrance to a bunker. 

Be wary of the enemies in this location as well as the electricity being emitted from the device; it's easy to get caught in a perpetual damage loop if you're struck by it. 

To turn the device off, go into the house, turn left, and go all the way into the back. Flip the switch in front of you.

Go back to the device, which should now be off, and go into the bunker to finish the treasure hunt. 

Stash #3: High Art

Map showing High Art Treasure Hunt Location

Staying in the same region, the next treasure stash is further east. Coming from the previous location, look for a large barn on the other side of a tributary. 

As you approach, look for the highwayman outside doing some graffiti work. Take him out and go around to the back of the barn. There, look for a windmill with a grapple point.

Use the grapple point to climb up the windmill and zipline across to the barn. Break open the loose boards and go inside. 

Inside the barn, follow the path to the right and jump down. Turn immediately around and go right; turn the yellow valve behind the chicken wire barrier to your right. This raises the teal car in the center of the room. 

Climb back up from where you originally came from and use the lowered car to get to the other side of the barn. Turn left and turn the valve along the left wall. This moves the orange car down below. 

Jump back down, enter the new room, and get three more perks points, 45 Far Cry credits, and 15 titanium in the safe. 

Stash #4: Riddle Me Fish

Map showing Riddle Me Fish Treasure Hunt Location

This treasure hunt is one of the harder ones in Far Cry New Dawn, especially if you don't know what to look for. 

When you reach the area indicated above, take out the highwaymen and look for the small tin building next to the left of the main house.

To the right of the tin building, there is an overhang jutting out from the side of the house. Go through the opening underneath the overhang and open the safe if you have the Lockpick perk; inside is 17 titanium. 

Grab the titanium and the crafting parts, and then go into the house through the door to your right. Kill the skunks inside so they don't spray you and look at the back wall, past the generator in the middle of the room.

Activate the generator and watch the fish mounted on the wall. The order in which they move is the code to the bunker underneath the tin building. 

If you miss the order, or just want the code without trying to figure it out, it's 246135

Now, go to bunker and enter the number by activating the fish on the wall. Open the door; inside the normal loot of three perk mags and 45 credits. There is also 17 more titanium inside. 

Stash #5: Target Practice

Map showing Target Practice Treasure Hunt Location

Clear the highwaymen from the area and the face the front of the house. Turn  left and go toward the cliff face; climb down or use the small path to the right to walk down to the cave below.

Kill the highwayman there if you haven't already and enter the cave. 

Inside, there is a contraption in the very back of the cave that you need to activate to raise the gate protecting the treasure stash. While looking at the gate, turn left and activate the switch. The gears on the left side of the room will begin to move. 

The large gear closest to you (to the left of the switch) has a space in it. Watch the gear. When the target enters the empty space, shoot it. This activates more targets along the left wall. Shoot all of them and the gate will open halfway. 

Now, turn your attention to the right side of the room. The targets here are in a straight line and much easier to hit. Shoot them from left to right. 

The door will open, and you can grab the treasure stash. 

Stash #6: Light 'Em Up

Map showing Light em Up Treasure Hunt Location

This treasure hunt is southwest of Sharky. Look for an old church in the mountains about 550 meters east of the Sacred Lumber outpost. 

Kill the enemies when you arrive and mind the Level 2 wolverine lurking around. The entrance to the stash is in the shed next to the church. However, you need to go inside the church to get a key first. 

With the shed to your right, go to the right side of the church and look for the loose boards on the lower wall. Bust through and go inside. Follow the path all the through to the wolverine's nest. 

Grab a molotov cocktail nearby and light the nest on fire. Grab the key from the wolverine's corpse.

Go back outside and open the shed to get three perk mags, crafting supplies, and Far Cry credits. 

Stash #7: The Best Laid Plans

Map showing The Best Laid Plans Treasure Hunt Location

When you reach this area, you'll see that the bridge is out. Go underneath the bridge and to the far end; look for the area where the box cars are dangling from the bridge.

Climb up to the top of the boxcars using the grappling hook and follow the path to the next broken section. 

Grapple across this section, but make sure to have enough momentum and release at the apex of your jump; if not, it's easy to hit the water, forcing you to start over. 

Grapple across the next several gaps and follow the main path. The stash will be at the end. 

Stash #8: Burning Souls

Map showing Burning Souls Treasure Hunt Location

East of Best Laid Plans, you'll find Eden's Pyre. Here, you'll need to throw five New Edeners into a fire pit and light their corpses ablaze. 

The first body id on the benches to the left of the pyre. Pick it up and drop it into the pyre pit. With the pyre to your back, go counterclockwise. 

The next body is a dozen or so meters from the last, on the right-hand side of the path underneath an overhang. From there, the next body is inside the large shelter near the entrance to the area. 

From there, continue counterclockwise, picking up the fourth body up on the fortification near the shelter. Finally, continue up the path to the top of the cliff. Look down and you'll see the last New Edener lying on a platform above the pyre. 

Once all five bodies are in the pyre pit, use a molotov cocktail to light it aflame. The stash will be behind the pyre. 

Stash #9: Go With the Flow

Map showing Go With the Flow Treasure Hunt Location

When you get to the location indicated in the screenshot above, you'll find a cave guarded by four or five wolves. Instead of taking them on, head left and cross the small stream to the other side. Look to the cleft in the rock wall behind the tent to find a key. 

Next, go left and cross the small wooden bridge with the white flag next to it. Follow the white flags all the way to the end.

Eventually, you'll come to a broken bridge. Follow the water and jump down just past it. 

Turn left and follow the path up, past the dead white wolf. Use the key to open the gate protecting the stash. 

Stash #10: Rescuers Down Under

Map showing Rescuers Down Under Treasure Hunt Location

This might be the most head-scratching treasure hunt in Far Cry New Dawn outside of Riddle Me Fish.

The best way to get here is by helicopter not only because it's high in the mountains, but also because the area is littered with Level 3 mountain lions, wolverines, and black bears. 

From the sky, you'll be looking for a large pit that goes down into the mountain. It will be surrounded by large log piles, and a very ornery Level 3 black bear will be close by. Land, kill the black bear (and harvest its pelt for titanium), and jump down into the hole. 

Dive down and follow the path through cavern until you reach the derelict cars inside. There will be a note that says you need to "release the brakes" of the car on the precipice above the water. To do so, jump over and look at the back passenger-side wheel, which will prompt you to release the brakes. 

With the car in the water, use the car to hop over to the ledge across from it and grab the stash. If you hit the water, try getting a running start and jumping from the very edge of the car hood.  


That's all you need for finding all of the treasure hunt stashes in Far Cry New Dawn. If you're looking more of the game's safes, be sure to head over to our complete locations guide, and if you want to find even more strategies on getting more titanium, we've got something for that, too. 

For more tips and tricks for Ubisoft's latest first-person shooter, be sure to visit our Far Cry New Dawn guides page. To see why we said "it doesn't get much better than Far Cry New Dawn," here's our review

How to Self Revive in Apex Legends Wed, 13 Feb 2019 10:31:35 -0500 Sergey_3847

There are several ways how players can revive their teammates in Apex Legends. But what do you do if you got downed and there is no one around to bring you back to life?

There is actually one way to self revive, but it's a rare opportunity. If you want to know how to do it, then follow two easy steps described in our quick guide to Apex Legends below.

Step 1: Find Legendary Knockdown Shield

What is a Knockdown Shield? It's one of the most useful pieces of gear in the game. It allows you to protect yourself with an energy shield in case you get downed.

When you are under the protective energy shield, enemy players can do no damage to you and thus can't kill you. There are four types of Knockdown Shields in Apex Legends:

  • White Knockdown Shield: 100 HP
  • Blue Knockdown Shield: 500 HP
  • Purple Knockdown Shield: 750 HP
  • Golden Knockdown Shield: 750 HP + Resurrection

The golden variant of the Knockdown Shield has a passive ability called Resurrection that allows you to self revive once during the match-up.

Unfortunately, the golden version is extremely rare. You can find it only in top-tier airdrops or loot from a downed player, who had an unused Knockdown Shield.

Step 2: Self Revive

If you managed to obtain the Legendary Knockdown Shield and you got downed, all you need to do is to activate the shield by pressing the fire button (LMB on PC, R2 on PS4, RT on Xbox One).

The self revive process will begin immediately and will take up to 15 seconds. When this ability is used once, the shield cannot be used for another self revival.


Now you can save yourself from dying using the Legendary Knockdown Shield, and for other Apex Legends guides at GameSkinny, please take a look at the list below:

Wargroove: 5 Tips For Getting High Ranks Mon, 11 Feb 2019 13:04:06 -0500 Emma Grave

The new turn-based strategy game, Wargroove, released on PC, Nintendo Switch, and Xbox One on February 1. It features a tricky campaign with a main quest and a number of side quests scattered throughout its map.

Completing these missions comes with a performance-based ranking ranging from one to three stars. If you’re having a difficult time getting a high rank, or are simply looking to improve your combat skills, here are a few tips:

Utilize Critical Hits

Each unit (excluding Commanders) gets a special boost to their attack when you fulfill a certain requirement. This requirement can be positioning them next to a unit of the same type, placing them in cover, or not moving them at all.

To maximize the damage your units deal to enemies, you should be taking advantage of critical hits at every opportunity. Send spearmen and dogs out in groups, keep soldiers near to your Commander, and place archers in good positions so they can remain stationary to attack.

Check Enemy Reach

Always take a look at how far nearby enemies can move and attack so you stay safe and don’t take any avoidable damage. Move out of reach or into woods and hills rather than being out in the open.

Act Quickly

In similar strategy games, you might favor taking your time. This could mean advancing slowly, letting the enemy come to you, or ending turns without doing an awful lot.

However, in Wargroove, if you want to get those S-Ranks you’re going to have to move fast. As revealed in a recent developer blog post, ranks are awarded based on the number of turns used to complete a mission, so make haste.

Don’t dither and don’t expend precious time and energy killing off all the enemies in a mission. Instead, when your aim is to kill a Commander, capture a Stronghold, or reach a certain point on the map, just head straight for the goal.

Learn Strengths & Weaknesses

Each unit is effective against certain opposing units and vulnerable to others. Do your homework and try to learn these strengths and weaknesses, or you can simply keep checking them if you need to.

While it can be quite difficult to tell which units are which from the small icons, a useful upcoming change, as previewed in a tweet from the Wargroove account, will enable players to hover over the icons to view more info. Then you can recruit the right unit from your nearest barracks to meet the oncoming enemy head on. 

Recruit & Reinforce

It’s a good idea to hire new units and heal your injured ones every turn, if you have enough coin. Even if you think things are going well, the tide can quickly turn, and you might end up wishing you had a few extra healthy units.

Also, don't worry about spending all your coins. They don't carry over. 

Bonus Tip

Capture neutral buildings with injured units to keep them alive another turn, allowing reinforcements to reach them. This might not work for everyone, but it has rescued some of my units from seemingly certain death a few times.

If you can’t move your injured units out of enemy range, try sending them to a building you have captured. The enemy seems to prioritize attacking your buildings over attacking your units, so keep this little suggestion in mind, as it might just save a unit from being defeated. 

I hope these tips are helpful for those of you making your way through Wargroove’s tough, yet enjoyable, campaign. Put them to good use and you should quickly get into the groove of this great tactics game.

How to Get the Wraith Knife Skin in Apex Legends Mon, 11 Feb 2019 12:26:31 -0500 Joshua Broadwell

Apex Legends had a surprise launch, and it was met with even more surprising, or perhaps overwhelming, community response, topping over one million concurrent players only 72 hours after its release. Because it's still fairly new though, a lot of players aren't completely sure how some systems work or how to get rare items.

One item people are clamoring for is the Apex Legends knife, or more accurately, a special skin for Wraith's weapon. Here's how you get it.

How to Get Wraith's Knife Skin

The special knife is actually just a skin, not a new weapon. Like all cosmetic upgrades in Apex Legends, you get this one randomly from opening Apex Packs. Yes, it's a loot box item.

Apex Packs can be earned naturally over the course of the game. You often will get one when you level up, but EA says you'll get roughly 45 Apex Packs total when leveling from one to 100.

The other option is to purchase them. One Apex Pack costs 100 Apex Coins, and you get 1,000 Apex Coins for $10.

To note, the knife skin is a special loot box item, because it's ranked as an Heirloom.

What are Heirloom Items in Apex Legends?

Heirloom items are super-rare items that are harder to find than even legendary items. Right now, there's only one Heirloom item set in Apex Legends, though Respawn has promised more to come. That one set is Wraith's.

You've possibly not heard of Heirloom items yet, because you won't know that they exist until you get them from an Apex Pack.

Whether you want Wraith's Knife enough to pay for it is up to you, but it's worth noting that Heirloom items come in sets. So, if you get one of Wraith's Heirloom items in an Apex Pack, you'll get all three: the knife, a voice clip, and a banner. You'll know when you get these items, because they glow red when they pop out of your Apex Pack.


If you've got other burning Apex Legends questions, we've got your answers.

Wondering if Apex Legends will ever be cross platform or have crossplay? Check out our cross platform insight piece.

New to Apex Legends and wonder which characters are the best and which abilities to focus on? Head over to our Apex Legends character rank list and ability guide.

Just started Apex Legends? Our beginner's guide to winning faster lays out some great tips. And if you're looking for the best guns, we have that, too.

Apex Legends Tips: A Guide to Becoming a Better Champion Sat, 09 Feb 2019 11:09:53 -0500 Kenneth Seward Jr.

The video game world is abuzz about Apex Legends, and it isn’t difficult to see why. Its unique combination of gameplay elements – hero shooter mechanics, an ingenious ping system, and entertaining combat derived from Titanfall – have shaken up the battle royal scene.

Fans of the genre are diving into the Outlands in droves, and newcomers are joining in as well. The game is that appealing, and, in an effort to help out both groups, we’ve decided to share some tips that have led us to being the last squad standing on several occasions. 

Sharing is Caring

Apex Legends is a squad-based battle royale shooter, meaning that, in order to be successful, you must work as a team. Reviving allies, laying down cover fire, and using the ping system (more on that later) are the types of things good teammates do to help their squad become champions of the arena.

What they don’t do is take every single item found in loot boxes for themselves. While the benefits of sharing items with teammates might seem a tad obvious, many players online struggle with this concept, especially during the first moments of a match.

After diving from the ship and landing on the ground, players will quickly race around the area in hopes of finding a weapon; the idea is to arm oneself in order to fend off other players landing nearby. If one person on a team snatches up every gun, bomb, and ammo box in sight, then their teammates are going to be at a disadvantage.

They won’t be able to return fire if they’re attacked, or do much of anything besides run away, and if that greedy person also took all of the health packs well…yeah. Instead, it would be better to leave a few items where they are.

Hold off on grabbing a secondary firearm until the entire squad is armed. Leave attachments that aren’t needed for your immediate weapon. And don’t take all of the health/shield regenerating items.

The only time you’ll want to snatch everything up all at once is if you’re alone with a rival. Then go to town so they don’t grab something to use against you. Other than that, share.

Learn to Ping

Apex Legends’ ping system is the bee’s knees. Seriously. It’s easily one of the best communication tools found in a modern shooter, and learning the ins and outs of the system is important.

The good news is that the tutorial gets you most of the way. It’ll walk you through pinging items of interest, signaling the desire to trek to a given location, and alerting teammates to spotted enemies. Basically, the tutorial shows how context-sensitive the ping system is.

The tutorial doesn’t go into some of the finer details though, like being able to agree or disagree with a decision, an option that comes up when you ping (click) on someone else’s ping. It also doesn't tell you that if you open your inventory and ping the slots associated with a needed item, your character will let everyone know you’re looking for it.

Furthermore, it doesn’t let on about the ping wheel options, which can be very helpful at times. These options are accessed by holding the ping button, and they include the aforementioned basic markings as well as some situational callouts that aren’t readily apparent.

These callouts let you get very specific with your pings. For instance, you can do things like tell your squad that an enemy has recently been at a location, as opposed to saying that you have spotted one outright, or you can indicate your plans to loot, defend, or watch an area of interest.

Again, the ping system is priceless. Not only does it allow players to express a desire or warn of a threat, but it also encourages those who are averse to talking to participate.

With so many people using private chats – or just refusing to speak at all – this system helps in getting them to communicate. This will, in turn, make them better players.

Don’t Always Engage

For some reason, as soon as I ping/warn about an enemy, one of my teammates will start firing. It doesn’t matter how far away they are, or if we’re actually ready to take on another group, that person is out for blood, and no amount of “WTF” through the mic is going to stop them from shooting.

It’s easy to get trigger happy while playing Apex Legends. However, the problem with playing that way all the time, is that you risk walking into a difficult situation.

For example, there have been times where my group decided to charge an opposing squad, only to realize upon entering the fray that we had put ourselves in the middle of a war. Before we knew it, both sides were shooting in our direction, which eventually meant a long trek back to a revive station. If we have waited, we’d have seen that a third group was actually involved and may have steered clear.

Of course, shootouts are part of the game, and you’re going to have to engage another team sooner or later. That said, sometimes it’s better to let enemies walk by. At the very least, consider the situation carefully.

Would it be better to sneak up on an opponent as they go about their looting? It’s  certainly much easier to ambush a squad when their shuffling through menus and swapping out gear.

Or are there any other teams in the area? If there are, and they are in close proximity, they might end up doing most of the work for you. Then all you’ll have to do is go mop up the weakened survivors.

The point here is think before you act. Don't take a shot if you don’t have a sniper rifle and a clear target, make sure your teammates are ready for what comes next, and don't alert enemies to your presence without having the means of finishing a fight.

Hunt for Attachments

Having the right weapon for the right situation is key to winning shootouts in any game. The same thing goes for in Apex Legends. That said, making sure to hunt down your weapon's attachments is just as important.

Take the R-99 SMG as an example. Its high fire rate and decent damage make it a good choice for close quarters combat, but, due to its small magazine, it can take a couple of reloads to down an armor wearing player. The gun’s recoil doesn’t help things either, and you really won’t eliminate anyone if you’re missing shots.

However, all of these issues can be addressed by equipping an extended mag and barrel stabilizer. Now, all of a sudden, you're landing your shots and have more ammo to spare.

Each of the basic gun attachments come in different rarities (Common, Rare, and Epic), with the rarer ones being more beneficial in a fight. There are also special attachments for select weapons that significantly alter their performance.

Again, gun attachments are important. They’ll make an ok weapon better and take a good one to great. And don’t even get me started on how much they improve the game's rarest guns.

Don’t Forget to Ult

Most battle royale games boil down to shooting rival players, but Apex Legends is a little different. Yes, it too is about eliminating opponents, but its emphasis on character-based abilities makes it something unique in the genre.

Since this type of mechanic is not something typically found in a battle royale title, it can be easy to forget that you have these abilities in Apex Legends. This is especially true for the Ultimate abilities.

Don’t believe me? Ask yourself this: Have you ever been put at a disadvantage – an ally goes down, you’ve lost a ton of health, etc. – and you died with a ready-to-use Ult? Then ask yourself if it would have saved the day if you had used it.

There’s nothing worse than being in the heat of the moment, with the perfect opportunity to call forth an artillery strike or deploy room filling Nox gas, and you fail to use your strongest tool. Just try to remember that Apex Legends is not a typical battle royale when going up against your rivals online, and you'll do fine.

Have Fun

Being the last squad standing is a tricky thing to accomplish. Even if you make all of the best decisions, and have the best weapons, you can still lose.

This is because Apex Legends is a battle royale game, and sometimes winning comes down to just being lucky. For example, all the skill in the world isn’t going to save you if you’re blindsided by a sniper’s bullet when exiting a building.

That said, these tips will certainly help you along the way. Make sure to have some fun while you are using them.

Breach: Complete Pyromancer Build and Play Guide Fri, 08 Feb 2019 15:40:15 -0500 Synzer

Breach's Pyromancer is the Arcane school's first Assassin (DPS) class. Their kit revolves around setting enemies ablaze with fire damage over time, and using that fire to stun or deal a ton of instant damage to enemies.

Everything they start with is already good enough to succeed, but there are a few changes you can make to push Pyromancer to even greater heights.

This guide will focus on a specialized Pyromancer build that allows you to deal a lot of damage, while also providing some support to your team.

I'll go over the skills that can be used in this build as well as gear, talents, gems, and tips on playing it.

The Chrono-Pyromancer Build

Purple-haird pyromancer holds staff on Breach stat level screen

Pyromancer is listed as an Assassin, and it is one of the strongest classes in Breach. The fire you'll fling around the battlefield will incinerate even the strongest of enemies.

You might be tempted to laugh maniacally as you see everything erupt in flames. After all, some folks just want to watch the world burn.

Good thing, then, that this build uses nearly everything the Pyromancer starts with, but changes the ultimate. Using this build allows you to become the master of both fire and time — and your teammates will love you for it.

Pyromancer Spells

You will need to level Pyromancer to Level 8 and Chronomancer to Level 8 to unlock every spell and slot for this build.

The spells are:

  • Firebolt (Exorcist Signature)
  • Wildfire
  • Haste or Flamestrike
  • Combust
  • Cease Continuum

Here is a description of these spells, along with what class they come from:

Pyromancer (Assassin)

  • Firebolt (Signature Ranged, AoE, Ailment)
    •  Launches a firebolt, exploding on contact or after a period, dealing 150 fire damage and applying Burn to enemies in an area.
    • Burn deals 250 fire damage plus 100 fire damage per stack over 10 seconds.
    • Passive Effects: +15% Bonus basic attack damage.
    • 4 charges, 5-second cooldown per charge.

This is your typical fireball spell and the core of the Pyromancer build. All of your attacks require Burn, so you'll be using this often.

Burn can stack up to 5 times, so that's a lot of damage.

It can be hard to aim and hit enemies, so it is better if you aim at the ground near enemies. This makes it much easier to hit and more likely to hit multiple enemies.

  • Wildfire (General Ranged, AoE)
    • Deals 25 fire damage and spreads all Burn stacks from target to all nearby enemies.
    • Requires a target affected by Burn.
    • Passive Effects: +10% Bonus spell damage.
    • 6-second cooldown.

This is a great AoE attack, provided you stacked some Burn effects on one or more enemies. Ideally, you will want to get as many stacks on an enemy as possible, then use Wildfire to spread them.

The extra 10% spell damage simply having this spell provides is also very useful.

  • Flamestrike (General Ranged)
    • Deals 30 fire damage to target and applies Stun for 4 seconds to target enemy.
    • Requires a target affected by Burn.
    • 16-second cooldown.

This is an option to use if you don't want Haste. Flamestrike can be very useful in a situation where you need to stun tough enemies. It requires a Burn, though, and you might find yourself using them all up with Combust too often.

There is also a Prismatic Gem that greatly increases damage but halves stun length. 

  • Combust (General)
    • Consumes all Burn debuffs, causing them to explode instantly dealing 200 fire damage per number of Burn stacks to each targeted enemy.
    • Requires a target affected by Burn.
    • No cooldown.

This is where most of your damage comes from as long as you play correctly. The combination of stacking Burns with Firebolt and spreading it with Wildfire will allow you to deal a ton of damage with Combust. The fact that it has no cooldown makes it even more amazing.

Chronomancer (Specialist)

  • Haste (General Ranged, Buff)
    • Applies 20% Haste, Bonus Damage, and Bonus Healing to target ally and yourself for 8 seconds.
    • 20-second cooldown.

This spell makes you do a significant amount of extra damage if used before big Combust bursts. The extra movement and attack speed you get is also nice, plus you can always use it on a teammate to get the benefits.

  • Cease Continuum (Ultimate)
    • All enemies and projectiles are brought to a nearly complete stop for 20 seconds.
    • Buff and Debuff durations are altered.
    • Passive: All Ultimate accrual rates are reduced by 50%.

This ultimate is great because it makes enemies very easy to hit, and they hardly move at all for 20 seconds. This allows you to stack up the burns and deal incredible damage with little worry.

The Pyromancer's default ultimate is a decent damage dealer since it stacks burns, but it has a short range and only lasts three seconds. You can get more out of the Chronomancer's ultimate.


The talents you want can be on different pieces of gear, so I'm going to list the talents rather than specific gear pieces.

They are:

  • Enemies who die from Combust now explode, dealing 180 fire damage to nearby enemies.
  • Combust now also heals the caster for 100 health per Burn stack consumed.
  • Killing an enemy with Firebolt now refunds a charge of Firebolt.

The Combust talents are very strong, with heal being the best one. You can stack burn very quickly and easily with Firebolt and Wildfire, which allows you to heal for a good amount when you use Combust.

Scorched compass ability card

Combust will also likely kill most enemies, so adding the extra AoE damage from deaths ramps up quickly.

The Firebolt talent isn't as good since you will likely kill with Combust, but it can still be useful if you have nothing else to go in the slot.


Your main focus with gems should be Ranged Damage gems, to get the most damage out as possible.

  • Light Sapphire of the Hawk (Blue Gem): +3.25% Bonus Ranged Damage
  • Empowering Light Sapphire of the Hawk (Blue Gem): +1% Bonus Ranged Damage per team level
  • Light Ruby of the Hawk (Red Gem): +6.25% Bonus Ranged Damage
  • Lethality Ruby (Red Gem): +5% Bonus Damage
  • Firebolt Burn Stacks (Prismatic Gem): -50% Bonus Damage, but applies 2 Burn stacks per attack.
  • Flamestrike Damage (Prismatic Gem): -2 second stun, +1,060% Bonus Damage
  • Wildfire Damage (Prismatic Gem): +540% Bonus Damage, +75% cooldown.

The Firebolt Burn Stacks Prismatic Gem is the most important one for this build. It allows you to quickly stack Burn to its max of five, then use Wildfire to spread or Combust for big gains.

The other Prismatic slot depends on whether you use Haste or Flamestrike. If you use Haste, use the Wildfire gem, and the Flamestrike gem when using Flamestrike.

Pyromancer Combat Tips

Your main job is to deal as much damage as possible and spread your fire around. Remember to aim at the ground next to enemies for higher accuracy and a higher chance of hitting multiple enemies.

Start by stacking Firebolt on one or more enemies, and be sure they are ones that won't die quickly. Use Wildfire when an enemy has 4-5 stacks, but only if they are near a few enemies. Finally, end it with Combust to deal the maximum damage.

When using Haste, try to use it on teammates that benefit from the extra attack speed, such as Tech and Shadow classes. Be sure to use it right before you start your big damage run. It's also helpful to use when you need to deliver an artifact since you get a movement speed increase.

Don't just use Cease Continuum as soon as it's up, wait for a good moment. Some examples are when an elite comes out, during escorts and other important objectives, and during final boss fights.


That's all for the guide on the Pyromancer of the Arcane school in Breach. Leave a comment if you have any further questions or have Arcane school builds of your own.

And if you want general information and explanations of mechanics in the game, check out our Breach Beginner's Guide. If you're after more specific tips, then be sure to check out our Bloodstalker guide, our complete Exorcist build guide, and our Reaper build

Apex Legends Gun Tier List: From Best to Worst Fri, 08 Feb 2019 14:11:02 -0500 Sergey_3847


Alternator SMG

  • Base Damage: 13
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  • Headshot Damage: 19 (1.46x)
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  • Magazine: 16
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  • Ammo Type: Light Rounds
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The Alternator is a twin-barrel SMG that isn't efficient in almost any aspect you could think of.


It could be used as an alternative weapon for close-range combat, but there are so many other better options than this one.




Hopefully, you managed to find a useful weapon among the 18 in this tier list; for other Apex Legends guides at GameSkinny, take a look below:


P2020 Pistol

  • Base Damage: 12
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  • Headshot Damage: 18 (1.5x)
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  • Magazine: 10
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  • Ammo Type: Light Rounds
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The P2020 could serve as an alternative to the RE-45, but in this case, the pistol is semi-automatic, which means that it has a lower rate of fire.


Despite that, this handgun has better aim than the RE-45, and it can be used at midrange to great effect. It would be an excellent companion to any sniper.


Mozambique Shotgun

  • Base Damage: 45 (3x15)
  • \n
  • Headshot Damage: 66 (3x22)
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  • Magazine: 3
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  • Ammo Type: Shotgun Shells
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Here is a weird one. It's a triple-barrel shotgun/pistol hybrid that doesn't do that much. It fires three rounds simultaneously, but only one of them will hit the desired spot.


It's a weapon that is clearly designed for close-range combat only.


Prowler Burst PDW

  • Base Damage: 70 (5x14)
  • \n
  • Headshot Damage: 105 (5x21)
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  • Magazine: 20
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  • Ammo Type: Heavy Rounds
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Prowler is a burst-fire SMG with a possibility to shoot in a fully automatic mode with the help of Selectfire Receiver Hop-Up attachment.


As with all SMGs, it can be quite good at close range, but it quickly loses accuracy the farther you shoot.


RE-45 Auto Pistol

  • Base Damage: 11
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  • Headshot Damage: 16 (1.45x)
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  • Magazine: 15
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  • Ammo Type: Light Rounds
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Pistols are traditionally the lowest tier weapons in any shooter. But this little automatic pistol can be quite good at close range.


Its biggest upside is the high fire rate; its drawbacks include low damage and poor accuracy.


EVA-8 Auto Shotgun

  • Base Damage: 63 (9x7)
  • \n
  • Headshot Damage: 90 (9x10)
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  • Magazine: 8
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  • Ammo Type: Shotgun Shells
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The only good thing about this fully automatic shotgun is the damage rate. It can create a lot of problems if you hit the right spots, but that would be rare since EVA-8 has very low accuracy and range.


Wingman Pistol

  • Base Damage: 45
  • \n
  • Headshot Damage: 90 (2x)
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  • Magazine: 6
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  • Ammo Type: Heavy Rounds
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The Wingman has very high damage potential, especially if you're good at headshots.


This revolver can be a really dangerous weapon in the hands of a professional, but casual players will find it incredibly clunky.


R-99 SMG

  • Base Damage: 12
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  • Headshot Damage: 18 (1.5x)
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  • Magazine: 18
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  • Ammo Type: Light Rounds
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This compact SMG is the opposite of the Hemlok AR, as it has a high fire rate and it performs especially well in close combat.


It uses light rounds that don't do as much damage, but if you manage to get headshots with it, then you can make it work inside buildings rather effectively.


Hemlok Burst Assault Rifle

  • Base Damage: 54 (3x18)
  • \n
  • Headshot Damage: 72 (3x24)
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  • Magazine: 18
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  • Ammo Type: Heavy Rounds
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The Hemlok AR can be adjusted for single-round or three-round burst firing modes. This means that one must sacrifice overall fire rate, but the light customizability can pay off in certain gameplay situations. In midrange combat, triple burst mode is a good option.


Just don't expect this gun to do too well at close- or long-range, that's just not what burst fire was made for in the first place.


G7 Scout Sniper Rifle

  • Base Damage: 30
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  • Headshot Damage: 60 (2x)
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  • Magazine: 10
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  • Ammo Type: Light Rounds
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This light semi-auto sniper rifle boasts the largest magazine among the sniper rifles in Apex Legends. It's super convenient without a doubt. However, the problem is that Scout is not a terribly accurate weapon, so it shouldn't be your number one choice when it comes to sniping.


This means that Stock attachments are a must for this weapon to work properly.


Havoc Assault Rifle

  • Base Damage: 18
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  • Headshot Damage: 36
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  • Magazine: 25
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  • Ammo Type: Energy Ammo
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The latest patch has introduced a third energy weapon in Apex Legends. This new weapon is interesting due to the number of cool attachments you can use with it, such as Turbocharger hop-up and Selectfire Receiver.


The first one reduces the spin-up time, which stabilizes the fire rate, while the second one enables the hitscan beam fire mode.


VK-47 Flatline Assault Rifle

  • Base Damage: 16
  • \n
  • Headshot Damage: 32 (2x)
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  • Magazine: 20
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  • Ammo Type: Heavy Rounds
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Flatline doesn't perform too well in long-range combat due to its low accuracy, but it hits really hard in close- and mid-range combat. It has the highest DPS of all ARs in the game, which makes it a rather desirable weapon.


You can make it work in at long range by using the Stock HCOG attachment, which will considerably increase the handling of this bad boy.


Triple Take Sniper Rifle

  • Base Damage: 69
  • \n
  • Headshot Damage: 138
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  • Magazine: 5
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  • Ammo Type: Energy Ammo
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Triple Take is the second energy weapon in Apex Legends, but instead of an LMG it's a sniper rifle.


The name of the weapon comes from its triple barrel, which shoots three projectiles at the same time.


This sounds cool on paper, but in reality, it's not very practical because of the possible spread of projectiles. The solution would be to attach the Precision Choke Hop-Up on the Triple Take, which should be able to significantly reduce spread.


M600 Spitfire LMG

  • Base Damage: 20
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  • Headshot Damage: 40 (2x)
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  • Magazine: 35
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  • Ammo Type: Heavy Rounds
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Spitfire is a peculiar weapon choice. It has a somewhat bad recoil, especially as soon as you start shooting. However, it stabilizes the more you shoot, and you can clearly put in a couple dozen bullets in your enemy at some of the highest fire rate in the game.


Unlike the Devotion LMG, this gun uses normal heavy rounds, so you will have no trouble finding more ammo.


Peacekeeper Shotgun

  • Base Damage: 110 (11x10)
  • \n
  • Headshot Damage: 165 (11x15)
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  • Magazine: 6
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  • Ammo Type: Shotgun Shells
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By no means is the Peacekeeper shotgun a powerful weapon in terms of DPS. Actually, this weapon has quite low base damage in comparison to other shotguns in the game.


But this beast of a gun has a high fire rate and quick reload speed, which is much better than a slow but heavy-damaging shotgun in a battle royale.


If you are looking for a surefire close range weapon that can quickly deal a lot of damage, then be sure to check out this little buddy.


Longbow DMR Sniper Rifle

  • Base Damage: 55
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  • Headshot Damage: 110 (2x)
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  • Magazine: 5
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  • Ammo Type: Heavy Rounds
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Longbow has the lowest DPS of all sniper rifles in the game. So why is it considered to be one of the best? It all comes down to the speed of the bullet; the Longbow helps players reach their targets much quicker than any other rifle.


This gun also has great range, so you can take out enemies from great distances. Lastly, it's a lot easier to find the Longbow than the famous Kraber rifle.


Devotion LMG

  • Base Damage: 17
  • \n
  • Headshot Damage: 34 (2x)
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  • Magazine: 44
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  • Ammo Type: Energy Ammo
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Light machine guns have always been the number one choice for players who are looking for a high fire rate. If you're one of those, then you should consider nabbing one of the two energy weapons in Apex Legends The Devotion LMG.


This light machine gun has a unique spin-up mechanism that increases its fire rate the longer you shoot. This means that Devotion is basically a meatgrinder of a weapon, giving you more bang for your gameplay buck. 


R-301 Carbine Assault Rifle

  • Base Damage: 14
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  • Headshot Damage: 28 (2x)
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  • Magazine: 18
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  • Ammo Type: Light Rounds
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Although this assault rifle has a small magazine and low DPS, you will not find a more accurate rifle in the game. More than that, its high level of accuracy remains almost equal for all three types of combat range: close, mid, and long.


This makes the R-301 the most versatile weapon in the game, and if you like to play with assault rifles, then you will find plenty of useful attachments for it as well.


Mastiff Shotgun

  • Base Damage: 144 (8x18)
  • \n
  • Headshot Damage: 288 (8x36)
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  • Magazine: 4
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  • Ammo Type: 20 (4+16)
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The Mastiff shotgun is an exceptional weapon. It has the highest DPS of all of guns in Apex Legends; it's also very accurate for a shotgun.


However, since it's obviously not as precise as the Kraber rifle, the Mastiff gets the second place in our tier list.


Just like the Kraber can only be obtained from airdrops, so is the case with Mastiff, so be on the lookout for this amazing weapon as you make your way around the map.


Kraber .50-cal Sniper Rifle

  • Base Damage: 125
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  • Headshot Damage: 250 (2x)
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  • Magazine: 4
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  • Ammo Type: 8 (4+4)
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Kraber is hands down the best sniper rifle in Apex Legends and the best weapon in general. This weapon delivers high levels of damage and has great accuracy, which will let you perform quick and exact kills.


However, it's not easy to obtain the Kraber sniper rifle, as it can be found only in airdrops. But if you manage to get one of these guns, you will be practically unbeatable.


Currently, there are 20 weapons in total in Apex Legends, excluding various grenade types. As expected, you have at your disposal guns like sniper rifles, assault rifles, shotguns, LMGs or SMGs, and even with pistols, if that's what your gameplay style requires.


In any case, there's a perfect weapon for each player, so we're here to help you make that choice with a few tips. Follow our tier list of all available weapons in Apex Legends, which are sorted in descending order from best to worst.


Remember that each gun can be improved with different attachments, so be sure to consider that when making your selection.

Apex Legends Character Ability Guide Fri, 08 Feb 2019 01:09:41 -0500 Kenneth Seward Jr.

Apex Legends is the only battle royale game that has hero shooter mechanics, featuring characters, called "Legends," with unique abilities. This means that combat is more than just finding weapons and shooting one another, with some characters acting as great scouts and others playing more supportive roles, offering up heals and defensive gear drops.

All of the characters are viable in the right hands, and, because of this, some players may want a general character guide. That way, they can learn about what characters are best suited for any given situation.

The Legends


Bangalore is your typical soldier, the possibility of an interesting backstory notwithstanding. She can be a great asset when it comes to dishing out punishment, but her passive and tactical abilities lean towards surviving a bad encounter rather than putting up a straightforward fight.

  • Tactical Ability: Smoke Launcher
    Bangalore can fire a high-velocity smoke canister from her shoulder cannon, creating a wall of smoke on impact.

  • Passive Ability: Double Time
    Taking fire while sprinting makes Bangalore move faster for a brief time.

  • Ultimate Ability: Rolling Thunder
    Bangalore can call in an artillery strike that travels slowly across the ground.

As you can see, her skillset is mostly built for survival. Tossing out a smoke grenade before dashing around a corner, is a good way to lose pursuers, and her Rolling Thunder ability can cause havoc among those who choose to chase her down. Hiding the strike in a cloud of smoke can also lead to multiple downed opponents.

Though her abilities (sans the Ultimate) are tailored for defensive maneuvers, she can use them offensively as well. Popping her smoke and running towards an enemy, while wielding a shotgun, has often turned the tables in a fight. I mean, if she’s getting shot anyway, why not make the best of bad situation?


Bloodhound is a tracker with abilities reminiscent of the trackers from Evolve – that old Turtle Rock shooter. Thanks to his keen senses, he’s able to spot hidden danger and hunt down unsuspecting prey using their footprints.

  • Tactical Ability: Eye of the Allfather
    Once activated, this ability allows Bloodhound to briefly see hidden enemies, traps, and clues throughout structures directly in front of him.

  • Passive Ability: Tracker
    Bloodhound is able to see the tracks left behind by rival players.

  • Ultimate Ability: Beast of the Hunt
    This ability enhances Bloodhound’s senses, allowing him to move faster and highlight any enemy he sees.

Bloodhound’s role on the team shifts between assassin and scout. When heading into a new area, it’s often wise to scan the area using Eye of the Allfather, especially if he notices lingering footprints, as no one wants to walk into an ambush while searching for loot.

That said, enemies can see his scan, alerting them to his presence. He’ll have to make sure his team is ready to fight before surveying an area.

When the bullets start flying, his Eye of the Allfather can help keep him one step ahead of an enemy, as it’s hard to flank someone who can see through walls. Chasing down rivals is also easier with his Ultimate; not only does he move faster than everyone else, their bodies glow red. Getting the drop on someone who thinks they’re hiding is the perfect way to close out a fight.


Caustic is one of the more interesting Legends. By that I mean he is a bit sadistic; he enjoys testing his deadly gasses on unsuspecting “specimens”…

  • Tactical Ability: Nox Gas Trap
    Caustic can drop up to six canisters that releases deadly gas when shot or triggered by enemies.

  • Passive Ability: Nox Vision
    Caustic can see enemies through his gas.

  • Ultimate Ability: Nox Gas Grenade
    Covers a large area in Nox gas.

Caustic likes to set traps in hopes of poisoning foes. While he enjoys such practices, his ability to manipulate the area around him is also priceless in a prolonged fight.

Setting up some traps near entrances or around loot, preferably out of sight, can help soften up intruders, and, if things turn hairy, Caustic can cover an entire room with gas using his ult. This can hinder his allies, as the gas makes it harder for them to see, but the pros outweigh the cons.

His enemies will suffer the same effects as well as take damage over time – dropping the gas grenade right before going down can keep Caustic from being killed. Again, his control of an area is what makes him a threat in close quarter battles.


This giant of a man is the team’s support. He has multiple shields that protect himself, and others, from attacks, and, like all Legends, Gib also packs a punch.

  • Tactical Ability: Dome of Protection
    Gibraltar can throw down a dome-shield that blocks attacks for 15 seconds.

  • Passive Ability: Gun Shield
    When Gibraltar aims down sights, his deploys a gun shield that blocks incoming fire.

  • Ultimate Ability: Defensive Bombardment
    Gibraltar calls in a concentrated mortar strike on a marked position.

Like I said, Gibraltar is mainly used as a support (even for himself). His gun shield is great for one on one showdowns, especially when he crouches, as the shield only protects a small portion of his body. Going low helps in hiding most of him behind it.

His dome-shield is where it’s at though. Whether he is pinned down by sniper fire and needs a few seconds of breathing room, or he’s looking to revive a downed ally without taking damage, the shield is there for him. He can’t shoot through the shield and enemies can run inside, but it can be helpful in a pinch.

Gibraltar’s mortar strike is great too (as long as he doesn’t blow himself up). Of course, it’s typically used when he’s become fed up with being on the receiving end of punishment.


Lifeline is also a supportive character, even more so than Gib. She is great at reviving allies, can heal everyone (including enemies), and has a direct link to an emergency supply drop. She’s basically a humanitarian with guns.

  • Tactical Ability: D.O.C. Heal Drone
    Lifeline can summon her “Drone of Compassion” to auto heal nearby players.

  • Passive Ability: Combat Medic
    Lifeline quickly revives downed teammates while protected by a shield wall. She also uses healing items 25% faster than everyone else.

  • Ultimate Ability: Care Package
    Lifeline can call in a drop pod full of high-quality defensive gear.

Like her code name implies, Lifeline is the lifeline of the group. Her quick revives are great at getting teammates back in the fight, and her shield makes sure she doesn’t get shot while doing it.

She can also actively heal everyone; calling up her drone to improve a dwindling health bar is always a clutch move. As long as there aren’t any enemies around to mooch some health that is.

While her ultimate ability isn’t offensive in nature, it’s still pretty great. Being able to call in a drop pod, carrying armor and such, is certainly helpful. This is especially true when teammates are resurrected, as Lifeline can have armor waiting for them when they rejoin the game.


Mirage is a trickster, able to “psyche out” rivals using holographic decoys and a cloaking device. It can be hard to pin down his location or finish him off after knocking him down…

  • Tactical Ability: Psyche Out
    Mirage sends out a holographic decoy to confuse enemies.

  • Passive Ability: Encore
    He automatically drops a decoy and cloaks for five seconds when knocked down.

  • Ultimate Ability: Vanishing Act
    Mirage deploys a team of decoys to distract enemies before cloaking.

Mirage’s kit is somewhat self-severing, and his abilities act as a means of getting him out of hot water. That said, they can be used in conjunction with other players — it’s possible to toss out a decoy to lure enemies into a kill zone for instance.

This goes double for his ult; sending out a bunch of clones can help when trying to revive someone, when trying to flank, or when needing a quick exit from a firefight.


Pathfinder is Apex Legends’ true scout. Need to get up to an out of reach ledge to survey the area? Send out his grappling hook. Want to bring the squad along as well? Send up a zipline.

Getting around the map is a cinch with Pathfinder on the team. Of course, his abilities have other uses as well…

  • Tactical Ability: Grappling Hook
    Pathfinder can grapple up to high places.

  • Passive Ability: Insider Knowledge
    Upon climbing a survey beacon, Pathfinder can reveal the ring’s next location.

  • Ultimate Ability: Zipline Gun
    Pathfinder creates a zipline for everyone to use.

Pathfinder’s mobility is unmatched. Not only can he get to hard-to-reach places, he can also make it so his team can follow him. Furthermore, being able to know where the ring is headed ahead of other players is a boon, as planning ambushes during the final moments of a match is that much easier when you know where everyone is going.

What’s interesting about Pathfinder, besides everything I just mentioned, is his ability to grapple opponents. By targeting them with his grappling hook, he can pull them towards him in the same fashion as Overwatch’s Roadhog. This is great for closing the gap, snagging fleeing enemies, and/or pulling them from an elevated position to remove their high ground advantage.


Wraith is Apex Legends’ ninja. With her ability to manipulate the void, she can seemingly be everywhere and nowhere in a manner of seconds. She also hears a voice that warns her of danger, because, why not?

  • Tactical Ability: Into the Void
    Wraith can reposition quickly through the safety of void space, avoiding all damage.

  • Passive Ability: Voice from the Void
    A voice warns her when danger is near.

  • Ultimate Ability: Dimensional Rift
    Wraith can link two locations with portals for 60 seconds, allowing her entire team to use them.

Wraith can be tricky to use. That said, in the right hands, she can take down an entire team.

Her Into the Void ability lets her move quickly around while avoiding damage, maybe after being warned by the voice in her head. This is great for repositioning herself when caught in the open or escaping the blast radius of an explosive. It’s also good from chasing people down.

Her ult is only useful in certain situations though. This is because anyone can use her portals, regardless of what team they’re on.

That said, it is good for scavenging an area, and it’s possible to place one portal in a safe place and another near a loot drop. This allows Wraith to pop back to her team after snagging some items, or, better yet, she can have enemies follow her through the portal and into her team’s awaiting bullets.

Well, there you have it. Hopefully, this basic break down of Apex Legends’ cast of characters will help you in the coming matches. If you’re looking for a slightly deeper dive, feel free to check out our tier list and stay tuned for more Apex Legends guides. 

Etrian Odyssey Nexus Support Class Usage Guide + Best Builds Thu, 07 Feb 2019 23:36:50 -0500 Joshua Broadwell

Editor's note: This is Part 3 of our Entrian Odyssey Nexus Class compendium. To see Part 1 and Part 2, click here and here

Classes and party composition form the backbone of any Etrian Odyssey experience, and Etrian Odyssey Nexus is no exception. It offers 19 classes to use for your party of five, drawing on all previous games for these classes and adding the Hero as a new one.

Even if you already know how the classes work in their original games, Nexus gives things a bit of a twist by making new combinations possible.

In this part of our Etrian Odyssey Nexus class coverage, we'll focus on the game's support classes. These classes feature some of the best buffing and debuffing skills in the game.

Let's jump in. 

Sovereign Class

The Sovereign is one of the most valuable support units in Nexus, capable of indirectly dealing elemental damage as well. If you want a sturdy buffing unit, this is the one to pick.

Best Build for Sovereign Class

Sovereigns exist to buff attack and defense stats of a selected line. However, they can also imbue a line's weapons with a given element.

That's all fairly basic, but when you unlock Reinforce, buffs become even more useful. That's because each buff restores a set amount of HP for the selected line.

Unlike most support units, Sovereigns work well in the front and the back. The class has naturally high attack and defense, plus it can equip swords and heavy armor

Chances are, though, you'll want your Sovereign in the back row if you aren't using a Medic or War Mage. Royal Veil restores the party's HP at the end of each turn if your Sovereign is at full health.

There's also Royal Dignity, which restores HP to a buffed unit if that unit is attacked during that turn.

Between Royal Dignity, Royal Veil, Reinforce, and then Protect Order at Veteran level, you may find the Sovereign works better than other dedicated healers just because the class adds necessary boosts while healing.

Considerations for Sovereign Class

But don't ignore the Arms skills.

Until you reach Level 20, those skills might seem somewhat superfluous outside giving an extra boost in boss battles. However, the Veteran skill Element Bomb takes the element of one weapon and turns it into an attack against all enemies. Even at low levels for Arms and Element Bomb, the attacks aren't insubstantial, and it turns the Sovereign into a highly useful asset.

Of course, the class has access to other skills, but these are the primary ones to focus on for a while. Because they boost and heal at the same time, a Sovereign would work particularly well with a Protector or any potentially squishy frontliners.

Ninja Class

Ninjas are another tricky class to work with. Their attack is fairly high, but they have terrible defense. On the other hand, almost every offensive skill has the chance of inflicting a specific bind or ailment.

Best Build for Ninja Class

Based on its limitations, the Ninja has two potential builds.

The first build is mostly offensive, using the Ninja's strength to inflict larger amounts of damage and potentially ailments as well; in this capacity, Hawk Strike at the Veteran level is an absolute must.

But, to compensate for its low defense, you'd want to invest a good bit into skills like Mirage (static decoy), Concealment (higher evasion), and later, Ninpo: Flight (chance to nullify physical damage). This gives the Ninja a decent chance at surviving without you having to worry overmuch about keeping it alive.

The other build is backline status inflictor. This wouldn’t be the most useful role, just because the Ninja doesn’t have access to a huge array of status attacks. However, it’s still feasible, especially with the chance for petrify, poison, and sleep — even more so once you get access to Status Attack Up at the Veteran level and Ninpo: Mirror, which spreads ailments from one enemy to all of them.

Considerations for Ninja Class

Ninjas would work particularly well with Nightseekers or War Magi, since both rely heavily on status afflictions.

However, if you have a balanced front line with at least one other offensive unit, or a Protector, then the Ninja can still be a good attacking unit, even if you have to baby it sometimes.

War Magus Class

The War Magus is a bit of an odd class. Despite its name, the War Magus is more of a War Medic than an offensive magic user. Its offensive skills are formidable, but it’s not a class you can effectively use on its own.

Best Build for War Magus Class

The War Magus can use staves and swords. But its War Edge Mastery skill pretty much tells you to specialize in one or the other.

Swords grant access to all the War Mage’s offensive abilities, while Staves basically just boost healing efficacy; War Edge Mastery increases attack if swords are equipped and increases TP if staves are used. Also, you can still use healing skills if you equip a sword.

The attack skills your War Magus gets are pretty potent, targeting entire lines in some cases. They also have the chance to inflict debuffs or binds, but there’s a catch: they only inflict these if the target is suffering from an ailment.

That’s okay, you say; the War Magus can inflict ailments with Random Disease. Except it rarely works, even at higher levels of mastery.

Considerations for War Magus Class

An offensive-focused War Magus that uses binds and debuffs needs a Harbinger or Nightseeker to ensure foes do get some kind of ailment before attacking.

If you aren’t fussed over the potential for inflicting these, though, then you still have a powerful frontline fighter and healer.

Why? Because the War Magus’s healing skills surpass even the Medic’s. War Heal Line and War Revive are two of the best healing skills, as they heal a line or have a chance to revive at the beginning of the turn and at the end, for 3 turns.

Later, you get War Heal All, which does the same for the entire party. If nothing else, these skills make the War Magus the best potential healer.


Farmer Class

The Farmer is, at first glance, a somewhat pointless class. And at second glance, it still is – for combat, at least.

Best Build for Farmer Class

The Farmer is a support unit in and out of battle, nothing else. Its main strengths lie in gathering materials, avoiding battles, and offering a few supporting actions for your battle party.

Farmers can inflict status ailments randomly with Strange Seeds, and they can also restore some HP with a few of their Veteran skills.

The main reason you’d want to take a Farmer into battle, though, is to increase the number of items monsters drop.

If you did use the Farmer just for the heck of it, it’s actually a decent mid-tier unit, with even offense and defense. It won’t be your go-to unit, but it shouldn’t die every turn either.

Arcanist Class

The Arcanist is another hyper-focused unit. It primarily inflicts binds and ailments, but it can serve multiple roles with this focus.

Best Build for Arcanist Class

The Arcanist’s circles are probably the most useful binding attacks of all the classes. Not because they have a greater chance of actually working, but because they activate every turn for at least three turns.

What doesn’t work the first time might save your neck two turns later, and because even bosses are weak to binds, the Arcanist deserves your attention.

The class' Veteran level grants access to debuff circles as well, which can be even more useful. Moreover, each of the circle skills’ chances of working double after spending four skill points.

But there’s another reason people love the Arcanist: dismissing the circles.

Early on, you get the ability to dismiss a circle to heal the party. Later, dismissing has a chance of reviving the party. The drawback here is the amount healed is fairly small.

But if you don’t plan on using a dedicated healer, the Arcanist can serve as a good party support unit, too.

Considerations for Arcanist Class

(Much) later in the skill tree, the Arcanist also gets dismiss attack skills, one at the Veteran level that’s a plain ranged attack and an earth-based attack at the Master level. However, you won’t be seeing these benefits for a long time, so if you create an Arcanist, know that it is only a support unit for a while.

Also, because the Arcanist relies entirely on these circles for any kind of effectiveness, you know TP is going to be an issue. But Proficiency regenerates some TP every time a circle is dismissed.

It might not be enough TP to make a big difference until you spend a few Skill Points, but it’s better than nothing.

And like the Zodiac, the Arcanist is fragile. Make sure it gets some defense buffs or you’ve debuffed the enemy party’s attack to ensure the Arcanist’s survival.

Harbinger Class

The Harbinger might be last on the class registry list, but it shouldn’t be overlooked. It’s an incredibly versatile unit capable of withstanding attacks, dealing melee damage, debuffing, and inflicting status ailments.

Best Build for Harbinger Class

For all of this to be effective, though, you need to start investing in Miasma Armor, Endless Shroud, and at least one debuff skill.

  • Miasma Armor activates for a few turns and increases speed
    • But it’s also required for the Harbinger’s melee attacks to inflict status ailments
  • Endless Shroud has a chance of activating Miasma Armor or extending its duration whenever you use a debuff skill

That alone makes the Harbinger’s debuffs better than the Arcanist’s, not to mention the fact the Harbinger gets them much earlier than the Arcanist does.

Paralyzing Reap and Toxic Reap can inflict two of the best status ailments in the game, taking enemies out of action and sapping huge amounts of health respectively. Darkness Reap does the obvious and blinds enemies. These attacks affect an entire line, making them even more useful.

You also get skills like Atonement that dispel armor to heal the party or later, revive dead members.

Here, the Arcanist has an advantage, because dispelling circles to restore or revive doesn’t reduce its stats in any way. While these healing skills are useful in a pinch, they ultimately limit the Harbinger because you have to re-activate Miasma Armor to get the unit back to its full capability.

Considerations for Harbinger Class

The Harbinger is a class requiring some forethought before spending Skill Points. For example, you don’t want to dump a lot into debuffs and then have underpowered melee attacks. The better option would be leveling the debuffs a little, then focusing on Endless Shroud and your melee skills.

Casting debuffs every few turns means you’ll still be reactivating your Miasma Armor automatically if you have a lot invested in Endless Shroud, so increasing the debuff turn limit to just 4 ultimately benefits you anyway.

Plus, it means you can strengthen your attack skills and improve their chances of inflicting ailments too.

As mentioned, all of this means the Harbinger pairs wonderfully with Nightseekers and War Magi. If you don’t want the Harbinger to be up front, you’ll still get the benefits of status ailments from the back row and can then switch to the healing focus as well, if you so desire.


Nexus offers a staggering amount of party customization, even more so when you finally unlock subclassing halfway-ish through the game. As long as you maintain some balance and give a bit of thought to how you develop your skills, though, you can make almost any party work.

Be sure to check out Part 1 of our guide for our balanced class tips, and Part 2 for our offensive class tips. 

Etrian Odyssey Nexus Offense Class Usage Guide + Best Builds Thu, 07 Feb 2019 23:36:05 -0500 Joshua Broadwell

Editor's note: This is Part 2 of our Entrian Odyssey Nexus Class compendium. To see Part 1 and Part 3, click here and here

Classes and party composition form the backbone of any Etrian Odyssey experience, and Etrian Odyssey Nexus is no exception. It offers 19 classes to use for your party of five, drawing on all previous games for these classes and adding the Hero as a new one.

Even if you already know how the classes work in their original games, Nexus gives things a bit of a twist by making new combinations possible.

In this part of our extensive Etrian Odyssey Nexus class coverage, we'll focus on the game's heavy-hitting powerhouses. These offensive classes feature some of the most dynamic skills and require a good deal of planning to use effectively.

Let's jump in. 

Ronin Class

The Ronin is Etrian Odyssey’s primary damage dealer — and is notorious for its fragility and low TP pool.

Best Build for Ronin Class

The Ronin relies on stances to deal higher damage and boost its stats:

  • Upper increases attack
  • Clear increases defense
  • Swift (unsurprisingly) increases speed and evasion

However, you’ll probably find its best not to focus on all three stances simultaneously.

The reason for that is because like all EO skill trees, the Ronin’s more advanced skills unlock after you open the basic ones.

Spending TP to balance out all the stances is one option. However, unless you plan on the Ronin being your only offensive unit, the more efficient choice would be focusing your TP on just a few stances, at least early on.

For example, your Ronin could take advantage of its naturally high attack and prioritize Clear stance skills, making it an all-arounder. Or you could spread out your points between Upper and Swift skills, ignoring low defense and letting you sweep in and take out foes quickly.

The majority of the class' later skills deal critical damage if your Ronin is in a stance at the time, but they’re also tied to a specific stance. Some cut the time your Ronin remains in a stance, while others automatically put the Ronin in a stance.

Considerations for Ronin Class

You could also do like some players and create more than one Ronin, covering all the stat bases and making sure you dish out critical damage with almost every hit.

It’s a versatile unit, one that can complement or supplement your other party members’ strengths. Once you decide on a path for your individual Ronin, you’ll probably stick with it for a while.

Shogun Class

The Shogun is a versatile offensive unit with some interesting support skills as well. It can’t handle heavy armor, but it has a unique skill granting higher defense if it equips two swords, helping it match the Hero in both damage output and absorption.

Best Build for Shogun Class

The guild registry menu tells you the Shogun is meant for offense, and it’s not hard to see why.

Skills like Echoing Slash and Bolt Slash are powerful without spending too many Skill Points on them, and Echoing Slash attacks twice in a turn — once initially, then once after the target’s turn.

Avidya Sight isn’t worth your time unless you do your exploring at night. But, it does unlock Morning Star, which boosts attack power during the day. Depending on your style, that’s probably when you’ll do most of your fighting anyway.

Then there’s Twin Swallows, a double attack (if you have two swords equipped), and later, 5-Ring Sword (2-4 attacks). Keeping the Shogun alive on the front line absolutely requires you to invest some in Double Sword, but the end result is definitely worth it.

On top of all that, the Shogun gets some excellent support skills.

Great Hero draws attention to a specific unit and raises its attack for three turns, while Front Command initiates an entire frontline counter if the specified unit is targeted. It gets a boost later with Blitz Command, where the entire party attacks if the user is targeted. That’s obviously where Great Hero comes into play, increasing the chance the target unit will be attacked.

If you use the Shogun with a Gunner or Survivalist, Shot Command —unlocked at the Master level — is one to invest it too, since it gives them an automatic attack if a specified line is hit.

Because the Shogun really should be an attack unit — despite its support abilities — you want to think about which support skills best match your playstyle, instead of investing in some of each.

It’s completely feasible to have a powerful Shogun without any of these support skills.

Considerations for Shogun Class

The Shogun isn’t perfect.

It suffers a fair bit from low TP, which is a noticeable drawback once you start leveling your skills. Bolt Slash is the biggest problem early on, but Twin Swallows isn’t far behind.

Still, with its naturally high attack and double equip options, the Shogun serves as a useful plain attacker too, even once its TP runs out.

Highlander Class

The Highlander makes its first appearance in a mainline EO game in Nexus, and it can be a difficult class to use. It wields spears and has high attack, but it’s also like a reverse Hero.

Most of its skills require either some of the unit’s own HP or some of the entire party’s HP, so it’s a unit that requires some strategy to use effectively.

Best Build for Highlander Class

The Highlander has two potential build focuses, offensive and defensive. Most of its skills are offense-oriented, though, so you could conceivably build a decently balanced Highlander with a mix of both.

What makes the Highlander so potentially useful, though, is that its attacks target entire lines at the basic level, with Veteran skills hitting all enemies.

The Highlander also has a good chance at exploiting elemental weaknesses with Spear Assist. This skill takes on the element last used by a party member. So, say your Zodiac just nailed an enemy’s weakness to electricity, the Highlander can follow up with a powerful melee attack infused with Volt.

Bloodlust is a useful passive skill, too, working basically as a counter skill. But obviously, it’s more likely to activate the more Skill Points you pour into it.

On the defense side of things, you get the chance to consume your own HP or party HP to increase bind/ailment resistance, improve chances to inflict the same, or just increase defense in general. The most useful passive skills to invest in, though, are Turning Tide and Bloody Veil. The former heals party HP when your Highlander defeats an enemy, while the latter increases the Highlander’s defense each time its attacked.

Considerations for Highlander Class

Because the Highlander is going to use a lot of HP one way or the other, it’s a good class to pair with a War Magus and its twice-per-turn healing abilities. To maximize Spear Assist, you’d want a Zodiac or Gunner around as well, classes more likely to use elements on a regular basis.

The defense boost from a Protector wouldn’t be amiss either, since it would help the Highlander stay alive longer, even with reduced HP.

Landsknecht Class

The Landsknecht is a good, balanced sword unit, capable of taking hits and adding debuffs to strong physical attacks. It has three different skill tree paths, but the first and third are the main ones to focus on.

Best Build for Landsknecht Class

The first skill path starts with Falcon Slash, a slash attack that always goes first. It then branches off into skills that grant you two consecutive hits, splash effects, or line piercing effects.

Because the Landsknecht is a naturally strong unit, unlocking at least a few of these is a good idea. Support skills, like Vanguard that increase attack, work naturally with this branch, especially if you invest in the self-explanatory Physical Defense Up skill too.

The third path is the debuff one. It starts with Power Break, a skill whose usefulness in the early game cannot be overstated. Most debuffing units don’t deal damage while they debuff, and many early monsters can wipe your party out in a turn or two.

The chance to whittle their health away and give your party a fighting chance at survival is vital. Later, the Landsknecht gets Guard Break and Speed Break for even greater usefulness.

Considerations for Landsknecht Class

The second path is the Link path. These skills attack a unit with a regular slash attack, then if another party member targets that same enemy, there’s a follow-up attack of the chosen link element.

The problem is, the link attack is very weak, even after leveling up a few times. If you want to spend your points on the links, it will pay off eventually. But the Landsknecht’s other skills are more useful right away, without as much investment.

However, you won’t get a lot of these until Level 20, when the Landsknecht gets access to its Veteran skills.

Rather like the Zodiac, this class requires patience and isn’t the most versatile choice initially. But if you stick with it, you’ll find the Landsknecht is a great addition to any frontline.

Nightseeker Class

The Nightseeker is a bit like the Ninja — powerful attack, dismal defense. But, unlike the Ninja, it’s not difficult to keep the Nightseeker on the frontline.

Best Build for Nightseeker Class

There’s not necessarily a best build for a Nightseeker. Centering on a specific ailment or two and then maximizing its self-support and higher offense skills works best.

Proficiency is easily the Nightseeker’s best skill, since it increases attack against enemies suffering from ailments. Combined with Shadow Bite at the Veteran level, which increases attack against ailing enemies, plus Foul Mastery, which raises unit’s attack for each ailment inflicted, you’ve got a superpowered attack unit here.

The Nightseeker also has some vital support skills. Shadow Cloak nullifies one attack per turn for 3 turns, while Auto-Cloak gives you a chance of activating Shadow Cloak at the start of battle.

If you don’t focus on ailments, or if you create two Nightseekers, one ailment-focused and one with a regular melee focus, then these are necessary skills.

For example, Biding Cut activates twice if the unit isn’t hit that turn, and other attacks like Blade Fury can hit twice with two weapons equipped.

Like the Shogun, equipping two weapons takes up an armor slot, but unlike the Shogun, you get no defense bonus for it. Shadow Cloak keeps you alive instead.

Considerations for Nightseeker Class

Granted, the Nightseeker is a superpowered unit that takes some setting up to really use to the best of its ability.

However, if you have another ailment-inducing unit, like the Harbinger or a higher-level Arcanist, then you can focus solely on high-powered attacks without spending additional TP or dealing with the chance of not inflicting a status ailment.

And, as mentioned, it pairs naturally with the War Magus, enabling debuffs and stronger attacks for that unit.

Imperial Class

The Imperial uses a unique weapon and can deal lots of damage. However, it is absolutely not recommended for beginners.

That's because most of this class' best skills take it out of action for at least two turns. Dividing Skill Points effectively takes practice and judgement.

Best Build for Imperial Class

The Imperial class has two primary skill paths: regular melee attacks and Overheat-related attacks. Because the Imperial has some of the best starting offense, you could use it effectively without ever worrying about overheating.

The melee attacks are powerful; some inflict binds, and some restore HP or TP. Unlike other offensive units, though, the Imperial doesn’t get many skills capable of targeting more than one enemy, so it’s not a super tank like the Hero can be.

Considerations for Imperial Class

But even the melee skills tempt you to invest in the Overheat ones because they’re designed to reduce Overheat time.

The first Overheat skill you get is Assault Dive, and it puts the drive blade out of action for eight turns. From there, you can invest in stronger drive blade-based attacks or support skills meant to decrease overheat time.

But still, expect the Imperial to be hamstrung for a bit after using one of these mega attacks.

Its elemental skills are also Overheat-related, so you won’t be targeting enemy weak points on a regular basis with the Imperial. But pairing one with the Sovereign would be an effective way of bypassing this problem and dealing heavy elemental damage with even just regular attacks.

With all of that, it almost goes without saying you need some additional frontline offense if you plan to use the Imperial. At the very least, it can hold its own even while not dishing out damage, because it has naturally high defense and equips heavy armor.

A faster, more versatile unit like the Hero or Shogun would be good complements to help ensure your party still makes it through every fight.

Pugilist Class

The Pugilist initially seems like your typical Monk-type fist fighter. However, it’s a dynamic unit that can inflict binds and ailments while dealing large amounts of damage, making it a great unit for beginners and those familiar with the class system.

Best Build for Pugilist Class

The Pugilist doesn’t have a skill tree as easy to dissect as Entrian Odyssey's other classes. That means there's not necessarily a specific path you could choose for it.

Instead of investing in the opening bind moves beyond Level 2, pouring your points into One-Two Punch would be a decent move because it has the chance of inflicting binds after each attack.

Combined with Corkscrew, which has the chance of causing paralysis, and then Following Strike at the Veteran level, which could follow a bind attack with Corkscrew, you’ve got a versatile unit that will likely attack more than once in a turn and incapacitate your foe.

Considerations for Pugilist Class

It’s a good thing, too. The Pugilist has a low TP pool, so it’s definitely a unit that needs to hit hard while it can, especially since some of the more advanced skills require a good bit of TP.

Another potential downside is that the Pugilist is mostly bottom-heavy in terms of skills.

It gets more and more useful, basic skills than other units, and the Veteran and Master skills are fewer in number and uses. Granted, that does mean you can invest in support skills that increase bind chances and attack, so it’s not all bad.

As you’d expect, the Pugilist isn’t a defense-focused unit. It has to be on the frontline to take advantage of its physical strength, though, so you’ll need a Protector or Sovereign with it, or even a War Magus to help with repeated healing.


Be sure to check out Part 1 of our guide for our balanced class tips, and Part 3 for our support class tips. 

Etrian Odyssey Nexus Balanced Class Usage Guide + Best Builds Thu, 07 Feb 2019 23:26:03 -0500 Joshua Broadwell

Editor's note: This is Part 1 of our Entrian Odyssey Nexus Class compendium. To see Part 2 and Part 3, click here and here

Classes and party composition form the backbone of any Etrian Odyssey experience, and Etrian Odyssey Nexus is no exception. It offers 19 classes to use for your party of five, drawing on all previous games for these classes and adding the Hero as a new one.

Even if you already know how the classes work in their original games, Nexus gives things a bit of a twist by making new combinations possible.

Don't feel overwhelmed, though. We've put together three comprehensive guides to detail the best builds for each class and how they work with each other.

This is part one of that compendium of guides, covering the balanced, all-rounders suitable for any team build.

Hero Class

The Hero class offers three main skill paths with a corresponding support role. And because it’s a new unit, it’s also worth exploring in some depth.

Best Build for Hero Class

The first role for the Hero class revolves around Afterimages.

An Afterimage is a shade of your Hero with a fraction of its HP and attack power. It occupies the sixth slot in your party, whether front or back.

Under normal circumstances, the shade stays around for a turn and uses the same skill that created it. Afterimages are good fodder for enemy attacks, but particularly earlier on, they don’t really add enough impact to make a tremendous difference.

These images offer a boost to the Hero or keep the Afterimage around for longer, and they’re helpful skills if you do take that route:

  • Charge Image
  • Graceful Image
  • Dark Image

Just be aware that unlike many other skills, Afterimage-related skills only power up incrementally each time you advance them; you won’t get double boosts until you master the skills. In short, if you want to take full advantage of Afterimage, expect to spend a fair amount of Skill Points before it really pays off.

But that’s just one branch of the Hero’s tree, and it’s a class with many other uses.

Wide Bravery should earn some points since it’s a handy way to attack multiple enemies early on without consuming too much TP. But Encourage is probably the most useful skill, since it makes the Hero a passive healer as well, perfect if you don’t want to bring a Medic or dedicated healer along or just need an extra boost.

You could also turn your Hero into a tank. The class gets some special shield skills that raise the party’s defense and deal a good amount of damage. Later, after reaching Veteran status, it also gets passive skills that raise defense and elemental defense; it also potentially lets the Hero take damage for a weak unit.

Combining these skills with Encourage or other basic attack skills mean you could conceivably create a unit that heals the party and buffs it while dishing out decent damage as well.

There’s the offense route. Hero gets some powerful elemental attacks as well, but one of particular note is Spark Blade. It deals extra damage to foes strong against cut attacks, making it perfect for foes like Golems.

Other offensive skills are more standard, like dealing two or more hits to a foe or attacking an entire line.

Considerations for Hero Class

The Hero class gets good defense and HP stats from the start, so it’s a good frontline fighter that can deal a variety of high-damage attacks and still manage to heal the party too.

And there aren't any major drawbacks worth noting, except to be sure you think ahead if you go the Afterimage route.

It's ideal for any player, easy enough to use for newcomers, with enough depth for series masters.

Protector Class

The Protector is exactly what it sounds like. This unit serves as your party’s first line of defense. However, it can deal some damage, too.

If you’re focusing mostly on offense and need a good unit to soak up damage from foes, the Protector is a pretty good choice. But be warned, it has some flaws that keep it from being the easiest defending class to recommend.

Best Build for Protector Class

A good protector naturally needs a huge HP pool. However, you don’t get access to HP boosts until you unlock the Master level of the skill tree, along with its defense boost skill.

Considering the Protector has average defense to begin with, it’s something to keep in mind; in other words, for a while, your Protector won’t be able to do as much protecting as you might like.

Still, its basic skills are worth investing in.

Heal Wall is probably one of the most useful Protector skills since it defends and restores, and Shield Smite is a no-brainer, since your Protector is only as good as its shield.

Considerations for Protector Class

Beyond that, it’s a bit difficult to recommend a best Protector build, just because its skills are so focused on one area.

Apart from the few skills that defend an entire line, most of the Protector’s usefulness comes from Taunt, which ideally draws all enemy attacks (and is why it sucks you don’t get HP and defense boosts until later on).

If you’re okay with a mostly one-trick pony, or if you need someone to take the hits for your offense-focused frontline warriors, like the Hero, Nightseeker, Ninja, or Pugilist, then the Protector is for you.

Medic Class

The Medic is another one-focus unit, but that’s probably not much of a surprise given its name.

The Medic is all about healing, whether that be reviving allies, restoring HP, or removing binds and ailments. Because the latter two afflictions play such a prominent role, the Medic certainly has its uses.

Best Build for Medic Class

Like most magic-based classes, the Medic is hampered by its TP pool. Fortunately, healing skills don’t take that much TP. Once TP is exhausted, though, you’re left with a deadweight whose usefulness is only in its Force moves.

That being said, the medic's healing skills are highly useful. One early Medic skill allows it to recover HP for the entire party, and the amount of HP restored per use means you probably won’t need passive healers like the Hero or Sovereign should you choose to use the Medic.

There also aren’t many classes that remove binds and ailments, so if you prefer not to carry healing items, the Medic is definitely for you.

Considerations for Medic Class

That doesn’t mean all its skills are worthwhile, though.

Delayed Heal is the most necessary after Line Heal, since it means whatever damage is dealt between your Medic’s actions and the end of the turn still gets healed. Chase Heal doesn’t always work, and you only get it later anyway.

Moreover, staff skills are rather pointless. They inflict some debuffs, but there are other classes that do a much better job inflicting debuffs without using up valuable TP.

You don’t want your Medic on the frontline to dish out damage anyway, because without the ability to equip heavy armor, that means a dead Medic more likely than not.

In short, Unbind, Delayed Heal, Refresh, and Line Heal are the main skills to focus on; others are added bonuses, but not as effective. And you don't have to use a Medic to effectively heal your party.

Survivalist Class

The Survivalist is an interesting class. Series fans know it has been weakened since its glory days, but it still has some definite uses with one substantial drawback early on.

Best Build for Survivalist Class

The Survivalist uses bows and gets access to some powerful ranged attacks targeting entire lines (Flank Shot), dealing damage to the back line (Drop Shot), and inflicting some useful debuffs and afflictions as well (Blind Shot and Trickery, for example).

There are other classes that can deal damage to the back line or entire lines, like the Zodiac, but the Survivalist gets some additional skills making it easy to recommend.

Chain Dance, Resuscitate, Risk Perception, and Finishing Shot help the Survivalist live up to its name, letting it boost evasion, revive downed allies in the field (not in battle), and finish off weak enemies.

Safe Passage also means you don’t need to worry with Guard Soles taking up inventory space (and without really needing to spend more than one or two Skill Points).

Considerations for Survivalist Class

With all of that, you’d think the Survivalist is a must-have unit.

But there’s one thing to keep in mind, as always: TP.  Until you get a good TP pool built up or access to TP restoring items, the Survivalist is a bit tricky to use.

Because it uses cloth armor and naturally has lower defense, it isn’t meant for the front line. Its skills, like Power Shot, still work very well from the back, but once the TP dries up, its attacks aren’t effective because it’s in the back.

It’s also worth noting the Master class skills require some planning to use, like Hazy Arrow. By the time you unlock those skills, that planning will probably be second nature, though.

Still, the Survivalist is a highly useful mid-tier offense unit with a host of useful skills. It’s a good unit to have in the back row, but you might find it more useful after you’ve got a few labyrinths under your belt with some Memory Conch experience leveling it up back at the Guild and offsetting the TP issue somewhat.

Gunner Class

The Gunner is an excellent basic class that fits with pretty much any party combination. It uses guns (duh) and works best on the back line, either providing support or hurling out damage.

Best Build for Gunner Class

Those two roles are the main builds you could try for with a Gunner. Though, like the Highlander, a combination of the two is certainly feasible.

The Gunner has a wide range of useful physical attacks, from element-infused bullets to line-piercing attacks and a charge ability. Gunners also get access to a splash effect physical attack, which affects enemies directly left or right of the target. The class also has skills that potentially bind enemies.

It’s easy to see that the Gunner is a versatile and highly useful unit for offensive purposes, but it’s got some support skills worth looking at too. Cover Support heals the party when a backline Gunner guards that turn, while Medic Bullet heals HP and removes ailments. The class also has some helpful debuff skills.

Considerations for Gunner Class

Given the Gunner’s offensive capabilities, it’s unlikely you’ll use it primarily for support. However, if you do, the class can cover a variety of needs and inflict binds and damage as a bonus. Or you could always go the Ronin route and develop more than one Gunner.

Either way, the Gunner should be a go-to unit for those who aren’t completely comfortable with the class system and need a well-rounded character.

Zodiac Class

The Zodiac is another fairly basic class that, like the Protector, exists to fill just one role: dealing huge amounts of elemental damage. However, it isn’t the hardiest of classes and shouldn’t be used as a primary source of offense.

Best Build for Zodiac Class

The Zodiac is the only offensive magic class in Nexus. But you don’t actually get access to its elemental attacks immediately.

First, you have to spend at least one point on the rather useless Etheric Gleam skill, a support skill that increases the elemental attack of a line. Then you can unlock the fire, volt, and ice based skills – the Zodiac’s bread and butter.

The other skill a Zodiac should definitely have is Singularity. Singularity powers up a Zodiac’s attack if it exploits an enemy’s weakness, which is tremendously helpful in drawn-out boss battles, like the first one against Cerunnos. It also unlocks Etheric Charge and Etheric Return.

The former is highly useful for targeting single foes and their weaknesses; the latter’s TP return isn’t that spectacular but would be useful as skills level up and you gain access to higher powered abilities like Meteor.

Considerations for Zodiac Class

But it also links to the Zodiac’s biggest weakness: TP.

One important thing to note about these skills is that you should not raise any of them beyond Level 4 until you gain access to the TP boost skill at Veteran status. From Level 5 on, each skill costs twice the TP, which means your Zodiac loses its usefulness in battle faster. The Veteran element skills deal larger amounts of damage but at a larger TP cost

But in general, most of your Skill Points for the Zodiac are going to go to its abilities that deal greater damage, rather than its support skills.

Because it’s a weak class, it needs something like a Sovereign or Protector to help boost its defenses; low HP and defense means even one pierce attack can spell disaster.


That's most of what you need to know about the balanced classes in Etrian Odyssey Nexus. Be sure to check out Part 2 of our guide for our offensive class tips, and Part 3 for our support class tips. 

Apex Legends Character Tier List: From Best to Worst Thu, 07 Feb 2019 12:22:51 -0500 Sergey_3847




Here's arguably the worst legend in Apex Legends. Mirage has a whole bag of neat tricks, but he proves to be a rather useless character when you start to play him.


Of course, players who like to cause confusion on the battlefield will love Mirage, as he is capable of creating holographic images of himself. This ability can be used to a great degree, especially in its ultimate form, when Mirage deploys a whole bunch of holograms and disappears himself.


Unfortunately, you will not be able to attack anybody while staying invisible, so it's a questionable skill to have.




This tier list of the best characters in Apex Legends should help you make the decision which legend to choose for your next match-up. Also, be sure to come back for even more related guides here at GameSkinny.




Here is a typical healer that can be used to a great effect in a team. Many players would doubt the need to have a healer as their ally, since every legend has an ability to revive their teammates. But Lifeline can do it 25% faster and under a protective shield, which guarantees the result.


She can also call upon an airdrop, which includes some additional protective gear. But that is basically it, and that is why Lifeline is so low on our tier list of Apex Legends characters.




Caustic is a very peculiar legend that will not fit all players. All of his abilities in one way or another depend on a toxic gas known as Nox Gas. He can either set up gas traps, which can be useless unless enemy players stumble upon them and activate them, or he could throw gas grenades that explode and create a huge cloud of poison immediately.


The only good thing about the Nox Gas is that it not only prevents enemies from seeing you, but it also damages them, which can be used either for targeted attacks or as escape tactics.




High mobility and speed of movement are two best traits of Bangalore. She is not very good at sniping or tactical maneuvering, but when you need to attack quickly, then she's the real deal.


Bangalore also can throw a canister of smoke that prevents other players from seeing her, which is excellent for escaping or stealth attacking. However, if you're playing against Bloodhound, this trick won't work as this legend can see right through it. So in this regard she is rather vulnerable.




Wraith is a legend that is really fun to play. Her Rift ability can be used not only to get yourself and your allies out of a bad position, but it can be used as a trap mechanism for enemies.


She can be compared to Pathfinder in this sense, who can also use a zipline that connects two locations. But in this regard Pathfinder's ability is slightly better, because the ziplines stay for the entirety of the match-up, while Wraith's portals stay open only for 60 seconds.




There is no other legend in Apex Legends as challenging as Pathfinder. That is because his Grappling Hook ability is extremely hard to master, but when you do, you will have the greatest advantage of them all.


First of all, it can help you get to locations that are out of reach for other players. Secondly, it allows Pathfinder to accelerate when moving by swinging from one object to another. Lastly, it's a perfect tool to quickly change your position in a shootout.




This tank legend is probably the most valuable ally and one of the best characters you could play mainly due to his Dome of Protection ability, which creates a protective dome around him for 15 seconds.


But Gibraltar can also be a very good sniper using his Gun Shield ability, which protects him everytime he uses a weapon. In this way you can snipe anyone freely without being afraid to get shot in the process.


His ultimate ability is a perfect AoE that calls upon an air strike that bombards everyone except yourself and your teammates, which is super convenient.




The number of tactical abilities Bloodhound possesses instantly makes him the most valuable legend in the game. Imagine how good he is if his skills allow him to figure out the location of enemies inside the buildings, and thus help you decide how exactly you want to approach them. 


His ultimate skill, Beast of the Hunt, boosts your speed of movement for entire 35 seconds, which is more than enough to hunt down even the most skilled players. It can also be used to escape the most dire situations and quickly change your vantage point.


Respawn Entertainment, the developer of the highly popular Titanfall series, has just released a brand new free-to-play Battle Royale game - Apex Legends.


It introduces eight original characters that can be played in a team of three players for a total of 60 players in one match-up. Each character is a legend with their own abilities that can be used in various situations. These legends correspond to different playstyles and preferences of different players. However, the main archetypes, such as a tank, a healer, a support, and others stay the same.


If you're completely new to the game, and you want to know which legend to choose, then check out our tier list of the Apex Legends characters from best to worst.

Another Eden: Hide And Seek King Location Guide Tue, 05 Feb 2019 21:44:28 -0500 Ty Arthur

Between summoning an endless stream of new party members, going fishing, and embarking on side quests, you can easily sink hundreds of hours into Wright Flyer Studios' mobile RPG, Another Eden. However, if all of this isn't enough, there are also several hidden awards and badges to find in each area, if you look hard enough.

These secret achievements start immediately in Another Eden's opening village, Baruoki, with a search to find the Hide'n'Seek King. This guide will provide all the details that are needed in order to complete the search.

How to Get the Hide'n'Seek King Badge

To initiate the hide and seek challenge, go down each of the wells in Baruoki until you find the Hide'n'Seek King, Aldo, in the corner of one of the caverns. Even though he doesn't really want to play hide and seek, the game begins anyway, and you are given three clues on where to search for the sneaky kid.

Hide And Seek Location 1

This first location is super easy, and it is almost impossible to miss. Just run to the bottom layer of the map (below the blacksmith's shop) and find the king hiding in the bushes between the two main buildings.

Hide And Seek Location 2

After the king flees the flower garden, head back up to the top layer of the map and look next to the well on the far right side. He's hiding between two trees next to the house.

Hide And Seek Location 3

The third hiding spot is the trickiest, because there's no clear indication of where the Hide'n'Seek King decided to hide this time.

Based on his final clue about clothes, many players have been hunting for clotheslines outdoors,  but there actually aren't any found in Baruoki. Instead, you've got to head inside a building.

The house is on the top layer of the map, and it is found directly above the blacksmith's shop. You'll know you have the right building if it has two blue potted plants and a flag outside.

Inside the building, just search the drawer full of clothes to finish the quest and nab the Hide'n'Seek King Badge.

Enjoy your badge, and be sure to leave a comment if you're having trouble with any other Another Eden quests so we can write up a quick guide.

Another Eden Character Tier List Tue, 05 Feb 2019 15:15:09 -0500 Ty Arthur

Somewhere between Chrono Trigger style JRPG and a mobile gacha game, Another Eden has no shortage of characters to upgrade.

While some characters listed below are gained automatically through story progression, most are obtained through encounters unlocked with Chronos Stones. Those Stones are earned by completing quests, daily logins, or grinding creatures to unlock awards. 

Pulling a second instance of a character you already have automatically provides a bonus to that character's stats. Unlike other games with gacha elements, you don't need to actually sacrifice or feed the creature anywhere to get the bonus.

Of course, not all characters are created equal, which is why we put together this English tier list for Another Eden. Its purpose is so you can quickly determine who to focus on and who to ditch with each summon.

Important Note: There are some spoilers below, as it reveals info about the nature of certain characters; the tier list also reveals characters that will join your party later in the story. 

Another Eden S Tier Characters

These are your top tier characters, those who will almost always outperform anyone else. If you nab any of these, be sure to put them in the party and start working on their skill board immediately.

There's one special note on Ciel, however, who will eventually be outclassed by other characters. He's one of the best early picks beause of his debuff ability. It's very helpful on monsters who hit hard since you can actively pick Ciel in the beginning from a list of character encounter possibilities.

He should be a rock solid S class character for a large portion of the game, but he's really more of an A class character if you pull him randomly later on or don't pick him first.

Character Element
Aldo  Fire
Ciel Earth
 Lokido Earth
 Mariel N/A
 Mighty Water
 Shion Fire
 Suzette Wind
 Toova Earth


Another Eden A Tier Characters

These are all of your quality stock characters, those that are good for most situations but don't quite match the raw power of characters in the S Tier.

Note that in certain situations, these characters may actually perform better than their S Tier counterparts; for example, if you need a specific type of attack for a boss that's vulnerable to a certain type of element, you may choose to use an A Tier character.

Character Element
 Akane Fire
 Bivette Fire
 Breeno Earth
 Cyrus Water
  Denny  Water
 Feinne N/A
 Galliard N/A
 Komachi Earth
 Krervo N/A
Lingli  Fire
 Miranda Fire
 Miyu Fire
 Myron Earth
 Nikeh Water
 Nomar Water 
 Otoha Earth
 Pom N/A
 Raven Earth
 Rovella Water
 Sevyn Wind
 Yio Earth


Another Eden B
Tier Characters

These are the lowest tier characters that will get the job done; they are far outclassed by any other character.

There's one big caveat here, though: Prai is hands down the weakest healer, but due to the dearth of healing in many areas, he may become central to your survival strategy if you pull him early.

If Prai is your only healer, he's absolutely vital and an S Tier character — until you pull any other healer at all.

Character Element
 Amy Wind
 Asia N/A
 Benedict Wind
Bria N/A
Ctos  N/A
Cyuca Wind 
 Darunis Wind
Een N/A
Emms N/A
Esta N/A
 Foran Water
Koot N/A
Menesia  N/A
 Natore N/A
 Naylia N/A  
 Nixa  N/A  
 Noome N/A  
 Oor N/A  
 Pasia N/A  
 Prai N/A  
 Rodeia N/A  
 Riica N/A  
 Robera N/A  
 Rufus N/A  
 Saithe N/A  
 Sauria N/A  
 Soira Wind
 Tayme  N/A 
 Tohme N/A 
 Toohle N/A 
 Urania N/A 
 Uuo N/A 
 Yssis N/A 


We're still trying out different character combos across the game, so some of these rankings may change over time.

Have you found any particularly useful character summons we missed? Let us know in the comments below!

Wondering which specific character to summon in the Another Eden first encounter dream segment? Check out our full guide on the best and worst picks here.

Langrisser Faction Buff Explanation & Guide Tue, 05 Feb 2019 14:39:37 -0500 Ashley Shankle

If you've been playing Langrisser sort of casually or aren't at level 35 or above yet, you may not be aware of Faction Buffs or just haven't given them real thought yet. The game doesn't exactly make it clear that Faction Buffs are a huge part of late team building, but they are a big deal and a factor you have to take into consideration for any team.

Particular SSR characters are able to learn Faction Buff skills if they go a certain class route. For example, Bozel receives the Dark Waltz Faction Buff if the player builds him into a Dark Prince.

These skills go far beyond most buffs and make some stat buffs almost useless, which is why you must plan your characters' classes out with the knowledge that these skills will be an option at Level 35.

This system also explains why so many characters are clumped within two factions rather than one, which grants you flexibility in building your teams.

What do Langrisser Faction Buffs do?

Every one of these buffs is phrased the same way in its first part: "ATK & DEF increase significantly for all allies with [faction] within range."

That's not really descriptive, though. Faction Buffs apply to every one of your characters of that faction in that battle, meaning it has no real range. It just doesn't work on other faction characters. Furthermore, it increases more than just ATK and DEF. It actually applies:

  • +20% ATK
  • +20% INT
  • +20% DEF
  • +30% MDEF

Most Faction Buffs include another unique effect with them, which adds some distinct playstyle variance between leaders. 

There's one particular thing to note about these powerful buffs, though, and that is the fact they do not stack with other buffs using the phrasing "ATK/DEF/MDEF/INT ... within range increases by X%."

With this in mind, the game instead applies the largest percentage increase and ignores the lower one. However this does not mean skills that increase buffs based on other criteria do not apply; it simply means you have to pay attention.

You are also not able to stack Faction Buffs themselves, so you'll want to plan your team(s) around using a particular hero with one of these skills. I recommend you use them as the leader for your teams since a Faction Buff takes up two of a hero's skill slots.

Heroes with Faction Buffs

As a reminder, each of these skills also grants +20% ATK, +20% INT, +20% DEF, and +30% MDEF — the base stat increases are simply not listed because they are all the same between each Faction Buff.

Oddly enough, not all Faction Buff holders are SSRs even so early in the global release. This trend will probably continue as more heroes are released, but SSRs are obviously the gold standard.

Hero Rarity Faction Buff
 N Heritage of Light: When an ally is within 2 blocks, ATK & INT increase by 15%.


Legion of Glory
Hero Rarity Faction Buff
 SSR Rule of Justice: Damage increases by 20% when being attacked.
SSR Eternal Light: When HP is above 80%, damage increases by 15%.
Grand Marshall
N Dream of Light: No additional effects.


Origins of Light
Hero Rarity Faction Buff
High Master
SSR Light of Hope: When the troop has 5 or more buffs, all stats increase by 15%.
Royal Vanguard
 SR Power of Hope: No additional effects.


Princess Alliance
Hero Rarity Faction Buff
Pegasus Master
SR Princess Advent: After dealing damage to an enemy, it's possible to deal extra fixed damage (15% of an enemy's)


Empire's Honor
Hero Rarity Faction Buff
Dragon Master
SR Imperial Blaze: No additional effects.
SSR Imperial Power: Damage increases by 20% when battling against disadvantaged troops.
Royal Knight
SSR Imperial Charge: Before attacking, with every 1 block moved, DEF and MDEF increase by 5% (up to 15%).


Strategic Masters
Hero Rarity Faction Buff
Grand Marshall
SSR Battlefield Master: All passable terrains are treated as Plains when moving. If the terrain increases DEF, ATK increases by 15%.


Dark Reincarnation
Hero Rarity Faction Buff
Dark Prince
SSR Dark Waltz: The battling against enemies with more than 3 debuffs, all stats increase by 15%.


The current pool of heroes with Faction Buffs is currently rather small, but some members of the Langrisser community have already data-mined some hints pointing at upcoming characters.

It shouldn't be long before we see our first big update for Langrisser, but for now, you have to plan with what you've got and it seems single faction teams are the way to go.

Kingdom Hearts 3 Battlegate Locations and Rewards Tue, 05 Feb 2019 14:02:51 -0500 Synzer

Kingdom Hearts 3 has additional content for you to complete after you finish the story in the form of battlegates. 

Battlegates are portals you can find on each world that lead to fights against strong enemies. You can also acquire exclusive items and Secret Reports that shed more light on the KH 3 story.

This guide will tell you where to find each of the 14 battlegates and what you get for completing them. Slight spoilers will follow, but no details will be given on the contents of the Secret Reports.

Each battlegate will be listed in numerical order and separated by world.

Olympus Battlegates

Battlegate 1: Realm of the Gods

kh3 battlegate 1

The first battlegate is at the entrance to the Realm of the Gods in Olympus.

  • Location: Teleport to the Mount Olympus Summit save point, then head up the stairs to the Realm of the Gods. You'll see the portal in the center.
  • Rewards: Secret Report 1 and Fire Cufflink.
Battlegate 2: Realm of the Gods

kh3 battlegate 2

This battlegate is at the Apex of the Realm of the Gods in Olympus.

  • Location: Teleport to the Realm of Gods Apex save point, then go through the gates past Zeus.
  • Rewards: Secret Report 2 and Cosmic Belt+.

Twilight Town Battlegate

Battlegate 3: Old Mansion

kh3 battlegate 3

The third battlegate is near the entrance to the Old Mansion.

  • Location: Teleport to the Old Mansion save point, then head toward the forest. You'll see the portal as soon as you pass the gate, before you enter the forest.
  • Rewards: Secret Report 3 and Evanescent Crystal.
    • Evanescent Crystals can be used to craft the Nobody Guard and Nobody Guard+, a weapon for Goofy that deals more damage to Nobody enemies.

Toy Box Battlegates

Battlegate 4: Kid Korral

kh3 battlegate 4

This battlegate is at the Galaxy Toys Kid Korral save point.

  • Location: You'll see it as soon as you teleport in.

  • Rewards: Secret Report 4 and Megaelixir.
Battlegate 5: Galaxy Toys Entrance

kh3 battlegate 5

You can find this battlegate as soon as you enter Galaxy Toys.

  • Location: Teleport to the Galaxy Toys Main Floor: 1F save point and turn around toward the entrance to see the portal.
  • Rewards: Secret Report 5 and Thunder Cufflink.

Kingdom of Corona Battlegates

Battlegate 6: Wetlands

kh3 battlegate 6

This battlegate is in the wetlands, closest to the Wildflower Clearing save point.

  • Location: Teleport to the Wildflower Clearing save point, then go back toward the Wetlands. When you enter and see the cliffs, go right; you'll see the portal below you.

  • Rewards: Secret Report 6 and Illusory Crystal.
    • The Illusory Crystal can be used to craft the Heartless Maul and Heartless Maul+, a weapon for Donald that deals extra damage to Heartless enemies.
Battlegate 7: Forest Entrance

kh3 battlegate 7

The seventh battlegate is in the forest, closest to the Tower save point.

  • Location: Teleport to The Forest Tower save point, then head through the caves. Stay to the path on the right after exiting the cave, and you'll eventually run into the portal.
    • Don't head toward the other cave.
  • Rewards: Secret Report 7 and Aero Cufflink.

Monstropolis Battlegate

Battlegate 8: Power Plant

kh3 battlegate 8

This battlegate is in a silo near the Tank Yard save point.

  • Location: Teleport to The Power Plant Tank Yard save point and leave the room. Ride on the rail in the next area; it will take you straight to the battlegate.

  • Rewards: Secret Report 8 and Illusory Crystal.

Arendelle Battlegate

Battlegate 9: Labyrinth of Ice

kh3 battlegate 9

You can find this battlegate inside the Labryrinth of Ice in Arendelle.

  • Location: Teleport to The North Mountain Gorge save point and head inside the portal to Labyrinth of Ice.
    • Spin on the crystal behind you to go to the middle tier.
    • Follow the path that leads upward until you reach the big room; the battlegate is in the middle.
  • Rewards: Secret Report 9 and Evanescent Crystal.

The Caribbean Battlegate

Battlegate 10: Huddled Isles

kh3 battlegate 10

This battlegate is in an opened cave near the huddles Isles save point, where you get your pirate ship.

  • Location: Teleport to the High Seas Huddles Isles save point, then head left in the water as you are facing the beach.
    • Continue around until you see a cave opening, then head in to find the battlegate.
  • Rewards: Secret Report 10 and Water Cufflink.

San Fransokyo Battlegates

Battlegate 11: North District

kh3 battlegate 11

This battlegate is near the entrance to a train tunnel near the North District save point.

  • Location: Teleport to the City North District save point and climb a nearby building until you can get on the rails.
    • Ride the rails until you reach the northwestern-most part of the mini-map, and you'll see the battlegate near the tunnel.
  • Rewards: Secret Report 11 and Yin-Yang Cufflink.
Battlegate 12: Central District

kh3 battlegate 12

This battlegate is on top of a building near the North District save point.

  • Location: Teleport to the City North District save point then run up the building to the southwest. You'll see the battlegate when you reach the top.
  • Rewards: Secret Report 12 and Blizzard Cufflink.

Keyblade Graveyard Battlegates

Battlegate 13: Badlands

kh3 battlegate 13

This battlegate is near the Badlands save point.

  • Location: Teleport to The Badlands save point and turn around. Follow the path out of the cave and you'll see the battle gate near the portal to The Final World.
  • Rewards: Secret Report 13 and Celestriad.
Battlegate 14 — Secret Boss: Badlands

kh3 secret boss battlegate

The final battlegate is actually a secret boss fight against Dark Inferno. You won't get a Secret Report, but you will get a very nice item.

  • Location: Teleport to The Badlands save point and head forward, out of the cave. The battlegate is in the open area as you leave the cave.
  • Rewards: Crystal Regalia, an accessory that gives five to Strength and Magic, 16 to AP, and the MP Hastega ability. MP Hastega recharges MP 30% faster when you run out.

Additional Rewards

As you complete battlegates, you will also unlock new poses for when taking selfies with the Gummiphone.

  • Completing five battlegates unlocks the Palm of Hand selfie pose.
  • Completing 10 battlegates unlocks the Yoink selfie pose.
  • Completing all 14 battlegates unlocks the Finger Smack selfie pose.


Those are all the battlegate locations and rewards for completing them in Kingdom Hearts 3. Were you able to complete them all? Did you find the secret boss to be difficult? Let us know in the comments.

For more tips and information, please check out our other guides for Kingdom Hearts 3.

Diablo 3 Guide: Top Demon Hunter Builds for Season 16 Tue, 05 Feb 2019 11:56:01 -0500 Sergey_3847

The new Season 16 in Diablo 3 is now playing out in full force, and proves that the latest patch has really changed things for the better. We can see more and more classes delivering better results in solo play, which also inspired people to create new and more powerful builds for their characters.

Once Demon Hunter was completely thrown out of the competition, but the new season offers several amazing builds that will help this class get into the spotlight once again.

If you plan on using Demon Hunter in Season 16, and you are looking for a good build, then here you will find four top-tier builds that will surely make you a proud owner of this class.

N6M4 Build

Here's the fastest and most powerful build you can currently use in Season 16 as a Demon Hunter player.

The most significant feature of this build is the incredible speed of movement that will allow you to quickly deal with enemies and move forward on your path. But fast speed doesn't mean that your attacks will be weak. On the contrary, your critical hit chance will be at its highest.

The skills are primarily focused on AoE damage with a reduced cooldown. This means that you will be able to deal with huge numbers of enemies at once.

As for defensive abilities, the N6M4 build is universally protected from all types of damage, which is quite convenient, especially in cases when you move onto the undiscovered territories.

Active Skills
  • Cluster Arrow
  • Sentry
  • Vault
  • Companion
  • Evasive Fire
  • Rain of Vengeance
Passive Skills
  • Steady Aim
  • Cull the Weak
  • Custom Engineering
  • Single Out
Gear Items
  • Natalya's Sight
  • Marauder's Spines
  • The Traveler's Pledge
  • Natalya's Embrace
  • Wraps of Clarity
  • Marauders Gloves
  • Zoey's Secret
  • Marauder's Encasement
  • Natalya's Bloody Footprints
  • The Compass Rose
  • Natalya's Reflection
  • Natalya's Slayer
  • Bombardier's Rucksack
Legendary Gems
  • Bane of the Trapped
  • Enforcer
  • Zei's Stone of Vengeance
Kanai's Cube
  • Manticore
  • Cindercoat
  • Convention of Elements

Impale Build

The Impale skill, which has become the basis of this build, strikes an enemy with a throwing knife for 750% of weapon damage. This means that we have another extremely powerful and fast build on our hands. It's not suprising, as fast builds have regularly popped up in the top-tier lists of Diablo 3 classes.

But there is one huge difference between the Impale and the N6M4 builds. Instead of the critical hit damage, Impale playstyle mainly focuses on cooldown and resource cost reduction.

Although this build doesn't focus on AoE damage as much as the previous one, you will have access to the Fan of Knives ability, which provides exactly that.

And when it comes to preserving life, you will have Shadow Power skill, which is capable of siphoning life out of your enemies. This neat trick will help you stay alive for a long time.

Active Skills
  • Impale
  • Vengeance
  • Vault
  • Companion
  • Fan of Knives
  • Shadow Power
Passive Skills
  • Cull the Weak
  • Numbing Traps
  • Ambush
  • Awareness
Gear Items
  • The Shadow's Mask
  • The Shadow's Burden
  • The Traveler's Pledge
  • Aquila Curiass
  • Strongarm Bracers
  • The Shadow's Grasp
  • The Witching Hour
  • The Shadow's Coil
  • The Shadow's Heels
  • The Compass Rose
  • Elusive Ring
  • Karlei's Point
  • Holy Point Shot
Legendary Gems
  • Bane of the Trapped
  • Gogok of Swiftness
  • Pain Enhancer
Kanai's Cube
  • Dawn
  • Chain of Shadows
  • Convention of Elements

Marauder Build

  • Author of the build:  

The focal point of the Marauder build is to reduce the cooldown of the vengeance skill to such a degree that you can basically stay in the Vengeance form all the time.

Then, when you've achieved the optimal stat reroll, you can focus on critical hit damage, critical hit chance, and speed of attack. This is a really interesting build, if you're looking for something different yet effective.

Active Skills
  • Evasive Fire
  • Cluster Arrow
  • Vault
  • Sentry
  • Vengeance
  • Companion
Passive Skills
  • Awareness
  • Cull the Weak
  • Custom Engineering
  • Ballistics
Gear Items
  • Marauder's Visage
  • Marauder's Spines
  • Hellfire Amulet
  • Marauder's Carapace
  • Wraps of Clarity
  • Marauder's Gloves
  • Zoey's Secret
  • Marauder's Encasement
  • Marauder's Treads
  • Restraint
  • Focus
  • Manticore
  • Bombardier's Rucksack
Legendary Gems
  • Bane of the Stricken
  • Bane of the Trapped
  • Zei's Stone of Vengeance
Kanai's Cube
  • Dawn
  • Hellcat Waistguard
  • Oculus Ring

Multishot Build

Multishot build is a well-established build in the Demon Hunter fan circles. This build combines the speed of the N6M4 build and the cooldown reduction tools of the Impale build.

Many players consider this to be the ultimate build for the Demon Hunter class, as it has the perfect balance of all the best skills, gear, and gems.

Active Skills
  • Vengeance
  • Multishot
  • Preparation
  • Companion
  • Vault
  • Evasive Fire
Passive Skills
  • Ambush
  • Cull the Weak
  • Thrill of the Hunt
  • Ballistics
Gear Items
  • Visage of Gunes
  • Unsanctified Shoulders
  • Hellfire Amulet
  • Cage of the Hellborn
  • Wraps of Clarity
  • Fiendish Grips
  • The Witching Hour
  • Unholy Plates
  • Hellwalkers
  • Focus
  • Restraint
  • Yang's Recurve
  • Dead Man's Legacy
Legendary Gems
  • Bane of the Powerful
  • Bane of the Trapped
  • Zei's Stone of Vengeance
Kanai's Cube
  • Dawn
  • Hexing Pants of Mr. Yan
  • Convention of Elements


Now you can start Season 16 in Diablo 3 in the best way possible using one of these four Demon Hunter builds, and don't forget to check back soon for more related guides here at GameSkinny!

Where to Find Silver and Gold in Subnautica Below Zero Mon, 04 Feb 2019 17:41:52 -0500 Jonathan Moore

To build certain tools and items in Subnautica Below Zero, you're going to need silver and gold. However, neither is readily lying about; as you would expect, you'll come across more copper and titanium than silver and gold. 

Luckily, there are a few spots in Below Zero that have the rare crafting materials. Before you go off looking for them, though, it's best that you craft the seaglide first (so you can travel faster) and the high-capacity oxygen tank next (so you can dive for longer periods). 

Silver and Gold Location 1: Emergency Supply Crate Cave

Once you've got those, head toward the emergency supply cache. If, for some reason, this hasn't appeared in the storyline by the time you start searching for silver and gold, the video at the top of this guide will show you where to look. Here are the steps, though:

  • Exit your pod and turn right
  • Continue for about 310 meters
  • You will travel through the safe shallows and through a small creepvine area, then a larger creepvine forest
  • After you exit the creepvine forest, you will come to a glacier that is almost touching the ocean floor
  • Go through the crack to find a seabase foundation piece next to a small creepvine forest
  • Go into the forest and look down; there will be a large cave system below you

Once inside, you'll find plenty of silver and gold outcroppings to mine. At this stage in early access, some of the outcroppings will give you titanium and copper instead of silver and gold, but there's enough here to get what you need for the wiring kit.

Silver and Gold Location 2: Bendy Bridges

As you progress through the story, you'll come to an area known as Bendy Bridges. In fact, Bendy Bridges is the deep valley area a few hundred meters in front of your pod door.

To find it, go to the area in which you found the rebreather, and dive deeper down. As you get closer to the sea floor, you will start to find silver and gold outcroppings on the cliffs, in caves, and on the seabed itself. 

This is a very large area, so it is advisable to have the seaglide, the high-capacity oxygen tank, and the rebreather before venturing deep into the valley. Be sure to also take advantage of the oxygen plants in this area to stay submerged longer. 

For more Subnautica Below Zero tips and item locations, head over to our guides hub

How to Find the Rebreather in Subnautica Below Zero Mon, 04 Feb 2019 15:54:54 -0500 Jonathan Moore

Just like in Subnautica, you start in a relatively safe, shallow area in Subnautica Below Zero. While you can get away from diving to the game's fathomless depths for a while, Below Zero's story and gameplay arc eventually forces you to go deeper. 

To do so with any efficiency, you'll need the rebreather. In Subnautica, you get the rebreather blueprint after unlocking the high-capacity oxygen tank. However, in Below Zero, you pick the blueprint up from a data box. 

Luckily, the rebreather schematic isn't far from your initial base, and you can get it very early in the game. The video at the top of this guide shows you exactly where it is. 

Exit your pod and go straight; the seafloor will eventually drop off and get very deep. When this happens, dive down and hug the cliff along the way. At about 100 meters, turn right; you'll see a data box sitting on a foundation platform typically found in a seabase. 

Swim down, open the data box, and grab the rebreather blueprint. 

How to Make the Rebreather

To craft the rebreather so that your character can dive deeper into Below Zero's biomes, all you need is fiber mesh and a wiring kit.

You can make fiber mesh from creepvine sample x2, and a wiring kit is made from silver ore x2. 

Now you can access all of the content Below Zero has to offer in early access. For other guides for Subnautica's pseudo-sequel, check out our Subnautica Below Zero guides hub.  

Best Keyblades in Kingdom Hearts 3 Mon, 04 Feb 2019 15:44:27 -0500 Synzer

There are 14 unique keyblades in Kingdom Hearts 3, and it can be hard trying to decide which to use. Each has its own abilities, and each shines even brighter when upgraded. 

Of course, you don't want to waste all those hard-earned upgrade materials only to find your keyblade is not that good compared to others. This guide will go over the best keyblades in Kingdom Hearts 3, so you can prepare to upgrade only the best.

If you need to know how to get any of the keyblades listed in this guide, head over to the Kingdom Hearts 3 complete keyblade info guide.

Best Keyblades in Kingdom Hearts 3

Before continuing, the absolute best keyblade in the game is the Ultima Weapon, by a long shot.

It has 13 Strength and Magic, comes fully upgraded, and has the strongest Formchange in the game. If you have access to it, you should always have it with you, unless you are specifically looking for a bigger challenge.

However, the Ultima Weapon does take quite a while to craft, so you will be using other keybaldes for the majority of the game. The following list is what to use with or instead of the Ultima Weapon since you can equip three keyblades at once.

Classic Tone

kh3 classic tone keyblade

This is the best keyblade besides the Ultima Weapon. When it's fully upgraded, it has 14 Magic, which is the highest in the game. Its Strength is also 11, which ties with the highest Strength keyblades in the game.

The Formchanges mirror the Toy Story keyblade, Favorite Deputy, but its stats and multiple MP Haste abilities make up for it.

Hero's Origin or Grand Chef

kh3 hero's origin keybladekh 3 grand chef keyblade

There are two options here because it depends on which abilities you want.

Both of these keyblades turn into a shield when you Formchange, which can help a ton. These shields allow you to block for longer, move while blocking, and absorb hits to create a stronger follow-up attack.

Hero's Origin emphasizes Strength and allows you to absorb HP from a non-maxed Shotlock. 

Grand Chef emphasizes Magic and potentially allows you to recover HP based on how much MP you spend.

Ever After

kh3 ever after keyblade

Sure, Classic Tone has the highest Magic in the game, but Ever After is the next best and you get it early in the game. This is one of the best keyblades you get from a Disney World.

It has strong magic, a Shotlock that absorbs HP like Hero's Origin, and a Formchange that allows you to move freely with wide area attacks. The finisher is also very powerful and looks cool on top of that.


kh3 starlight keyblade

This keyblade doesn't look like much and has okay stats, but it is actually a very good keyblade.

It's Second Form S is very similar to the Kingdom Key, but it has a third finisher if you continue building the form gauge. Ancient Light deals a lot of damage and makes this keyblade worth using just for that.

Honorable Mentions

There are a couple of options that are still pretty decent, though you will only use them for certain situations.

Favorite Deputy

kh3 favorite deputy keyblade

This keyblade is good for the Lucky Strike ability. That ability increases how often enemies drop items, which is fantastic when you are farming materials.

You will need several materials for the Synthesis shop and upgrading keyblades in the Keyblade Forge.

Nano Gear

kh3 nano gear keyblade

This is a unique keyblade because its Formchange uses attacks from several other keyblade Formchanges. The specific reason for using this keyblade is the Stun Protection ability.

The secret boss you can fight after completing the story uses stunning, so this keyblade can help make that boss fight easier.


That's it for the best keyblades to use in Kingdom Hearts 3. What do you think, agree with these selections? Have any keyblades you think are better? Leave a comment below on what you think.

For more tips and information, check out our other guides for Kingdom Hearts 3.

Etrian Odyssey Nexus Beginner's Tips Guide Mon, 04 Feb 2019 10:55:45 -0500 Joshua Broadwell

Etrian Odyssey games are designed to be old-school, which means they aren't often newcomer friendly. Even the Untold games, meant to be primers for newbies, have a steep learning skill.

Yet Etrian Odyssey Nexus is primed to appeal to old fans and newcomers alike, with its combination of all the best bits from previous games and some unique elements thrown in.That's why we put this comprehensive guide together, covering all the basics you need to know to dive into the labyrinths without fear.

Etrian Odyssey Nexus Exploration

Nexus does a good job explaining the basics of exploration early on, though there’s a lot of information to deal with at once, and it doesn’t tell you everything.

There are two details of greatest importance: mapping and exploring.

Mapping the Labyrinths

Mapping might seem obvious, since it’s the franchise’s main feature. However, especially later on, paying attention to your surroundings and documenting them appropriately is crucial to your survival.

Auto-mapping is an option even some veteran EO players don’t realize exists. It’s on the third option screen, and you can adjust to “full” if you want to let the game map out walls for you. It’s a good way to save some time and avoid a bit of tedium, though it only records walls directly next to you.

Still, it gets easier to figure out general room sizes and shapes as you go on, so if you don’t want to walk next to every wall, you can usually fill in most room outlines by turning around and gauging size and distance.

What you can’t fill in automatically is shortcuts. Shortcuts are exactly what they sound like: passages through walls that let you cut out a good chunk of walking. If you aren’t paying attention, they can be easy to miss, but each labyrinth uses essentially the same thing: some kind of flower or other unusual oddment on the wall as a signal to check that space.

Mapping where they are and what direction you can approach them from gives you an idea of where to go later in the labyrinth to get to where you can use the shortcut permanently. And it lets you easily go from floor to floor without dealing with monster hordes and long walks.

Exploring Every Nook

Exploration ties in with the other thing you want to record: mini-events. Etrian Odyssey is all about exploring, and the labyrinths make it worth your time and the extra random encounters.

Some corridors lead to short text-based events that go in your logbook and grant extra experience for the party. These recorded events are one-time occurrences and often affect the party in some form, for example, restoring HP or TP or inflicting status conditions. The potential for benefits and, most importantly, the extra experience make even negative outcomes worthwhile.

Other events are recurring—a pool of refreshing water, for instance, or a fruit-bearing tree—and these are excellent ways to restore a tired party without having to leave the labyrinth. They regenerate once per day/night cycle.

And in other cases, you’ll find evidence of something not useful at the present, but important for a later sidequest. Because some quest descriptions are incredibly vague (i.e., find my lucky coin I lost somewhere on B2), you really want to make sure you use the notes feature to mark places like that.

So, the TL;DR here is “explore every dead end.” Even if you end up seeing something like this.

Useful Skills

You also want to make sure you mark gathering spots. On the top screen, they show up as little sparkly squares. Many of them are in odd, easy to forget places, but they grant you valuable items once per day/night cycle. It’s important to mark which kind of gathering spot it is as well—Take, Chop, or Mine—since having a party member with the right skill can increase your yield from specific types of spot.

In fact, many EO players create gathering parties for the express purpose of exploiting these spots and raking in the cash and materials. Spending one Skill Point on Mine, Chop, or Take means you get double or triple the amount of materials. More importantly, the Farmer class – absolutely useless for combat in most cases – increases your yield, causes more monster drops, and shortens the time it takes for gather spots to regenerate

If you’re looking to stockpile a lot of goods and money or just need to collect a certain number of things for a quest, a gathering squad with a Farmer is the way to go.

If want to just explore and don’t need as much combat for a while, invest in a skill like the Zodiac’s Horoscope, which reduces the random encounter rate for a set number of steps.

Alternatively, the Shogun’s Taunt Assassin skill increases both the random encounter rate and the experience you get from each fight, making it perfect for level grinding. After reaching level 20 and Veteran status, the Hero class gets access to a skill that draws in additional enemies in the area and ups the chance of encountering a shiny monster; shiny monsters are rare normally and give big experience boosts.

From the third labyrinth, Primitive Jungle, on, you’ll also encounter hazards and traps in the labyrinths. These inflict damage or status effects, and some can disable the map or transport your party. The Survivalist has a skill that nullifies traps and hazards for a set number of steps, but if you don’t plan on using one in your party, you get access to the Guard Sole item in Primitive Jungle, which works the same way. Just make sure you take several with you.

Etrian Odyssey Nexus Combat Tips

Battle advice is where Nexus goes silent, making it more of a trial and error experiment unless you’re already familiar with the systems. Like all EO games, Nexus throws you into party creation almost from the start, with no guidance whatsoever.

If you aren’t familiar with any of the classes, it can be overwhelming determining which ones might make a balanced team. After you get used to things, you can make almost any team work, but there are a few general tips to keep in mind.

Unlike most RPGs, you want a dedicated buffer, debuffer, and/or status inflictor. Nexus offers no shortage of choices for any of these, with Harbinger, Nightseeker, and Arcanist being three of the most useful. Binds are helpful in many ways and prevent an enemy from using certain skills.

  • Head binds: prevents magic-type skills or head-bash skills
  • Leg binds: prevents leg related skills
  • Arm binds: prevents arm related skills

Doctor Sibil in the Tavern offers some advice for how to use binds, but careful observation of enemy patterns and specific skill names will clue you in on which enemies should be targeted with which binds. Analysis scopes help as well, filling in your reference book information slots and showing whether enemies are even vulnerable to certain ailments (and most are to at least one, including bosses).

On the other hand, status affects like the usual paralysis, poison, and sleep are highly useful as well. Poison skills can sap huge amounts of health from enemies (and you), while paralysis works much the same as in Pokemon, randomly preventing enemies from acting.

Sleep’s usefulness depends on your strategy; using a fast class like Ninja to inflict sleep doesn’t pay off when your other characters act later and target the same enemy, waking it up if attacks connect.

Buffs and debuffs don’t need too much explanation. But they’re importance can’t really be overstated. Boosting your party’s or a line’s defense and reducing your enemies’ attack (especially if you can do both at the same time) or reducing their defense and raising your attack are basic, but crucial strategies for making tough battles winnable—and shorter.

Shorter battles are good, too. Your TP (Technical Points) pool doesn’t last forever, and TP restoring items are very rare at first. Random battles should be dealt with via a mix of normal attacks and, when necessary, special ones. TP restoring items like Amritas are best saved for boss fights, which can drag on depending on how you approach them.

That makes dealing with certain classes like the Zodiac rather difficult at first, because they’re usefulness depends entirely on TP-based attacks. As you’d expect, though, TP increases as you level up, and some classes, including the Zodiac, let you spend Skill Points to boost TP further (though these abilities often have to wait until level 20 when you reach Veteran status).

One other thing to keep in mind is the Memory Conch. It's a recurring item in the series that acts like the Experience Share in Pokemon, and you receive it shortly after the game begins. It grants party members back at the guild a small percentage of your battle experience (without taking it away from your party).

Obviously, it won't keep your inactive party members at the same level as your active ones, but it should bump their levels up a fair bit during each labyrinth.

There's a catch, though. It's an accessory item, so it takes up a valuable armor slot for one of your active party members. Make sure it goes on a tank-y character that doesn't need too much extra armor.

How to Use Skill Points in Etrian Odyssey Nexus

Spending your Skill Points is one of Nexus’s most important activities. You start with a handful and obtain one point every time a character levels up, but choosing which skills to spend them on involves a bit of strategy.

It’s best to pick one or two aspects you want to focus your character on, rather than trying to balance Skill Points across every available skill.

For example, you might want to emphasize passive healing and increased buffs for your Sovereign, instead of focusing on its elemental capabilities, or ignore the Hero’s Afterimage gimmick entirely and pour all your efforts into individual buffs and elemental cut attacks.

It’s completely up to you how you plan and what you do, but spending some time before creating a character to figure out how you want to build it long-term saves trouble later on in the labyrinths and makes leveling up more efficient.

If you find you screwed up somewhere along the line with your skill points or just want to reorganize them, all is not lost. Head back to your guild in Maginia and choose Rest in the Organize menu. It’ll cost your character a few levels, but you can redistribute your available skill points as you see fit.

And don't think you have to max out skills to realize their benefits, either. Most  skills that go up to 10 double in power at rank four or five, so if you want a significant boost without dumping too many points in a given skill, that's one route to go. Others you can ignore entirely if they don't fit with your chosen build or if you only need them to unlock new skills.

General Newcomer's Tips

This section covers some general tips and advice to help you make the most out of your experience.

In Maginia

Most of the options available to you in Maginia are fairly self-explanatory. But the beginning of any EO can be overwhelming for newcomers, so it’s worth noting a few important things.

Kvasir’s Tavern

Kvasir’s Tavern becomes available shortly after you register your guild and do some basic adventuring. You don’t get your first quests for a little while after that, though. Instead, you can talk to some of the tavern patrons, each of whom usually has some interesting information to share.

Robin the Flee-Footed warns you of certain monster attacks to be aware of and potentially how to prevent them with binds, while Doctor Sibil offers important advice, including tips about obtaining rare items off monsters by defeating them in a certain way. Take that advice when you can; the En you get from those items is worth the while, plus they tend to unlock new goods at Napier’s Firm.

The most important reason for visiting the Tavern, though, is the quests. You usually get new quests at least twice in a labyrinth cycle. The first time after you’ve done some exploring and advanced the story to where Headquarters posts a new mission, and the second comes after you’ve advanced the story further, which usually involves revealing the main trial for that labyrinth (which itself is usually a boss monster).

Calling these sidquests would be a bit of a misnomer. They aren’t necessary, true, but they offer the best way to boost your party’s levels outside of clearing story missions. Experience gains from these can range from 300 to 1000 points, which makes a huge difference if you’re trying to strengthen your characters.

Napier’s Firm

Napier’s Firm is the place you’ll visit the most in Maginia. It’s your usual RPG store, where you buy and sell weapons, armor, accessories, and items, but it plays an important role in Etrian Odyssey games. Longtime fans will already be aware of this, but EO revolves around a few gameplay loops, and one of the primary ones is exploring, item gathering, selling, and returning to the labyrinth.

In each maze, you’ll come across items dropped by monsters and materials gathered through collection points. Unlike most RPGs, you don’t happen upon new equipment by chance. It becomes available as you sell Napier the goods needed to make it. So while selling everything you gather gets you En, it’s also vital for keeping your party up to scratch.

The importance of this loop can’t be emphasized enough. Don’t go into a labyrinth thinking you should try and clear the floor in one go. Fight, explore, get lots of stuff, then go back to town and start again.

Unless you grind for materials a lot, though, you’ll probably find you can’t afford to kit out every party member. Part of the game’s strategy involves choosing the right equipment for the right character, whether that’s giving your Hero a new sword to deal more damage or making sure your Zodiac gets a new set of boots to increase their defense.

But, Napier’s Firm also includes a Forge option for certain weapons, and it’s a good idea to check it from time to time to see if you have any materials or old (or current) weapons you can improve. Forging increases a weapon’s stats without costing you anything other than items, and sometimes, forged weapons end up being stronger than many of the weapons you can purchase.

Most importantly, don’t go back into the labyrinth without an Ariadne’s Thread. It lets you leave a labyrinth immediately and is vital if you get stuck or are in danger of a wipeout. For cost-saving purposes (and general practicality) you don’t need more than one at a time.

The Lady of the Lake

Vivian’s Inn doesn’t need much explanation, though there are a couple of things to pay attention to.

First is item storage. Since you’ll be selling a lot, you might ignore it for a while. But as you start gathering rarer healing items and the like, you may find you run out of room for gathered materials more quickly. That’s where Storage comes in, letting you stash away items you know you need later so you can maximize your profits in the present.

You’ll notice over time, Vivian starts charging more for resting and recovering. By the time it costs over 100 En, it won’t be that big of an impact to your wallet. But after clearing the second labyrinth, Lush Woodlands, you get the option to go back to Base Camp on the world map.

Once during a day/night cycle, two characters you met before offer you a steak dinner that replenishes your health. It’s a nice way to save some money and time, if you don’t want to go to the inn.

And of course, the save option. It’s easy to miss, but it’s at the bottom of the Inn menu and doesn’t require you to pay to stay overnight.


Last on the list of things to do in Maginia is visiting HQ from time to time. Don’t forget to report new monsters and items obtained periodically, along with completed maps. After reaching certain milestones (5 monsters, the 25, then 50, and so on), you get some nice rewards, including rare items and the always-necessary En.


It seems like a lot to take on all at once, but the aspects covered in this guide form the core of every Etrian Odyssey experience. Once you master the basics, you'll find everything starts falling neatly into place as you venture closer to Lemuria.

Got any tips of your own? Let us know in the comments!

Volcanoids Guide: How to Complete Lava Source Quest Mon, 04 Feb 2019 10:22:32 -0500 Sergey_3847

If you follow through with the main mission in Volcanoids, a new survival steampunk game at Steam Early Access. Then, at one point in the game you will be given a task to destroy the enemy drillships that cause the volcano eruptions.

After a series of upgrades made for your own drillship, the captain will ask you to go on your first truly dangerous mission - Lava Source. It will require you to go under the mountain and destroy the enemy drill station that provokes all the lava to flow out.

If you're having trouble completing this hard quest, then follow our step-by-step guide below.

Step 1: Destroy Turret

After you set up turrets on your own drillship, you will be given the coordinates of the first Lava Source located in the southeastern part of the map.

Travel to the given destination and you will end up drilling under the mountain and into a cave, where enemy COGs have set up their laser drill station that keeps disturbing the earth.

As soon as you arrive at the enemy drill, the first thing you need to do is to destroy the turret that protects the enemy drill.

The fastest and most reliable way of removing the turret is to use grenades. There are two reasons for this:

  • First of all, you can throw grenades from a distance and take cover as soon as turret starts shooting you.
  • Second, if you throw it well and it hits the turret, it will be destroyed immediately.

But even in case you take cover behind rocks, stay alert as COGs are always very active in this area and they will be chasing you. So just keep your shotgun ready and switch to killing COGs when necessary.

Step 2: Destroy Cranes

When you've dealt with the turret and the COGs you can start destroying cranes. If you have a lot of grenades, then you can use them, too. However, crafting grenades can be expensive, so use them only in dire situations.

Instead of grenades you can use a simple pickaxe to remove the cranes. Just walk up to them and hit until they blow up. It's a bit slower, but you get to keep your grenades intact.

You will notice that cranes are located on different sides of the drill that are separated by a giant crack in the earth. If you don't know how to get to the other cranes, then just walk around the crack and try not to fall down. Soon you will find yourself on the other side of it.

Step 3: Withstand the COG Attack

After you've destroyed all three cranes, get ready for the final COG attack.

A drillship will emerge from the ground and a wave of COGs will attack you. Your best bet here is to run towards your own drillship and shoot the COGs with your shotgun.

So be well prepared before going out and craft as much ammo as you can afford. When you're back inside your own ship, the COGs will back down.


That's all on how to complete the first dangerous mission in Volcanoids, and be sure to come back soon for more related guides here at GameSkinny!

Kingdom Hearts 3: Gummi Ship Exploration Guide Fri, 01 Feb 2019 22:21:06 -0500 Synzer

Gummi Ships have always been an important part of the Kingdom Hearts series, but Kingdom Hearts 3 takes it to another level. In this new entry, you have complete freedom to explore the space between worlds, and there are many battles to fight, treasures to find, and missions to complete during your Gummi Ship travels.

This guide will explain the basics of Gummi Ship exploration, and it will outline the rewards you can get from doing it.

Exploration Basics

When you're in the world map, you can choose a travel location. If you have been to the location before, you can warp there instantly, and, if it is a world, you can choose to land at any of the discovered save spots.

Alternatively, if you have not previously visited a location, you can place a waypoint and explore on your way to the destination. There are a total of three areas to explore: Starlight Way, Misty Stream, and The Eclipse. You'll start in Starlight Way and unlock the other areas as you progress through the story.

When you begin to explore, there are several things to look out for on your mini-map:

  • Heartless Battles
    A Heartless icon means that there is a Heartless ship battle nearby. These battles work similarly to classic Gummi Ship levels in past games, and they come in three categories: Countdown, Speed Skirmish, and Boss Battles. 

    Countdown requires you to defeat a certain number of enemies before time runs out, Speed Skirmish requires you to defeat as many enemies as possible within a time limit, and Boss Battles are straightforward and only require you to defeat a boss.

    Each battle has a level indicated by a number of stars. The higher the star count, the harder the fight.

    You can also get ranks for completing each battle. A is the highest rank you can achieve, and ranks are determined by your score. You can increase your score by defeating more enemies, by finishing the fight more quickly, and by not taking damage.

  • Constellations 

kh3 endymion constellation

Taking pictures of Constellations grants you a special gummi ship. Special Gummi Ships can be used even if it goes over your limit, so these are great to have.

You can find these by looking for the huge white dots while exploring. They will form a shape and if you take out your camera, you will see exactly what it looks like.


  • Blue and Pink Crystals
    A blue diamond icon means that you will find blue or pink crystals at its location. Blue crystals give you Gummi Ship parts while pink crystals give you pieces to the zone's special blueprints.

  • Boost Rings and Spheres
    The yellow "+" icons on the mini-map indicate a boost ring or sphere. If you travel through one, you will get a burst of speed.

  • Treasure Spheres
    These gold spheres have a lot of treasure inside, including Keyblade Forge materials. When you reach one, you must shoot the gears until they line up with the circuits in order to open the sphere. 

Exploration Tips

Here are some tips on what to do while exploring:

  • Shoot the Black-Glowing Blue Rocks
    These rocks are scattered all around the areas. Shooting these rocks grants mostly Gummi parts, but you can also get crafting materials.

    The biggest reason to shoot as many of them as possible is that they can contain Damascus and Electrum, which are needed for high level Keyblade upgrades.

  • Collect Special Blueprint Fragments from Pink Crystals
    Each zone has 15 fragments that you can collect and combine to get a special+ Gummi Ship blueprint. You can get these fragments by destroying the pink crystals, so search all around the zone to find the blue diamond icon on your mini-map.

  • Aim for A-Rank in Heartless Ship Battles
    When you achieve a high rank in space battles, you will get treasure for that zone. At A-rank, you will get all the available rewards for that particular fight.

    You can view all the treasures available in each zone by pausing the game, then selecting Information. From there, you can select Treasures to see what you already have and what you can still get.

    You can also select Gummi Records to see which battles you've done and the rank you achieved for each.


That's all you need to know to get started with your own Gummi Ship space adventures. For more tips and information, please check out our other guides for Kingdom Hearts 3.

Kingdom Hearts 3 Guide: How to Upgrade Keyblades Thu, 31 Jan 2019 12:39:21 -0500 Synzer

Kingdom Hearts 3 is different from previous titles because it lets you upgrade each keyblade, allowing you to use your favorite keyblade late into the game, no matter when you obtain them.

However, you have to upgrade each keyblade individually, and it takes several materials to fully upgrade even one of them.

This guide will explain how to upgrade your keyblade via the Keyblade Forge.

How to Upgrade Keyblades in Kingdom Hearts 3

The Keyblade Forge is found in the Workshop, which you can reach by interacting with any Moogle shop in the game. Once you reach one, select the Keyblade Forge option.

There are 10 total upgrades for each keyblade and the materials needed will increase and change as you upgrade each one.

Although one of the later upgrade materials will vary slightly for each keyblade, there are important ones that each one requires no matter what.

Benefits of Upgrading Keyblades

Each upgrade will either increase a keyblade's Strength or Magic stat by 1, then it will alternate each level. The first upgrade depends on if the keyblade is a Strength-type, Magic-Type, or Balanced-type.

Strength keyblades increase Strength first; Magic keyblades increases Magic first; and Balanced keyblades increase whichever stat needs to be balanced first.

At either rank 4 or 8, each keyblade gets a new ability. Most keyblades get the Formchange Extender. This extends the availability period of formchange commands. Some keyblades get different abilities, and they depend on the keyblade.

kingdom hearts 3 formchange extender ability

Keyblade Upgrade Materials

Fluorite, Damascus, Adamantite, and Electrum 

These are the important materials you'll need to worry about when upgrading Keyblades. Fluorite is needed first, followed by Damascus, and finally Adamantite for the last upgrades.

Fluorite and Damascus are fairly straightforward.

Fluorite can be found in chests and during gummi ship exploration early in the game. As you progress, you will be able to buy them both from shops.

Damascus can be found the same way, but you won't encounter them until Monstropolis and later, starting from the second space area.

Kingdom Hearts 3 damascus material

Adamantite can also be found in chests and space exploration, but only from The Caribbean onward.

When you are exploring in the gummi ship, look for the black/glowing blue rocks to shoot. These rocks sometimes have the materials required for upgrading keyblades.

Electrum is needed for the final upgrade and can be hard to get. You can sometimes find them from the treasure spheres and the black/glowing blue rocks in The Eclipse space area.



That's all you need to know about the Keyblade Forge and upgrading your keyblades in Kingdom Hearts 3. Leave a comment below if you have any questions. Also, be sure to check out our other guides for Kingdom Hearts 3, including our keyblade info list as well as our guide on how to find orichalcum+

PUBG Mobile Guide: How to Find Chicken Dinner Table Thu, 31 Jan 2019 10:37:23 -0500 Sergey_3847

There are several official servers in PUBG Mobile, which players from all over the world can use on their devices. However, those who want to have all the latest updates most likely play on a Global server, as this is where all the best things happen.

Since PUBG Mobile has been developed by a Chinese company Tencent, players who use Chinese or Global servers can witness a new secret item on the map: a fully functional chicken dinner table.

If you want to see it too, then follow our quick guide below.

Chicken Dinner Table Location in PUBG Mobile

The chicken dinner table can be found inside one of the buildings in the small village of Gatka, which is located in the western part of the map. Land there and search for a building with two red lanterns above the doors. You should have no problem finding it, as it is the largest building in the village.

The table offers a huge variety of dishes, including a roasted chicken, the symbol of victory in PUBG Mobile. You can freely interact with the dishes just like with any other items.

If you don't know how to play on the Chinese server, then here is a short instruction:

  • For Android users:
    1. Go to the Chinese server website
    2. Press the top yellow button
    3. Install and play
  • For iOS users:
    1. Go to App Store
    2. Install the game
    3. Play as guest

It is possible that you will have some connectivity problems in the process, as the Global version is known to have issues with network lagging. But it is still worth to see the new chicken dinner table in all its glory.


Make sure to leave your feedback in the comments section below, and check out the rest of PUBG Mobile guides here at GameSkinny:

How to Find the Ribbon Plant in Subnautica Below Zero Wed, 30 Jan 2019 21:13:38 -0500 Jonathan Moore

Since Subnautica Below Zero is still in Early Access, much of the game plays a lot like the original Subnautica, just in a brand-new arctic biome. However, with that new biome comes a handful of new animals and plants. 

One of those is the Ribbon Plant, which you'll need along with Copper Ore to craft batteries. Copper Ore can still be found by breaking open rocks found on undersea cliffs and the ocean floor. Ribbon Plants, on the other hand, can prove to be much more elusive. 

Ribbon plants are often found underneath rock outcroppings and archways as well as in shallow caves. They are often in groups of two to four. To harvest them, simply pluck them; there is no need to use a knife. 

Currently, the Ribbon Plants closest to your initial base can be found by watching the video at the top of this guide.

Simply exit your base and then turn around a go behind it. Go over the cliff edge and down toward the bottom. There will be a red snake plant in the distance; go toward that. Right before you reach the plant, turn left to find the Ribbon Plants in a shallow cave. 

You can also find Ribbon Plants in a string of caves and alcoves ~57 meters from your base pod. Exit your base and go right. The terrain will dip down; swim along the sea floor and to the right to find 5-6 Ribbon Plants in two different cave areas. 

To craft a battery, you will need Ribbon Plant x2 and Copper Ore x1. Batteries are used to craft a number of items in Subnautica Below Zero, including early-game tools like the scanner and flashlight. You'll also need batteries for the seaglide once you find all of the parts. 

Kingdom Hearts 3 Orichalcum+ Locations for Ultima Weapon Wed, 30 Jan 2019 15:28:13 -0500 Tobbpitt

There are a few steps to getting the Ultima Weapon Keyblade in Kingdom Hearts 3. However, the hardest part is finding seven additional Orichalcum+ to make it. 

Finding all seven pieces of Orichalcum+ requires a fair amount of world-bouncing and playing minigames, but the end result is more than worth it for longtime fans of the series or Final Fantasy diehards. Who turns down Ultima Weapon? Nobody, that's who.

The most difficult Orichalcum+ to get are the ones tied to Trinity Sled, the Flantastic Seven, and the Omega Machine Gummi Ship boss. The one at the Moogle Shop seems a little flaky, but using the method outlined below will net you the ore in no time.

1. Moogle Shop Postcards

There's a random chance you can obtain a piece of Orichalcum+ from the Postcards you get for making purchases at the Moogle Shop. You have to be a little lucky here, though.

You can make getting this one more bearable by entering the shop and purchasing a single potion. If you're not given a Postcard, you can leave the shop and come back to try again as many times as needed to get the Orichalcum+.

2. Obtain 10 Treasures in Trinity Sled

You have to obtain all 10 of the treasures found within the Trinity Sled minigame to be granted a piece of Orichalcum+. Check out the following video showing the locations of all 10 treasures. Speak to Elsa to receive your Orichalcum+ as a reward once you've found them all.

3. Find 80 Lucky Emblems

Lucky Emblems are found throughout the game and 80 is a lot. You'll be hunting these things down throughout a playthrough, and with luck, you will have 80 before you even start to worry about Ultima Weapon.

4. Find a Chest in The Caribbean

The chest containing this piece of Orichalcum+ is found on Exile Island in The Caribbean world. Head to the island and look for the chest among the rocks on the island.

5. Find a Chest in the Keyblade Graveyard

This one's easier to get than most.

Spawn yourself in The Badlands and turn around. You should see a portal you can step into to get to the chest containing Orichalcum+. Very easy compared to some of these others.

6. Beat all Flan minigames with A rank

Finding the Flantastic Seven isn't that bad, but getting high scores in their minigames can be a little tough.

Below, we've just listed these out with the worlds they're in, along with the most important part: the minimum score you need to get an A rank. Good luck!

  • Cherry Flan: Found in Olympus (Min. score 20000)
  • Orange Flan: Found in the Kingdom of Corona (Min. score 23300)
  • Banana Flan: Found in Monstropolis (Min. score 22000)
  • Strawberry Flan: Found in Toy Box (Min. score 17000)
  • Grape Flan: Arendelle (Min. score 20000)
  • Watermelon Flan: The Caribbean (Min. score 29000)
  • Honeydew Flan: San Fransokyo (Min score 15000)

7. Defeat the Omega Machine Gummi Ship Boss

This big bad can be found in the game's final galaxy, The Eclipse. Make sure you bring along a decked out Gummi Ship for this fight. Beat it, and you've got the last piece of Orichalcum+.


It took forever for Kingdom Hearts 3 to come out, do you feel it was worth the wait? Let us know in the comments, and look for our upcoming review and guides for Kingdom Hearts 3, including our keyblade list as well as how to upgrade keyblades.  

Another Eden First Encounter Summon Guide Wed, 30 Jan 2019 13:38:36 -0500 Ty Arthur

If there's one game that just may change your mind about freemium mobile RPGs, it's Another EdenThis is a full JRPG first and foremost, and it is made by a team that features developers from Chrono Trigger.

However, while it has the scale and quality of the game that is its clear inspiration, it does have gacha elements. One of those gacha elements has been tripping up new players, as there's a major choice to be made in the New Beginnings mission on your first trip to the Gallery Of Dreams.

This first encounter (the Another Eden equivalent of opening a summoning stone), features 25 characters to choose from, and none of their stats are listed before you pick them. This makes selecting a character a blind stab in the dark for new players.

Who Not To Pick In The Another Eden First Meeting

While any of the 25 available summoned allies can see you through to the end of the game, there is one ally you specifically want to avoid in your first encounter: Do not pick Miyu under any circumstances. 

Why? She was made available as a free character because the game hit the 150,000 pre-registrations milestone through the Google Play store. You get her for free immediately after the first encounter process.

This freebie character will eventually be removed down the line, but for now, everyone gets Miyu, even those players that didn't pre-register their accounts.

After the first encounter, just pull up the Dreams tab and you'll have the option to automatically summon Miyu without spending any Chronos Stones.

Not sure if you can still get Miyu? Just check your inbox. If you see a message that says "Pre-Registration Campaign," then you should get Miyu for free after opening the message.

Our Top Another Eden First Encounter Choice

Since you get Miyu for free (and you do want her in your group), your top pick for the first encounter should be Ciel (a bard who is apparently a boy somehow?).

The big draw to Ciel as your first summon is that he can reach five star rank, and he has a strong debuff to reduce incoming enemy damage. This makes him an excellent support character for the duration of the game.

If you want a straight magic attacker instead of a support character, we recommend one of these three top character picks as alternatives:

  • Lele 
  • Raven
  • Sevyn

They aren't quite as useful overall as Ciel, but they are still excellent picks if you prefer damage-focused magic users.

Who did you end up picking, and do you have any other recommendations besides our main picks? Let us know in the comments below.

Kingdom Hearts 3 Complete Keyblade Info Guide Wed, 30 Jan 2019 12:32:58 -0500 Synzer

Kingdom Hearts 3 has multiple Keyblades to choose from, and they are all unique. Some Keyblades are better suited for magic, some for physical attacks. Most of them have game-altering form changes.

With so many options, it can be hard to keep track of all the Keyblades and what they do. This guide will make that easier. Here we have a sort of Keyblade list, going over each of the ones obtainable in Kingdom Hearts 3 along with their stats, special skills, and form changes.

Keep in mind that there will be slight spoilers that reveal where you get the later Keyblades.

Kingdom Hearts 3 Full Keyblade List

Kingdom Key

kh3 kingdom key

  • How to Obtain: Starting Keyblade
  • Form Change: Second Form
  • Special Skill: Treasure Magnet
  • Starting Stats: 4 Strength, 3 Magic

Second Form is just an enhanced version of Sora's normal fighting style. It adds wider area attacks and a Stun Impact finisher that stuns enemies.

Treasure Magnet automatically draws in and collects nearby loot, and you can stack the ability to increase the effect.

Phantom Green, Midnight Blue, and Dawn Till Dusk

kingdom hearts 3 phantom green keyblade

  • How to Obtain: DLC
  • Form Change: Second Form Variation
  • Special Skill: Elemental Boost (See Below)
  • Starting Stats: 4 Strength, 4 Magic

You get these Keyblades by pre-ordering a copy of the game. Microsoft Store pre-orders come with Phantom Green, Playstation Network pre-orders grant Midnight Blue, and Amazon pre-orders give players access to Dawn Till Dusk.

These Keyblades all have a version of Second Form, but the form change behaves the same way across all three of them.

Regarding Elemental Boosts, Phantom Green gives Thunder Boost, which increases Thunder damage by 20%, and unlocks the Thundaza situation command. Thundaza is the highest version of the Thunder spell.

Midnight Blue gives a comparable boost and command for Blizzard magic, while Dawn Till Dusk comes with these bonuses for Fire magic.

Hero's Origin

kh3 hero's origin keyblade

  • How to Obtain: Complete Olympus
  • Form Change: Counter Shield
  • Special Skill: Defender
  • Starting Stats: 5 Strength, 2 Magic

Counter Shield changes the Keyblade into a shield that you can use to block attacks. Each block gives you one charge, and you can hold up to two charges. These charges unleash a powerful strike when you attack.

Its Finish Command starts a short ride with Pegasus where you throw lightning bolts at nearby enemies.

Defender potentially increases defense by two when your HP is at 25% or below.

Shooting Star

kingdom hearts 3 shooting star keyblade

  • How to Obtain: Complete Twilight Town
  • Form Change: Double Arrowguns, Magic Launcher
  • Special Skill: Magic Treasure Magnet
  • Starting Stats: 3 Strength, 5 Magic

Double Arrowguns changes the Keyblade into two guns that allows you to shoot in all directions. If you continue to build the Form Gauge to max before time runs out, the Keyblade can transform into Magic Launcher.

Magic Launcher turns the Keyblade into a huge cannon that can shoot big projectiles at the enemy.

Magic Treasure Magnet automatically pulls in and collects loot from enemies defeated by magic.

Favorite Deputy

kingdom hearts 3 favorite deputy keyblade

  • How to Obtain: Complete Toybox
  • Form Change: Hyper Hammer, Drill Punch
  • Special Skill: Lucky Strike
  • Starting Stats: 5 Strength, 3 Magic

Hyper Hammer changes the Keyblade into a huge hammer that moves slowly but hits hard. If you continue to build the Form Gauge to max before time runs out, the Keyblade can transform into Drill Punch.

Drill Punch turns the Keyblade into a giant drill that lunges at enemies and can go underground to attack.

Lucky Strike increases how often enemies drop items.

Ever After

kh3 ever after keyblade

  • How to Obtain: Complete Kingdom of Corona
  • Form Change: Mirage Staff
  • Special Skill: Leaf Bracer
  • Starting Stats: 2 Strength, 6 Magic

Mirage Staff changes the Keyblade into a staff that shoots rays of light and creates mirage clones of yourself when you dodge.

Leaf Bracer allows you to continue casting recovery magic, even if you are hit by attacks in the process.

Happy Gear

kh3 happy gear keyblade

  • How to Obtain: Complete Monstropolis
  • Form Change: Agile Claws, Twin Yo-Yos
  • Special Skill: Focus Converter
  • Starting Stats: 7 Strength, 3 Magic

Agile Claws changes the Keyblade into rotating claws that allow you to do damage while using evasive maneuvers. If you continue building the Form Gauge, it can transform into Twin Yo-Yos.

Twin Yo-Yos turns the Keyblade into yo-yos that can attack distant enemies and move you close to them.

Focus Converter converts all Focus Prizes into large Focus Prizes. This allows you to use Shotlock more often.

The max Shotlock for Happy Gear allows you to create a network of portals and attack from all directions.

Hunny Spout

kh3 hunny spout keyblade

  • How to Obtain: Complete 100-Acre Wood
  • Form Change: Hunny Blasters, Hunny Launcher
  • Special Skill: Harvester
  • Starting Stats: 6 Strength, 5 Magic

Hunny Blasters changes the Keyblade into guns similar to the Shooting Star Keyblade's form change. Building up the Form Gauge further unlocks Hunny Launcher, which also works like the Shooting Star's Magic Launcher.

Harvester allows you to pick up one extra cooking ingredient each time you gather.

Crystal Snow

kh3 crystal snow keyblade

  • How to Obtain: Complete Arendelle story
  • Form Change: Blizzard Claws, Blizzard Blades
  • Special Skill: Freeze Protection
  • Starting Stats: 4 Strength, 7 Magic

Blizzard Claws works very similarly to the Agile Claws from the Happy Gear keyblade. If you continue building the Form Gauge, it can transform into Blizzard Blades.

Blizzard Blades gives you ice arm blades to attack with and ice blades to skate along the ground.

Freeze Protection prevents you from getting the Freeze status.

Wheel of Fate

kingdom hearts 3 wheel of fate keyblade

  • How to Obtain: Complete The Carribbean story
  • Form Change: Highwind, Storm Flag
  • Special Skill: Waterza
  • Starting Stats: 8 Strength, 5 Magic

Highwind transforms your keyblade into a spear that gives all your attacks an extended range. If you continue building the Form Gauge, it can transform into Storm Flag.

Storm Flag changes your spear into a flag that can create storms and prevents your weapon attacks from being deflected.

Waterza allows you to generate the Waterza situation command without meeting the requirements.

Nano Gear

kh3 nano gear keyblade

  • How to Obtain: Complete San Fransokyo story
  • Form Change: Nano Arms
  • Special Skill: Stun Protection
  • Starting Stats: 7 Strength, 5 Magic

Nano Arms transforms the keyblade into one that uses a combination of the other keyblades' form attacks.

Stun Protection prevents you from getting the Stun status.


kh3 starlight keyblade

  • How to Obtain: Complete Keyblade Graveyard story
  • Form Change: Second Form S
  • Special Skill: MP Haste
  • Starting Stats: 4 Strength, 4 Magic

Second Form S is very similar to the Kingdom Key's Second Form, except it has a different ability for the 3rd finisher. Ancient Light is a huge area attack that deals massive damage, which is determined by your Magic stat.

MP Haste recharges your MP 10% faster when you run out. Stack the ability to increase the effect.

Grand Chef

kh3 grand chef keyblade

  • How to Obtain: Get Excellent on every normal recipe in Little Chef's Kitchen
  • Form Change: Frying Pan
  • Special Skill: Wizard's Ruse
  • Starting Stats: 5 Strength, 7 Magic

Frying Pan transforms the keyblade into a frying pan that can be used as a shield and use flame attacks.

Wizard's Ruse potentially recovers HP proportionate to the MP you use.

Classic Tone

kh3 classic tone keyblade

  • How to Obtain: Get a high score in all 23 Classic Kingdom mini-games.
  • Form Change: Boom Hammer, Clock Drill
  • Special Skill: MP Haste
  • Starting Stats: 6 Strength, 9 Magic

Boom Hammer and Clock Drill work exactly like the form changes of the Favorite Deputy (Toy Story) keyblade.

MP Haste recharges MP 10% faster when it runs out and can be stacked.

Ultima Weapon

kh3 ultima weapon

  • How to Obtain: Craft in the workshop
  • Form Change: Ultimate Form
  • Special Skills: Combo Boost, Air Combo Boost, and Situation Boost
  • Stats: 13 Strength, 13 Magic

Ultimate Form allows Sora to deal very high damage with wide area attacks. It is by far the strongest of all the keyblade forms.

Combo Boost and Air Combo Boost increase damage done by combos and air combos. Situation Boost fills the situation command gauges more quickly as you defeat enemies.


That's all for the this Kingdom Hearts 3 Keyblade guide list. Now you can plan out which Keyblades you'll want to upgrade first in the Keyblade Forge. Remember to head over to our Kingdom Hearts 3 guides hub for more tips and strategies, including where to find Orichalcum+ for the Ultima Weapon, and how to upgrade keyblades

How to Find All Four Suit Keys in the Resident Evil 2 Remake Sun, 27 Jan 2019 23:21:29 -0500 Tim White

There are four keys you'll need to find in and around the police station in Resident Evil 2the spade key, the diamond key, the club key, and the heart key.

Note: The club key is only available to Leon, and the heart key is only available to Claire.

Spade Key

This is the first key you'll find. It's sitting on a table on the 3F landing of the police station, next to this locker (check our codes and combos guide if you need help getting it open).

Leon gets the Spade key in the police station.

Diamond Key

This key can be found on a "dead" body in one of the cadaver drawers in the morgue. Don't pick it up until you've gathered everything else in the room— you'll never guess what happens when you do.

Club Key

This one's taped to a whiteboard in the boiler room, which is on the ground floor outside the police station and can be accessed from the 2F roof stairs (not where you find the bolt cutters—different rooftop stairs that you'll discover later).

Note that Claire never finds the club key, just as Leon never gets the heart key.

Leon gets the spade key on a whiteboard.

Heart Key

The heart key can be found by examining a picture frame in the Chief's office after riding the elevator up from the parking garage (again, only Claire comes up here).

Claire finds the heart key in the Chief's office.

A Helpful Note on Keys and Key Items

Resident Evil veterans may recall that in the PS1 days, the game told you when a key was no longer needed and offered you a chance to throw it away. In the remake of Resident Evil 2, the game doesn't tell you when you've found every door that a key unlocks — at least not directly.

Check the key in your inventory tab each time you open a door with it. If you notice a small red check mark on its icon, that means it's outlived its usefulness and can be manually discarded. (This works for key items too, like the bolt cutters and car keys.) Now you have more room for bullets!


Need help finding the medallions to escape the police station or tracking down the Mr. Racoon statues? We've got lots of useful guides in the back, help yourself.

Unlocking the 'Dark Times, Dark Room' and 'Treasure Hunter' Achievements in the Resident Evil 2 Remake Sun, 27 Jan 2019 23:19:43 -0500 Thomas Wilde

The Treasure Hunter achievement in the 2019 remake of Resident Evil 2 is one of the trickiest to find in the game. As it happens, finishing it will come hand-in-hand with completing the Dark Times, Dark Room record in your collection, which unlocks the 3D model of the Alligator boss.

There are five rolls of film scattered throughout the game. One is exclusive to either character's second run, three are hidden in various places in the Raccoon City Police Department, and the fifth is easy to find, but difficult to develop.

Once you have any roll of film, you can return to the Darkroom in the RPD's west wing to turn it into a file, which removes it from your inventory.

Rolls of Film 

Film Roll 1: "Commemorative"

You can find this inside locker 106 in the Secure Storage Room in the RPD's west wing. Input the locker's serial number into the broken keypad to unlock it.

Film Roll 2: "3F Locker"

Once you have the diamond key from the Morgue, you can find this film behind the check-in counter at the RPD's Firing Range, in the basement.

Film Roll 3: "Hiding Place"

Once you have the T-shaped tool from the Cable Car Platform, you can take a side passage off the lower waterway and take a lift up to the locked Workroom. Here, you'll find some ammo, a Hip Pouch, and this film.

Film Roll 4: "Lion Statue"

On a 2nd Run, when you make it to the Lounge near the Library on the 2nd floor of the RPD, you can find a yellow tin box containing this film on the table near the door to the hallway.

Getting Back to the RPD

You may have found the "Hiding Place" film before now, but you may not have any idea how to get back to the RPD from the sewers in order to develop it. There is a way, but it's a significant detour.

The good news about the detour is that it lets you explore the RPD at your leisure, as Mr. X is now entirely absent; the bad news is that it does add a few minutes of travel time, which makes it a tricky run if you're trying to speed through the game. It is, however, very much worth the trip, especially as Leon.

From the sewers, unlock and enter the Workers' Break Room. Here, you'll find some gunpowder, a box of pistol ammo, a file on the table... and this conspicuous storage cabinet.

Both characters can move this out of the way to find a hole behind it, which leads into a secret room. (If you don't find this on your own, you're sent directly through it as part of the route for the 4th Survivor bonus game.)

Inside, you'll find some .357 or Magnum ammo, as well as a bolted door that leads back into the tunnel system below the goddess statue.

On a 1st Run, this also lets you return to a mod case that you might have spotted before now, but couldn't open at the time. Using the STARS Badge on it unlocks it, letting you claim a new weapons mod.

Once you develop the "Hiding Place" film, it turns into these two photographs, which mark the locations of two weapon stashes elsewhere in the RPD. If you'd prefer to find them on your own from here, stop reading...

...but if you're stuck, now I'll tell you where they are.

The second photo brings you to the Press Room on the first floor, in the east wing, to a drawer to the left of the podium. Here, you'll find a can of Fuel for Leon's Flamethrower, or a magazine of Needles for Claire's new Spark Shot.

The first photo, however, is the reason we're here. This brings you back to the STARS Office, where you can open the bottom drawer of Captain Wesker's desk to find a wooden box that contains another weapon mod, for Leon's Magnum or Claire's SMG. The Magnum mod is particularly useful, as it dramatically cuts the time it takes for Leon's reticule to narrow once he raises the gun, which in turn raises the weapon's damage potential.

Taking the mod unlocks the Treasure Hunter achievement.

Film Roll 5: Rising Rookie

The game doesn't tell you it's here, with an interactive prompt or otherwise, but you may spot something else in the drawer that the weapon mod used to be in. Interact with it and you'll receive the final roll of film, "Rising Rookie."

This is a reference to an infamous Easter egg from the original 1998 Resident Evil 2, where pressing X to inspect Wesker's desk 50 times would result in you receiving a new roll of film.

This finishes off the Dark Times, Dark Room record. Check out our other Resident Evil 2 guides to help you make the most of your time in Raccoon City. Be sure to see why we said Resident Evil 2 was worthwhile, just not to die for

Earn the 'Lore Explorer' Achievement in Resident Evil 2 Sat, 26 Jan 2019 18:04:05 -0500 Thomas Wilde

There are 58 files scattered throughout all four story scenarios in Resident Evil 2, some hidden, some not, all containing necessary clues, useful details, or frightening hints of the infected city around you.

Whenever you read a new file, the game tracks it in the Records screen under the “Lore Explorer” heading. Finding and reading all 58 unique files in the game unlocks the Lore Explorer trophy/achievement.

This does require a full clear of three of the four story scenarios, and a partial clear of the other character’s second run. Over the course of both characters’ second runs, you receive two notes from the character you aren’t currently playing, left in conspicuous locations.

Note that while developed photos from rolls of film do get stored in your inventory’s files section, they do not count for Lore Explorer, and as such, aren't mentioned here.

This guide contains mild spoilers for locations and events throughout the game.

General Files in Resident Evil 2

File 1: Record of Events

On a table in the Operations Room in the west wing of the RPD.

File 2: Storage Locker Terminal Memo

On the roll-top desk near the entrance to the Secure Storage Room on the west side of the RPD.

File 3: Rookie’s First Assignment

On Leon’s desk, on the east side of the RPD’s West Office, underneath the “Welcome Leon” banner. Oddly, this isn’t specific to his scenario.

File 4: Operations Report

On Elliot Edward’s desk, as identified by the nametag, in the RPD’s West Office.

File 5: Medicinal Uses of Herbs

Near the entrance of the RPD’s Darkroom.

File 6: To any survivors

At the end of the blocked hall outside the west door to the West Storage Room on the third floor of the RPD.

File 7: Some Guy’s Scribblings

On a table near the C4 charge on the south end of the West Storage Room on the third floor of the RPD.

File 8: Guide Pamphlet

On the desk in the Waiting Room on the east side of the second floor of the RPD.

File 9: Art Article: “The Red Stone”

On a chair in the Art Room on the RPD’s second floor.

File 10: Portable Safe Instructions

Posted up on a wall in the corner of the Men’s Locker Room on the second floor of the RPD. (This is always here, even on a 2nd Run when it's not actually sitting next to the first Portable Safe.)

File 11: Internal Memo

On the cabinet behind Wesker’s desk in the STARS Office.

File 12: Autopsy Report #53477

On a janitor’s cart near the door in the RPD’s Morgue.

File 13: A Message From Mr. Raccoon

On the check-in desk in the RPD’s Firing Range.

File 14: Equipment Disposal Notice

Next to the yellow tin box on a table just inside the RPD’s Firing Range.

File 15: Confiscation Report

On a filing cabinet in the corner of the Observation Room on the second floor of the RPD. (Leon can go straight in once he has the Club key. Claire has to wait until the Interrogation Room window breaks, then jump through.)

File 16: Letter to STARS Members

On a bench in the Armory in the STARS Office. You get a bit of additional dialogue when Claire reads it.

File 17: Repair Plan

On a table just inside the Clock Tower on the RPD’s third floor.

File 18: Copy of Emails to Umbrella HQ

On a table in the back of the Control Room in the sewers.

File 19: Sewer Company Pamphlet

On the table next to the VCR in the Monitor Room in the sewers.

File 20: Unlocking the U-Area Door

Underneath the bulletin board in the sewers' Monitor Room, between the two rows of plug panels.

File 21: Delivery Receipt

On the table at the end of the Cable Car Platform.

File 22: Jazz Festival Flyer

On the center table in the Workers’ Break Room in the sewers.

File 23: ID Wristbands

On the dry-erase board in the small safe room behind the laboratory’s front desk.

File 24: Nap Room Log

On the CRT monitor under the counter of the laboratory’s front counter, in the Lobby.

File 25: Special Forces Recording

Check the dead USS soldier on the platform between the Lobby and the central elevator platform in the laboratory.

File 26: Herbicide Synthesis

On the center counter in the Drug Testing Lab in the East Area of the laboratory.

File 27: Somebody’s Note

On a chair in the storage room south of the lobby of the East Area, near the stairwell entrance. It’s very easy to miss.

File 28: Wayne Li’s Note

Once you have the signal modulator, backtrack to the Nap Room and use it on the exposed panel to reactivate power to the area. This opens the nearby pods, one of which has a zombie and this file in it.

File 29: Wayne Li’s Inbox

Check the computer near the freezer entrance in the Low-Temp Testing Lab.

File 30: Byron Cartwright’s Inbox

Once you’ve got a level 3 ID Wristband, check the computer in the podium in the Presentation Room of the laboratory’s East Area. (This may be slightly easier for Claire than for Leon, as Claire isn't being chased out of the lab.)

File 31: William Birkin’s Inbox

Once you use the signal modulator to restore power to the West Area of the laboratory, a nearby PC lights up. Check it to read this file.

File 32: Research Diary

On a computer in the P-4 Level Testing Lab.

Claire Exclusive Files

These files are unique to the areas exclusive to Claire’s run through the game.

File 33: Letter From Best Friend

This is already in your inventory when you start the game as Claire. You’re automatically considered to have read it.

File 34: Uses of Gunpowder

Next to a jar of Gunpowder on a table in the RPD’s West Office. (Leon has a file by the same name in the same place, but the text is different, so the game counts it separately.)

File 35: Raccoon Monthly, June Issue

On a table in the hallway outside the Elevator Control Room in the RPD’s basement.

File 36: Copy of Emails to Chief Irons

On Chief Irons’s desk in his office in the RPD.

File 37: Taxidermy Log

On the coffee table in Irons’s office.

File 38: Repair Shop Letter

On a shelf near the Relief in the back of Chief Irons’s Private Observation Room.

File 39: Sally’s Diary

When playing as Sherry, read this in the hallway just outside the Bedroom, after you escape. (If you miss this as Sherry, it’s permanently gone. Claire can’t get back here.)

File 40: Tom’s Diary

Read the open book on the child-sized table in the lobby of the orphanage.

Fiel 41: ____’s Diary

Next to the typewriter in Chief Irons’s “workroom” in the orphanage.

File 42: Letter From The Director

When you reach the orphanage as Claire, go upstairs into the playroom and check the bathroom where Irons was trying to wash the acid off his face. This file can be found on a bench inside.

File 43: Report: About “G”

After the elevator crash at the end of the orphanage section, before you leave the room where you met Annette, visit the nearby safe room. This file can be found on a dry-erase board next to the entrance door.

File 44: [IMPORTANT] NEST-Wide Alert

On the open laptop next to the bed in the Security Room in the laboratory. Claire reads off of this during the preceding cutscene, but you can double-check it afterward for the file.

Leon Exclusive Files

These files are unique to the areas exclusive to Leon’s run through the game.

File 45: Orientation Letter

This is already in your inventory when you start the game as Leon. You’re automatically considered to have read it.

File 46: Uses of Gunpowder

Next to a jar of Gunpowder on a table in the RPD’s West Office. (As with Claire, this is technically a different file in the same place with the same name, which is counted separately for the purposes of the achievement.)

File 47: Memo: “Jail Power Panel”

On a table in the Cellblock in the RPD’s basement, near Ben’s cell.

File 48: Ben’s Memo

Once you’ve opened Ben’s cell, check the table next to the toilet.

File 49: Interview Transcript

Automatically received when you pick up the Parking Permit from Ben.

File 50: Sept. Inspection (Week 1)

As Ada, drop down into the first room past the first ventilation shaft and check the workbench.

File 51: Sept. Inspection (Week 2)

As Ada, look on the table next to the switch that opens the door to the incinerator.

1st Run Only

There's a single file that only appears on a character's 1st Run.

File 52: Officer's Notebook

Automatically received when you try to rescue Elliot.

Second Run Only

These files don't appear at all unless you're on either character's 2nd Run.

File 53: Scrap of Paper

On the desk near Elliot’s corpse in the Watchman’s Room in the RPD’s East Hall. It’s very easy to miss, but is also a vital clue.

File 54: Notebook With Missing Page

On the bench where Marvin was sitting near the goddess statue, in the RPD’s lobby.

Files 55/56: [Leon/Claire’s] Memo

On a roller cart near the door to the Armory in the STARS Office, next to a box of pistol ammo. Whichever character you’re using, the memo will be from the other one. You need to get both Leon and Claire's Memos to complete Lore Explorer.

Files 57/58: [Leon/Claire’s] Note

On the same table as the T-shaped tool on the Cable Car Platform in the sewers. As above, the Note will always be from the character you aren't using. You need to get both Leon and Claire's Notes to complete Lore Explorer.

Finishing off this Record is worth a trophy or achievement, depending on your platform, as well as another unlocked character model for your collection.

Errata, 1/28/19: The "[IMPORTANT] NEST-Wide Alert" file is, in fact, specific to Claire, and doesn't show up at all for Leon. A correction has been made.


If you followed these directions, you should now have every file in the game and have the elusive Lore Explorer achievement. But there's a lot more that takes you to task in Resident Evil 2. Take a look at our other guides for surviving in Raccoon City, such as where to get all the keycards and codes, and where to find all the statues, and more.

How to Find the Medallions and Escape the RPD in the Resident Evil 2 Remake Sat, 26 Jan 2019 17:51:59 -0500 Tim White

Once you make it to the police station in the Resident Evil 2 remake, your most immediate objective will be to escape it. To do so, you'll need to find three medallions — unicorn, maiden, and lion — and solve the medallion puzzle. 

In the main hall of the police station, you'll see a big altar with three empty slots next to the couch that Marvin periodically naps on. This is where the medallions go.

To get the medallions, you will need to complete three smaller puzzles, which involve deciphering secret codes at three statues around the RPD. 

Leon stands in front of the medallion puzzle in the RPD.

The first of the three medallions can be found directly above the main altar; it is on the 2F landing.

Interact with the lion statue and enter the code lion, branch, bird (Scenario A) or crown, fire, bird (Scenario B) to claim the lion medallion. Go ahead and put the lion medallion in the altar so it's not clogging up your pockets, and move on to the next steps of the puzzle. 

Leon getting the lion medallion.

The unicorn medallion can be found in the lounge, just south of the library (2F).

The combo for this medallion is fish, scorpion, vase for Scenario A and children, scales, snake for Scenario B. Pocket that medallion and move on to the next. 

Leon getting the unicorn medallion.

The third and final medallion is a bit trickier to find. You'll need to grab the 9-volt battery from the 2F S.T.A.R.S. office and the electronic gadget from the same room behind the operations room where you found the 2F men's locker room locker combo.

Combine the battery and the electronic gadget to make a detonator, and plant it on the C4 in the 3F west storage room. Once the smoke clears, move fast to get the maiden medallion — you have a bunch of new friends coming.

Be extremely careful: there's a licker on the way too; they're fast and deal massive damage if their attacks connect.

Leon getting the maiden medallion.

As if the incoming horde weren't bad enough, the statue is also damaged, making it hard to see the symbols on the dials. To solve this puzzle, set the dials to woman, bow, snake for Scenario A or ram, harp, bird for Scenario B. 

Grab the maiden medallion and hightail it outta' there before you get cornered.

Once you've dropped off all three medallions at the altar in the center of the RPD, you're home free. But not really.

Steps leading to the RPD basement under the statue in RE2.


Wondering how to open a particular safe or locker, or where that blasted club key is? Never fear, we did all the work so you don't have to. Keep an eye on our other Resident Evil 2 guides for more guides as we explore more of the game.

Be sure to also check out our review of the Resident Evil 2 remake and see why we said it was good, just not to die for. 

Breach: Complete Exorcist Build and Play Guide Fri, 25 Jan 2019 23:48:42 -0500 Synzer

The Exorcist in Breach is a shotgun-wielding hero in the Hedge school of magic. It is a specialist in the art of exorcism, expelling Veil Demon from possessed enemies. It is very unique, even when compared to the other two classes in the Hedge school: Demon Hunter and Occultist.

This guide will focus on a very specific support build for Exorcist, which is best used in pre-made teams or teams with high damage output. I'll go over the skills that can be used in this build as well as gear, talents, gems, and tips on playing it.

Full Support Exorcist Build

Exorcist build screen

Exorcist is listed as a Specialist, which means it works differently from other roles in Breach, and it has a unique mechanic. For the Exorcist, this is the Exorcism mechanic, which allows them to Expel enemies that are possessed by Veil Demons. No other class in the game has a spell that can do this.

This build allows the Exorcist to fully support their team with healing, debuffing the enemy, and keeping the Veil Demon from possessing enemies.


You will need to level Exorcist to Level 8, Occultist to Level 8, and Demon Hunter to Level 4 to unlock every spell and slot for this build.

The spells are:

  • Exorcism (Exorcist Signature)
  • Marked Shot
  • Hellfire
  • Binding Circle, Confound, or Explosive Shell
  • Healing Pact

Here is a description of these spells along with what class they come from:

Exorcist (Specialist)

  • Exorcism (Signature Ranged, AoE)
    • Deals 200 damage and moderate impact to all enemies hit in its cone.
    • Applies Expel for 5 seconds if a target is possessed.
    • Expel forces the target to be de-possessed and prevents re-possession.
    • Passive Effects: +15% Bonus Basic Attack Damage.
    • 12 second cooldown.

Exorcism is a straightforward ability. Your main goal is to use it whenever you see an enemy possessed by the Veil Demon, especially strong or elite enemies.

If you notice that the Veil Demon doesn't possess enemies often, you can also just use it as a damage ability.

  • Confound (General Ranged)
    • Deals 80 damage and interrupts the target enemy.
    • 20 second cooldown.

Confound is an option if you don't want to use Binding Circle. It is the only ranged interrupt in the game, and it can be useful for stopping dangerous abilities, such as Stone Togor's stomp that stuns everyone.

  • Explosive Shell (General Ranged, AoE)
    • Deals 500 damage and very high impact to all enemies hit in its cone.
    • Enemies affected by Expel take an additional 500 damage.

This is another replacement for Binding Circle if you wish to deal a bit more damage. I would only take this spell if you anticipate being able to Expel Veil Demons a lot, as you will only deal double damage to those targets.

Demon Hunter (Assassin)

  • Marked Shot (General Ranged, Ailment)
    • Deals 250 damage to target enemy and decreases their Damage Resistance by 20% for 6 seconds.
    • 12 second cooldown.
    • Unlocks at Level 2.

Marked Shot is a great ability since it will lower the enemy's defense and allow your team to deal more damage. Even if you aren't doing a lot of damage yourself, the team as a whole will be doing more.

  • Binding Circle (General AoE)
    • Creates a trap at your location that deals 150 damage and applies Root to all enemies when triggered. Last 6 seconds.
    • Breaches cannot be placed on the Binding Circle.
    • 20 second cooldown.
    • Unlocks at Level 4

Binding Circle is a great ability for trapping a bunch of enemies so that your team can take them out. It is also useful for stopping a possessed enemy so that you can more easily hit it with Exorcism.

Exorcist build attacking dummies in training.

Occultist (Support)

  • Hellfire (General AoE)
    • Deals 100 fire damage every second for 5 seconds in an aura around you. 
    • Purges buff effects from all nearby enemies.
    • 20 second cooldown.
    • Unlocks at Level 4.

Hellfire is a fantastic ability simply for its purging mechanic, as certain Veil Demons can buff their allies. One particularly troublesome buff is the immunity buff that Taskmasters give to enemies.

This buff makes them immune to damage for 10 seconds and they also reflect damage back. Hellfire can get rid of these buffs instantly so your team can get back to attacking them.

Hellfire also does decent damage to every enemy around you, so that can help take out groups of enemies.

  • Healing Pact (Ultimate AoE)
    • Heals nearby allies for 1,000 health.
    • Max Charges: 4

Healing Pact charges up quickly, especially when you have the right talents and gems. If managed correctly, you won't need another healer, so the rest of the team can focus on dealing as much damage as possible.


The talents you want can be on different pieces of gear, so I'm going to list the talents rather than specific gear pieces.

They are:

  • Healing Pact now cleanses all debuffs from the affected allies.
  • Hellfire now removes all debuffs from the caster.
  • Cooldown and Charge Accrual for All Spells reduced by 12.5%.
  • Revive Potions

This build's talents and gems revolve around lowering your cooldowns and getting your Ultimate faster. This means you will want to get the cooldown talent on two separate pieces of gear.

Hunters charm skill effects.

Choosing between Healing Pact cleanse and Hellfire cleanse depends on who is getting targeted more. If you are mostly being focused, it is better to take the self-cleanse from Hellfire, and if your teammates are getting more debuffs, Healing Pact cleanse is the way to go.

I usually chose the Revive Potions as the last talent because it is safer than relying on your team to revive you. You should also have plenty of potions if you are managing your Healing Pact correctly.


Cooldown and Ultimate Accrual Rate Gems are what you should focus on for this build:

  • Light Sapphire of Advancement (Blue Gem): +7.5% Ultimate Accrual Rate
  • Ruby of Recurrence (Red Gem): -4.5% Cooldown and Charge Accrual for All Spells
  • Light Ruby of Advancement (Red Gem): +15.25% Ultimate Accrual Rate
  • Marked Shot Duration (Prismatic Gem): Increases Marked Shot debuff duration by 50% and its cooldown by 20%.
  • Hellfire Duration (Prismatic Gem): Reduces the duration and cooldown of Hellfire by 20%. 

These gems, combined with the talents, will put you slightly over the 50% max Accrual Rate for your Ultimate. However, your other spells won't be capped out yet.

As for the remaining Blue Gem slot, it is your preference. Health and Damage Resistance gems are good choices for this.

Combat Tips

As a full support Exorcist, your main job is to keep the team from dying and keep Marked Shot on a strong or primary target.

Be sure to always attack with your basic attack when your spells are on cooldown because it generates your Ultimate much more quickly.

Otherwise, always look out for enemies that get possessed or have troublesome buffs so that you can use Exorcism and Hellfire as needed. Also, place the Binding Circle where groups of enemies run, or on strong enemies to make them more vulnerable.

If neither of the previous actions are needed, you can safely use Exorcise and Hellfire on cooldown to maximize your team's DPS.


That's all for the guide on the Exorcist of the Hedge school in Breach. Leave a comment if you have any further questions or have Hedge school builds of your own.

If you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide. For specific builds, check out our guides page for tips on: 

MtG: Best Limited Archetypes for Ravnica Allegiance Fri, 25 Jan 2019 23:21:56 -0500 Sergey_3847

Ravnica Allegiance, the latest expansion for Magic: The Gathering, continues to explore the guilds of the Ravnica plane. As with the previous set, Guilds of Ravnica, this means that Limited players will focus on two-color pairs when looking for the best possible synergies for their Draft or Sealed decks.

However, you can always add a third color to the equation, by using two synergistic guilds, for some explosive effects. This can improve your lists and make your games more fun, and it is recommended when building Limited decks in Ravnica Allegiance.

Jund Midrange


Two of the most powerful and aggressive guilds in Ravnica Allegiance are Rakdos (black/red) and Gruul (green/red). If you combine them, you get a perfect Jund Midrange deck.

This three-color combination has everything one needs to create a successful Limited deck. It has removal and burn spells, it has lots of powerful creatures, and it has some additional tools that can deal with almost any threat on the opponent's side of the board.

An archetype with such a threatening amalgamation of cards almost never loses, but you need to be sure that your Draft or Sealed deck has the right balance of all of these elements.


When building Jund Midrange, don't forget to include a few big boys in your deck, such as Trollbred Guardian and Rumbling Ruin. Also, if you manage to open Rhythm of the Wild, an enchantment that gives all of your creatures Riot, play it — you will gain so much advantage that even the best control players will have no idea what to do against your deck.

If you have to choose between the two guildmages, Clan Guildmage or Cult Guildmage, when building this archetype, then go for the Gruul one. It can make your biggest threats unblockable, which is highly effective in Limited, unless your opponent has a removal spell, of course.


If we're taking bombs into account, then the best three choices for Jund Midrange are:

  • Electrodominance, which has the power to cast two spells for the price of one.
  • Bedevil, which is an incredible removal spell that can take out three different types of permanents, including creatures, Planeswalkers, and even artifacts.
  • Judith, the Scourge Diva, an essential choice for this type of deck, as it wants its creatures to be as powerful as possible.

As you can see, it is easy to find powerful cards in the three Jund colors (black, green, and red). Even though Ravnica Allegiance has some very strong guilds, specifically Azorius and Simic, if you want a consistent deck filled with powerful threats, then Jund should be your number one choice.

Esper Control


There is no better way to deal with aggressive decks like Jund than using an Esper Control deck.

This archetype is a powerful combination of counterspells from Azorius (blue/white) with removal from Orzhov (black/white). The creatures these color pairs offer also add an additional angle of attack for control-heavy lists.

Black and white creatures have an annoying Afterlife ability that allows them to impact the board for a longer time than any opponent would like. Blue and white creatures, on the other hand, usually have flying, which lets you closeout a match quickly by avoiding bulky blockers on the ground.


On top of that, Ravnica Allegiance's Azorius guildmage is the best one in the entire set with two incredible abilities that both cost you only one mana. One of these abilities is capable of restoring your health while the other one allows you to loot every turn.

Being able to see more cards than your opponent is one of the most important abilities for any control deck to have. Using Senate Guildmage to cycle through your cards will increase your chances of winning a match-up, and you should be sure to include the card in this archetype every time that you can.


It is not an easy task to pilot such a demanding archetype like Esper Control well, but you can enlist the help of a few really strong cards. Some of the best cards for this archetype are:

  • Sphinx of Foresight, which will let you scry each turn, and help you find the right card when you need it.
  • Kaya's Wrath, a much needed sweeper that will give you a chance against decks that rely heavily on creatures.
  • Ethereal Absolution, an enchantment that may be a bit slow but can turn the entire game upside down when it is in play.

The key to a successful control deck is to have plenty of removal spells and ways to protect at least one or two attackers in the air. Esper Control offers all of this and more.

Temur Counters


Simic (blue/green) is probably the most unusual guild in the whole new set, but its Adapt ability overlaps nicely with Riot from Gruul. Both of these keywords put counters on creatures, and if you can pickup a Skatewing Spy or two, you will have some very powerful plays.

Just imagine building up a board of creatures with counters, and then giving them flying for one big push towards victory. If there was ever a surprising way to win a game of Magic: The Gathering, this is it.


You can also make this synergy with Skatewing Spy even more furious by adding a blue lord to your deck in Windstorm Drake. This little dragon will buff all your flying creatures with +1 attack, which could be just enough to deal those magical 20 points of damage in one swing.

Of course, it would be a perfect scenario to have both of these cards in your Temur Counter list, but even if you get just one Skatewing Spy, it would be enough to build a winning deck.


There are a few other cards that serve this deck really well, and they are:

  • Zegana, Utopian Speaker, a fanastic addition to the counters deck with a built-in card draw engine.
  • Gruul Spellbreaker, one of the best Gruul cards in the set, and it's a solid attacker and gives you some protection.
  • End-Raze Forerunners, a replacement for Skatewing Spy as a win condition.

If you find any of these cards in Draft or Sealed then this archetype is definitely worth considering.

Bant Ramp


Simic also offers a great opportunity to build a ramp deck that can be focused around cards like Incubation Druid, Gyre Engineer, and Growth Spiral.

Wilderness Reclamation is also especially interesting in the Bant archetype, since this type of deck, just like Esper Control, heavily relies on counterspells. With this enchantment, you can use all of your mana on your turn, untap it at the end of turn, and be ready to counter your opponent's spells on their turn.


Ramp decks are famous for allowing players to play big creatures a lot earlier than they should be able to. In this case, it's an essential part of the winning strategy, as Bant Ramp lets you simply overpower your opponents with expensive creatures that have huge upsides. At the same time, you can control the board using removal spells, though they are quite expensive in these colors.

In order to put all the right pieces of this intricate puzzle together, you will need a lot of draw spells. Fortunately, Ravnica Allegiance has plenty of those in this color combination, including Prying Eyes, Precognitive Perception, and Sphinx's Insight, so be sure to include them in your deck when you can.


When you finally have all the mana in the world, you can use your terribly expensive bombs to take complete control of a match-up. Here are some of the best ways to do it:

  • Hydroid Krasis, the more you put into this creature, the more it will give back.
  • Mass Manipulation, allows you to take everything from your opponent in a single turn, leaving them with nothing but lands.
  • Emergency Powers, another expensive spell that could be used in dire situations.

With so much power on board, you will be simply unbeatable. Just make sure you add the ramp cards that are necessary to cast these expensive spells.


These four archetypes should help you choose the type of deck that corresponds to your playstyle.

If you're looking for more Magic: The Gathering guides at GameSkinny, then check out the related content below:

Where to Find the Scepter and Red Jewel in the Resident Evil 2 Remake Fri, 25 Jan 2019 15:21:09 -0500 Joshua Broadwell

Resident Evil 2 remake’s puzzles include some real stumpers. In true RE fashion, they often make you stare at the seemingly insignificant items and predict which ones might be worthy of a spot in your tiny inventory space.

Getting the Red Jewel is one such example because you need it to unlock the Armory. The Red Jewel in Resident Evil 2 remake is in the Scepter, but you’ll need to go through a few steps to get it.

How to Get the Scepter in RE 2

First, head to the Raccoon Police Department Library. You’re looking for the Red Book in the Library, which is on a table near the Spade Door. After you grab that, head through the Spade Door and make your way to the Art Room. You’ll see a statue holding a scepter in its right arm, but it’s missing the left arm.

Getting the Red Jewel in RE 2

Pick up the Statue’s Left Arm from its resting place on the table. Then, combine the Red Book with the arm to form the Left Arm with Book item. Go to the statue and use the Arm item.

The statue gives you the Scepter in return. Examine the Scepter in your inventory, and you’ll find a release switch that pops the Red Jewel out.

How to Use the Red Jewel

If you’re playing Leon’s campaign, head to the Observation Room. You’ll need the Club Key, but you can’t access the room anyway until after your first visit to the basement, so wait to go there until then.

Once you do get in the Observation Room, you’ll find the Ornate Box, and after using the Red Jewel to open it, you get the S.T.A.R.S. Badge. Examine it, find the USB dongle in the back of it, and pop that in the Office Computer to give you access to the Armory. You’ll find the Magnum for your troubles.

After getting the Red Jewel in Claire’s campaign, you’ll follow the same steps as in Leon’s Campaign, but you’ll use the Heart Key instead, and inside the Armory, you get the MQ 11.


That's all you need to know about the Scepter and the Red Jewel in the Resident Evil 2 remake. For more tips and walkthroughs, be sure to check out our RE 2 guides page, where you'll find out where all of the raccoon statues are, our on-going list of combos, codes, and keycards, where the crank handle is, how to get all four suit keys, how to locate every file, and snag every film roll

Also be sure to check out our review of the Resident Evil 2 remake and see why we said it was good, just not to die for. 

Where to Find the Square Crank Handle in the Resident Evil 2 Remake Fri, 25 Jan 2019 15:04:15 -0500 Joshua Broadwell

Capcom’s Resident Evil 2 remake is a faithful return to the series’ roots. That means it includes a host of puzzles. Some of them are real headscratchers, preventing your progress until later. On top of that, not all of them are the same as the original Resident Evil 2 either.

One of these puzzles involves the square handle crank. Getting it is actually a matter of story progression, and here’s how to find it.

Note that whichever campaign you play, you’ll come across a few slots for the square crank handle, one of which opens the entire east wing in the Raccoon City Police Department.

Slight spoilers follow. 

Square Handle Crank Location: Leon's Campaign

In Leon's campaign, you’ll find the square crank handle in the jail, which is located in the basement after you escape the RPD.

You’ll eventually make your way to the jail after you visit the Underground Facility and face William Birkin for the first time. 

After exploring the parking garage, enter the jail and go to the cell with the journalist at the end of the winding hallway. After a short scene, you can explore the surrounding area; the square crank handle will be on the table opposite the jail cell. You can use it to open some of the other cells, too.

Square Handle Crank Location: Claire's Campaign

If you’re playing Claire’s campaign, you’ll see the same slots for the square handle crank. However, you won’t find the square handle crank in Claire’s campaign. Instead of entering the Generator Room, you’ll head up the staircase to the Break Room.


That's all you need to know about finding the square handle crank in the Resident Evil 2 remake. Be sure to check out our RE2 guides hub for more tips and walkthroughs, including all of the Mr. Raccoon locations, our in-progress codes, combos, and keycards guide, and where to find the scepter (red jewel).

If you're wondering how to find all of the game's keys, be sure to check out our guide on that, and if you're looking for all of the game's files and rolls of film, you can find guides on those here and here

Also be sure to check out our review of the Resident Evil 2 remake and see why we said it was good, just not to die for. 

Resident Evil 2: All Codes and Keycard Location Guide Fri, 25 Jan 2019 10:39:12 -0500 Tim White

Now that Resident Evil 2 is finally out, you'll need all the help you can get to make it out of Raccoon City alive. To make things a bit easier, you'll want to find all of the codes and combos to the game's various safes and lockers, which are stuffed with valuable items and ammo.

Below is a quick guide to every safe and locker combination you'll need in Resident Evil 2, including those for Leon's desk and the portable safe.  

Resident Evil 2 Codes, Combos, and Keycards

1F Weapons Locker Keycard

The weapons locker keycard isn't a story item, so it's easily missable. The safety deposit room weapons locker that it unlocks has a shotgun for Leon and a grenade launcher for Claire, so it'll be worth your effort.

First, you'll need the spade key, which can be found on a desk next to a mannequin on the third floor of the police station. Use it on the spade door in the 2F waiting room, then hang an immediate left and pop into the art room.

Ahead and slightly to the right, the weapons locker keycard will be under an old-school banker's lamp. Nab it, then jog back to the safety deposit room and claim your desperately needed reward.

Leon's Desk in the West Office

The desk in the 1F west office is locked by two locks, each with a three-letter combination. The note on the desk says that Leon needs to learn his coworkers' names — specifically, the initials of their first names. 

Take a look at the nameplates on the desks to either side of Leon's desk. Marvin and Rita are on the right and David and Edward are on the left. That's four names, but you need six. 

Although the other two desks are missing nameplates, the missing initials are easy to guess. Enter NED on the left lock and MRG on the right. Inside the desk, you'll find an extended magazine for Leon's handgun or a speed loader for Claire's. 

Accessing the Portable Safe

The portable safe can be found on a shelf in the 2F men's locker room, and it contains a spare key that you'll need to open some of the lockers in the 1F safety deposit room.

Instructions for the safe can be found right next to it. Unfortunately, there's no set combo — the safe is semi-randomized for each save file. The gimmick is a simple one, though. I recommend visualizing a number next to each key; this will help you mentally track the pattern.

Just press a button and see if you get a green light or a red one. If green, write down the number you just pressed and try a different one. Anytime you press a wrong button (red light), the pattern resets. Simply start over and keep eliminating possibilities until you get all green lights.

There's another portable safe in the clock tower that contains the other missing key for the safety deposit room. It functions identically to this one.

Cracking the 1F West Office Safe

This safe holds a hip pouch, which will expand your measly inventory by two slots.

The combo is scrawled on a memo in the 2F S.T.A.R.S. office. It's L9, R15, L7. Enjoy your newfound ability to carry slightly more stuff.

2F Men's Locker Room Code

Right next to the shelf with the portable safe in the 2F men's locker room, there's another locker secured with a 3-digit letter code. That code can be found on a whiteboard behind the locked door in the 1F operations room. Bring the bolt cutters to gain access.

Enter CAP to open the locker. You'll score some shotgun shells or submachine gun ammo for your trouble.

2F Waiting Room Safe

The code for this one is L6, R2, L11 and can be found attached to the Confiscation Report, which is on a table in the 1F interrogation room. Your reward for popping the safe is a muzzle brake for Leon's handgun or a high-capacity mag for Claire's second handgun (which is found a bit later, in the trunk of a police car in the B1 garage).

3F Locker Combo

The locker on the 3F landing just outside the room where the spade key can be found is jealously guarding magnum ammo or submachine gun ammo, so yeah, you'll want to get in there.

To find the combo, snag the film roll from the firing range in the police station B1 area. (It's behind a door locked with the diamond key, so click over to our key location guide if you need help finding it.)

Develop the film in the darkroom and you'll learn that the 3F locker code is DCM.

Tracking Down the Magnum/Submachine Gun (and Their Upgrade Parts)

When you reach the 2F S.T.A.R.S. office, you'll see a tantalizing prize locked away in the armory (the Magnum for Leon or the submachine gun for Claire). It takes a bit of work to get in there.

First, track down the bejeweled box, which is in the 1F observation room (A scenario) or the 2F men's locker room (B scenario).

Then you'll need to snag the red book from the library, combine it with the statue arm in the 2F art room, and then reaffix the arm to the statue. In return, you'll get the scepter.

Examine the scepter from your inventory to get the red jewel. Combine the jewel with the bejeweled box and voila—S.T.A.R.S. badge. Once again, examine it in your inventory to discover that it's a USB stick.

Use the USB stick on the armory computer back in the 2F S.T.A.R.S. office and claim your new best friend.

Hang on—don't toss the S.T.A.R.S. badge just yet. Examine it once more to retract the USB dongle and run down to the basement access hallway just outside the elevator that you take down before the first fight with Birkin. You'll find a locked glass case at the base of the stairs.

Use the de-dongled S.T.A.R.S. badge here to score a long barrel for Leon's Magnum or a suppressor for Claire's submachine gun.

Sewer Control Room Locker

By the time you reach the sewers, you'll want some extra magnum ammo or submachine gun ammo for the big baddies that live down there.

To get into this locker the legit way, you'll need to track down the sewer access key in the garbage collection room. Use the T-bar valve to open the door and head across the bridge toward the lower waterway, but don't go down there.

Snag the key and use it to open the workers' break room across from the first movable bridge you ran into after entering the sewers.

In the break room, you'll notice a poster with some letters circled.

Enter code SZF to pop the control room locker.

Sewer Safe

This is the easiest safe of them all to open. The combo is written right on the side, but don't feel bad if you missed it; because of the way the safe is positioned, it's easy to miss. The combo is L2, R12, L8.


Check out the guide page if you need help with other parts of the Resident Evil 2 remake, such as how to escape the police station, where to find all the Mr. Racoon statues, where to find the square crank, how to get the scepter (red jewel), where to find all of the suit keys, how to snag every file, and where to locate every film roll.

Be sure to check out our review of the Resident Evil 2 remake and see why we said it was good, just not to die for. 

Breach: Complete Reaper Build and Play Guide Fri, 25 Jan 2019 01:31:38 -0500 Synzer

The Reaper is a "debuff tank" class in Breach's Dark school of magic. Its unique Reap and Sow abilities allow it to lower enemy damage while also healing the Reaper. Additionally, it gains nice benefits from the skills of other Dark school classes, namely Necromancer and Lich.

This guide will focus on a build for Reaper, so I will only describe the spells that you might use for this build. Gear, talents, gems, and tips for using the build will also be given.

Reaper Tank Build

reaper tank build screen level 8

Reaper is listed as a Warrior, the Breach version of a tank, and it specializes in debuffs. However, there isn't much that makes the Reaper "tanky" besides its Ultimate.

This build looks to make the class much more of a tank, and you will die less often when using it. This is done by using gems and talents to maximize the effect of the Grim Reaper Form Ultimate, and combining that with elements of the other Dark classes.


You will need to get Reaper to Level 6, Lich to Level 6, and Necromancer to Level 6 to use every spell in this build.

The spells are:

  • Sow (Signature to Reaper)
  • Reap
  • Phylactery
  • Haunting Spirits
  • Grim Reaper Form 

As mentioned, this build heavily relies on the Grim Reaper Form Ultimate, so you won't be switching that out with anything.

Here are details on the spells used in this build:

Reaper (Warrior)

  • Sow (Signature Melee)
    • Strikes all enemies in front of you for 150 damage.
    • Decreases an afflicted enemy's bonus damage by 15%.
    • Additional stacks reduce damage by an additional 5%.
    • Stacks up to 4 times.
    • 3 charges with a 6 second cooldown per charge.

This ability is great for mitigating damage to not only the Reaper, but the entire team. If you use this on elite or boss enemies, you can stack it so that you take 50% less damage from them.

You can also ensure it never falls off if you have a special weapon talent. This will add significantly to your survivability.

  • Reap (General)
    • Consumes all Sow debuffs in the area to restore 210 health per application.
    • Deals 210 damage to afflicted enemies.

This is another ability that helps the Reaper survive, and it deal a bit of damage at the same time. Consuming a Sow that is stacked to its max on a single target allows you to heal for 840 health, which helps a lot.

There is also no cooldown normally, but you have to stack Sow before every Reap for it to be effective.

  • Grim Reaper Form (Ultimate)
    • You become immune to damage.
    • Haste is increased by 60%.
    • Lasts for 15 seconds and automatically triggers when health reaches zero if you have it ready.

This Ultimate is the core to the build and the Reaper's tanking capabilities in general. When active, you have an entire 15 seconds where nothing can harm you.

Additionally, haste increases movement and attack speed, so that's a significant increase as well.

Reaper tank attacks dummies in training

Lich (Assassin)

  • Phylactery (General)
    • Places a Phylactery imbued with your soul, making you immune to direct damage.
    • Damage dealt to the Phylactery is subtracted from your own health.
    • Lasts until destroyed or removed.
    • 20 second cooldown.
    • Unlocks at Level 6.

This ability allows you to take no damage at all as long as you keep enemies and attack away from the Phylactery. That said, enemies will usually target the Phylactery, so you have to get used to managing it properly so that you don't end up taking more damage than normal.

Because enemies will often target the Phylactery, it can also be used as a taunt. This can allow you to round up enemies in one location in order to burst them down or keep them away from an objective.

There's a lot that can be done with this spell, so experiment with it.

Necromancer (Specialist)

  • Haunting Spirits (General Ranged, AoE)
    • Sends forth several wraiths that deal 175 damage to all enemies. 
    • Provides a 400 damage shield to yourself and all allies touched by the wraiths.
    • 15 second cooldown.
    • Unlocks at Level 6.

The biggest reason to take this ability is for the 400 damage shield. Even though it may not seem like much, and it doesn't last too long, it adds up to good damage mitigation over the course of a match.

The fact that you can greatly reduce the cooldown with a specific talent, and it gives the shield to everyone touched by the wraiths, makes it even more worth using.


The talents you need for this build can be assigned to different pieces of gear, except for the weapon talent, so I'm going to list the talents you want rather than the specific gear pieces.

They are:

  • Each enemy hit by Haunting Wraiths reduces its cooldown by 0.5 seconds.
  • Newly deployed Phylactery objects grant 10% bonus damage to nearby allies.
  • Newly deployed Phylactery objects grant 10% damage resistance to nearby allies.
  • Gain an Ultimate charge and increase Ultimate Accrual Rate by 25%.
  • Reap no longer consumes stacks of Sow, but refreshes the duration. Reap no has a 15-second cooldown.

scythe of dominance effects card

The most important talent in this build is the one that grants an Ultimate charge and makes it charge faster. As previously noted, Grim Reaper Form is critical to this build, and the more times you can go into it, the less damage you take.

I would also always take the first talent, as it greatly helps you reduce the cooldown of Haunting Wraiths.

Regarding the Phylactery talents, you can actually choose which one you want to take. Either more damage or damage resistance is helpful, and it applies to the entire team. The only drawback is that you have to stay within the aura that surrounds the Phylactery, which means you will need to be pretty close.

The special weapon talent can be bought from the store for 1,200 gold. This limits how often you can heal from Reap, but it allows you to keep up the damage debuff for entire boss fights. It works even better if you have any sort of healing in your group.


The gems you want to focus on are those that let you get your Ultimate back faster, and those that offer a general cooldown reduction.

  • Light Sapphire of Advancement (Blue Gem): +7.5% Ultimate Accrual Rate
  • Vitality Sapphire (Blue Gem): +730 Health
  • Light Ruby of Advancement (Red Gem): +15.25% Ultimate Accrual Rate
  • Ruby of Recurrence (Red Gem): -4.5% Cooldown and Charge Accrual for All Spells
  • Phylactery Duration (Prismatic Gem): Phylactery now has a 60 second duration, but 20% reduced cooldown.

The extra health that the Vitality Sapphire gives is significant, as it makes Reapers survive even longer.

The rest of the colored gems allows you to get your Ultimate back as fast as you possibly can. This is especially useful in boss fights so you can become immune multiple times.

With the Prismatic Gem, you almost never have a Phylactery up for longer than 60 seconds, as you will need to constantly replace it when you switch rooms or it takes too much damage. This means that you are essentially getting a 20% reduced cooldown with no real drawback.

There are no other Prismatic Gems that offer anything significant to this build, so that's the only one I recommend.

Combat Tips

Reapers get the most benefit from hitting multiple enemies with Sow, but it is especially important to hit enemies that won't die within a few seconds. Always focus on stacking Sow on enemies with multiple bars of health, elites, and bosses.

Try to stagger using your Phylactery and Grim Reaper Form. If you use your Ultimate while your Phylactery is up, it will still take damage, so it's a waste.

Always try to aim Haunting Spirits so it hits the most enemies and allies for maximum effect.

As long as you reach Session Level 4, you can put your Sow stacks on the boss in the final room and keep it there until it dies. Just be sure to use Reap on cooldown to heal and refresh your Sow stacks, and the fights will be much easier.


That's all for the guide on the Reaper and the Dark school in Breach. Leave a comment if you have any further questions or have Dark school builds of your own.

If you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide. For specific builds, check out our guides page for tips on: 

Resident Evil 2 (2019) All Raccoon Statue Locations Guide Thu, 24 Jan 2019 15:35:13 -0500 Thomas Wilde

There are 15 statues of Mr. Raccoon, the official mascot of Raccoon City's zoo, scattered throughout the 2019 remake of Resident Evil 2. When you find a Mr. Raccoon statue, you can destroy it with any weapon in your arsenal, including a combat knife.

Destroying one statue completes the Vermin Extermination record, unlocking various logos' concept art; destroying 10 statues completes Endangered Species, which unlocks the Mr. Raccoon model in the gallery; and getting all 15 completes Complete Vermin Extermination, which is both a record and an achievement/trophy.

The latter also unlocks an infinite-durability combat knife, which is more of a resource than you might think, especially on harder difficulties. Once you've destroyed all 15 statues, pull up your Records screen in the pause or main menus to officially mark the record complete. After that, you can find the infinite knife in any item box.

(It isn't considered a normal combat knife, however, so you can't use it to cut the tape off the switch at the start of a 1st run. Errata, 2/7/19: It turns out you can still get an S+ run on any difficulty while still using the infinite combat knife.)

Be warned: This guide contains mild spoilers. 

Important Things to Know While Hunting Statues

Examining a Mr. Racoon statue in RE2 remake

Destroying a Mr. Raccoon on any difficulty affects every game played from that point forward on that profile. You can still see the trademark red pedestals when they're visible, but the statues are permanently gone. This even happens if you destroy a statue, then die or restart afterward. (This is useful to remember if you're trying for achievements like One Slick Super-Spy, where you can't fire a shot during a certain section of the game.)

An intact statue often makes a faint clinking noise that's barely audible if you're standing nearby, although it's easily drowned out by the soundtrack.

Several statues are in areas that are exclusive to one scenario or the other, so you'll need to play both Leon and Claire's games to complete your Mr. Raccoon killing spree. They are not locked by difficulty, or which run you're on.

Non-Exclusive Raccoon Statues

These raccoon statues can be found at any time and in either scenario, as long as you still have access to the areas in which they're found.

Raccoon Statue 1

In the RPD's West Office, on top of the shelves that line the northern wall. If you're facing Leon's desk, it's on your right. (See above.)

Raccoon Statue 2

In the STARS Office, behind a CRT monitor to the left of the big radio console on the south end of the room.

Calire aims gun at statue next to computer monitor.

Raccoon Statue 3

Below the leftmost target in the RPD firing range in the basement. It's slightly easier to find as Leon once you've restored power via the Generator Room, as it turns the lights back on.

Claire aims at statue in a shooting range.

Raccoon Statue 4

At the end of the blocked west hallway on the RPD's 3rd floor, only accessible via the Clock Tower.

A statue sits in a window sill.

Raccoon Statue 5

This one is right out in the open in the waiting area, in front of Chief Irons's office, next to the stairs.

A statue sits on a table next to a set of stairs.

Raccoon Statue 6

When you first enter the Supplies Storage Room in the sewers, climb the stairs to the landing and look to the left. Mr. Raccoon is on the floor between the table and the wall.

Claire looks at a racoon statue in supplies storage room.

Raccoon Statue 7 

On a table next to the maintenance ladder in the back of the lab's cafeteria.

A statue in the lab cafeteria.

Raccoon Statue 8

When you get the Signal Modulator, double back to the Nap Room and turn the power back on. This opens the nearby nap pods, which reveals a Hip Pouch, a zombie, and a Mr. Raccoon statue.

Claire aims at a statue in the nap room.

Second-Run Raccoon Statues

Raccoon Statue 9

In the exterior Entrance area of the RPD, where a character begins the game on a second run, keep an eye on the bushes along the north side of the central path. The Statue is barely visible under a bush.

A raccoon statue in the exterior entrance area of the RPD.

Raccoon Statue 10

On Claire's second run, or when Leon gets back from the parking garage, check out the Break Room in the east wing of the RPD. Mr. Raccoon is hiding behind a duffel bag at the foot of one of the bunk beds.

Leon aim his gun at a Mr. Raccoon that sits behind some luggage.

Character-Specific Raccoon Statues

Raccoon Statue 11 -- Claire Only

When you get the Heart key and open the side closet in the East Storage Room near Irons's office, where you'll find one of the parts you need to fix Irons's door, look up. There's a Mr. Raccoon on top of the shelves.

A statue hidden on a box in a storage area.

Raccoon Statue 12 -- Claire Only

Check the dashboard of the crashed bus that you duck through on your way to the orphanage.

Raccoon statue on the way to the orphanage in RE2 remake.

Raccoon Statue 13 -- Claire Only

When you enter the orphanage, go upstairs to the Playroom. There's a file in the bathroom and a Mr. Raccoon on the shelves near the entrance door. (You can hear the sounds the statue makes as Sherry, and even spot it, but you can't destroy it until you revisit this room as Claire.)

Another statue on a shelf in a playroom.

Raccoon Statue 14 -- Leon Only

After the alligator chase, climb the ladder, then turn around and look down. There's a Mr. Raccoon statue in the far corner, behind the piles of trash.

The raccoon statue found in the sewer after fighting the alligator as Leon.

Raccoon Statue 15

During Ada's sequence, look to the right of the incinerator door, on the ground.

Ada Wong looking at a statue on the ground. ---

That's every Mr. Raccoon statue in the Resident Evil 2 remake. Be sure to check out our other Resident Evil 2 guides for more tips and collectible lists, such as

World at War WW2 Guide: 10 Tips to Help You Survive Thu, 24 Jan 2019 15:16:44 -0500 CGMK

World at War: WW2 is a mobile MMORTS currently available for Android and iOS devices. It puts you in the boots of a commander stemming back the tide of the enemy, and like other online RTS games, there's a lot to take when you first get to the war table. 

When you begin, you'll see that the game has recommended “missions” that will instruct you to build, and then upgrade, buildings and units. However, it does not give you much insight on how to customize your base or develop a strategy.

That's where the social interaction kicks in. Ask a question in the community and an experienced player in the game will give you an answer. The problem is finding someone that can explain the reasons why instead of directing you on how to do things. 

That's why we've put together this list of 10 essential tips for World at War: WW2

1. Figure Out Your Play Style

The best advice I can give you is this: figure out your playstyle before you do anything else. Why? Because doing so will inform future strategies and set realistic expectations for your goals.

For example, if your goal is to take over the atomic facility and become supreme commander, expect to spend a lot of time and money to build a strong enough base to fight the entire front.

If you just want to play in your spare time and join the occasional rally on the weekend, you will need a different build.

The longer you play, the stronger you become. It takes time to build your base, and every building serves a purpose. You must figure out which buildings give you the most advantages for your play style. If you upgrade your buildings and then find you don’t need them, you will be wasting time and money to destroy and replace them. 

2. Location, Location, Location

When you start out, you are placed on a random front. You are given three beginner teleports that allow you to change fronts, but after you use them, or if you upgrade to Level 6, you will not be able to leave that front.

So take some time and make sure you like the front before joining a good alliance. A good rule of thumb is to find the newest front; this will give you better chances since you won't have to rush to catch up with other players that have been playing for longer.   

3. Ten Building Rewards 

You will get rewards for completing missions.

There are missions to build four and 10 buildings of each type. This is easy to do at the beginning because Level 1 buildings are cheap to make and there are no wait times.

Once you have completed building 10 of a certain type, destroy them and do the same with the other types until you complete them all. After completing all of them, you can claim the rewards on the mission screen. These rewards will give you about 50,000 power total and a good amount of resources to get you started. 

4. Friend Referral

If you go to more/refer a friend, you will find your referral code. You can give this code out to 10 friends before it becomes invalid. When you input someone’s referral code, or someone uses yours, you will be linked to that player for the rest of the game and will not be able to change it.

You will have a button where you can message them directly. You will also both receive gold and rewards for reaching certain headquarter levels as you upgrade. If you plan on making multiple accounts exchange the codes between your accounts before giving them out or using anyone else's code. 

5. One of Every Building Type

There is no perfect base build. What works for the spender that logs in multiple times a day will not work for the free-to-play player that logs in on the weekends.

The one commonality to all base builds, though, is that you will need to build one of each type of building. You will not be able to progress through all the levels unless you do.

The best example to show this is the research building. If you want to unlock those Tier 4 troops, you need to upgrade your research building to Level 21, but as you can see in the screenshot, you are required to upgrade other buildings before you can start this upgrade.

In the same way, the game will not let you upgrade your headquarters until you upgrade other buildings so even if you aren’t planning to build up to 21 you will still need to build one of each type of building and upgrade them until you get to your desired level. 

6. Save Your Gold

If you won’t be spending and are planning to one day unlock Tier 4 troops, you must save your gold for building upgrades. To upgrade one of each building to 21, you will need 15 war bonds(15,000 gold); war room level 21 will also require 10,000 war bonds (15,000 gold), so a total of 30,000 gold to get everything needed to level 21 to unlock T4 troops.

This is assuming you already upgraded your war room to Level 20 since every war room level requires war bonds to upgrade. To get the remaining buildings to 21, you will need another 37,000 gold. In total, upgrading all buildings to level 21 is 67,000 gold. 

7. Gold Mine

The gold mine is an optional building, and its only function is to earn you gold.

The gold you collect is limited by the building level and the number of friends you have. At Level 22, you can collect gold from 33 friends for a total of 330 gold per day. 

You are not giving your gold away, however. Just like with the help button, all you do is click on the send gold button and your friends receive 10 gold each. The catch is that you must link the game to a Facebook account, then you have to add people that play the game as friends in Facebook, and they must be active for you to receive gold from them. 

8. Multiple Accounts

Creating a second account can help you collect the resources you need for upgrades with little effort. You can build a second account and set it up as a farm to produce resources, then simply log in to transfer the resources to your primary base.

This eliminates the need to send troops to gather resources. It can also be used to scout other players without putting your primary account at risk of being attacked.

The accounts are very easy to set up, just make sure you like each account to a separate email address so you won’t lose them when you switch between accounts. 

9. Commander Skills and Equipment

Commander skills and equipment will reduce the time required for building upgrades and performing research. This must be set before you start any upgrades for their bonuses to apply. It might not look like much difference at first, but it adds up.

Doing this will get you to a fighting level faster. The research in the picture is commander preset 7. By setting skills and gear to research the timer is reduced by 50 days. The skills can be changed at any time by using a skill reset item or a commander preset. 

10. Shields

The best way to protect your resources is using shields. You can buy shields using gold or from the alliance store using loyalty points. When buying with gold, the best value is the three-day shield.

Once the shield expires, your base will be vulnerable to attacks until you use another one. If you aren't shielded, expect to burn.

Depending on your goals it might not be necessary to maintain a shield. If you keep your vault leveled up, it will protect the resources you need to upgrade any building up to Level 19. The vault doesn't protect cash until Level 21, but building upgrades do not require cash. So even if you get attacked constantly, you can still progress in the game; a good reason this game is good for new players. 


These World at War tips should give you a good foundation on which to build a good base. The game is fairly balanced and it should be simple to progress through the levels.

If you are having a hard time then you are probably doing something wrong. Don't forget that there are plenty of experienced players in the game to help you out. 

Breach: Complete Bloodstalker Build and Play Guide Wed, 23 Jan 2019 13:35:13 -0500 Synzer

The Shadow school classes in Breach are magic users that dual-wield swords. They use fast melee attacks and are similar to rogues and stealth users in other games. Currently, there are three classes that make up the Shadow school: Bloodstalker, Nighthawk, and Shadowblade.

This guide will focus on a build for Bloodstalker, so I will only describe the spells that you might use for this build. Gear, talents, gems, and tips for using the build will also be given.

Immortal Bloodstalker Build

Immortal Bloodstalker build screen level 8

Bloodstalker is usually listed as a Warrior, but this build changes its role to Assassin. It is more of a tank/DPS hybrid.

This build allows the Bloodstalker to tank a lot of damage, because they can heal it back quickly, and taunt important enemies to target them.


You will need to level Bloodstalker to Level 8, Nighthawk to Level 8, and Shadowblade to Level 4 to use every spell in this build.

The spells are:

  • Cursed Strike (Signature to Bloodstalker)
  • Talon Frenzy
  • Ambush
  • Lacerate
  • Mob of Ravens (or preferred Ultimate)

Before going over the talents and gems, let me explain what these spells do and the reasoning behind using them. The classes you get these skills from, and the levels you need to do so, will also be listed.

Additionally, there is information on the three available Ultimates. This build doesn't rely heavily on Ultimates, and you can choose the one you prefer if you don't want to get the specific gear pieces/talents.

That said, the default Ultimate, Bloodlust, is not a terrible choice. It is nice because it allows you to get Lifesteal, no matter who you hit, but it only lasts 10 seconds.

Another good choice would be Mass Ambush, as it also makes you immune during the attack, and there is more detail on Mob of Ravens below.

Bloodstalker (Warrior)

  • Cursed Strike (Signature Melee):
    • Deals 300 damage and applies Blood Curse to the target. Only one Blood Curse be active at a time.
    • Your attacks against an enemy with Blood Curse will heal you for 35% of the damage dealt plus an additional 35% on bleeding targets.
    • Subsequent Cursed Strikes against the same target deal an additional 300 damage and heal for an additional 30%.
    • Passive Effects: Heavy Impact Resistance, +750 Health, +1 Dodge
    • 8 second cooldown

Cursed Strike allows the Bloodstalker to heal themselves when attacking. The heal is 35% of the damage being dealt normally, but it is 70% if the target has a bleed effect on them as well.

If you have not killed a target, you can also use Cursed Strike again for double damage and 100% healing while the Blood Curse is active.

  • Lacerate (General Melee):
    • Deals 275 damage and applies Bleed to target.
    • Bleed deals 280 bleeding damage plus 80 bleeding damage for 8 seconds.
    • Bleed can stack.
    • 6 second cooldown

Lacerate is essential to this build, and Bloodstalker in general, because it doubles the amount of healing you get from Blood Curse. The damage can stack as well, which adds up.

  • Bloodlust (Ultimate)
    • Gain 50% Haste and 125% Lifesteal for 10 seconds.

Nighthawk (Assassin)

  • Bird of Prey (Signature Melee)
    • Deals 90 damage and launches target into the air.
    • Has no cooldown when used in the air against aerial targets.
    • Passive Effects: Light Impact Resistance, +15% Bonus Basic Attack Damage, +1 Dodge
    • 8 second cooldown

This is not an ability that you will use specifically, but it is something that your Mob of Ravens clones will do, which is explained later, so it is important to know what it does.

  • Talon Frenzy (General Melee): 
    • Deals 544 damage over 2.5 seconds.
    • User is immune for the duration.
    • 10 second cooldown
    • Unlocks at Level 4

Talon Frenzy is a simple attack, and it doesn't get any boosts. However, it does makes you immune to damage while using it.

This is great for avoiding hard hits from bosses or elites so you don't take damage. Plus, it heals for quite a bit if you have Blood Curse on the target.

  • Mob of Ravens (Ultimate)
    • Spawns 2 shadow allies that are immune to all damage and last for 20 seconds.
    • They attack with basic attacks, Bird of Prey, and Talon Frenzy.
    • Unlocks at Level 8

Mob of Ravens by itself is nothing special, but with the right talents, this is a great skill for Bloodstalker.

The next section will explain which talents make Mob of Ravens so good.

Shadowblade (Assassin)

  • Ambush (General Melee): 
    • Deals 300 damage plus an additional 1,000 if an enemy is at less than 50% health.
    • 12 second cooldown
    • Unlocks at Level 4

Ambush is the strongest attack in the Shadow school, and it is one I use in all of my builds. This is purely for outputting more damage, and it gets better with a specific prismatic gem.

  • Mass Ambush (Ultimate Melee, AoE): 
    • Deals 1,500 damage over 3 seconds to primary target and 500 damage over 3 seconds to all nearby enemies of the target.
    • User is immune for the duration.
    • Unlocks at Level 8

A Bloodstalker attacks dummies in training


The talents you need for this build can be assigned to different pieces of gear, except for the weapon talent, so I'm going to list the talents you want rather than the specific gear pieces.

They are:

  • Allies who attack the target marked by Cursed Strike also heal you for 15% of their damage dealt.
  • Cursed Strike now Taunts the target, forcing them to attack you for 9 seconds.
  • Mob of Ravens now creates an additional shadow ally.
  • Lacerate now applies 2 stacks of Bleed per application.
  • Fanged Blades Weapon that makes Mob of Ravens clones permanent.
    • You can buy this in the shop for 1,200 gold.

Fanged Blades skill shows effects including stealth and mob of ravens.

To note, you can only use three of these talents at once, along with the weapon talent. 

The Mob of Ravens additional shadow ally talent and the Cursed Strike taunt talent can be used interchangeably based on the situation. For example, Taunt does not work when fighting an enemy possessed by a player Veil Demon.

You can also make Mob of Ravens more powerful by selecting the talent that lets ally attacks heal you. This will allow you to be healed by your clones.


There are only three essential Gems for this build:

  • Vitality Sapphire (Blue Gem): +730 Health
  • Cursed Strike Lifesteal (Prismatic Gem): Causes Cursed Strikes to grant +20% additional Lifesteal, but they have a +20% cooldown.
  • Assassinate Health Based Damage (Prismatic Gem): Assassinate now deals bonus damage based on how high your current health is.

The extra health from the Vitality Sapphire gives the Bloodstalker 3,980 max health. Combining this increased health with the Assassinate Health Based Damage gem means you deal a lot more damage with Assassinate.

This is true as long as you are at max health, which you should be most of the time since you heal constantly when using Cursed Strike. The Cursed Strike gem will also make it even easier to be at full health, as it heals you for more —90% at the start as long as you use Lacerate on the target.

Other gems that are helpful would be Haste, Bonus Damage, and Melee Damage gems. For better survivability, you can also use Damage Resistance Gems.

Combat Tips

Bloodstalkers want to target strong enemies, since they need to them to live long enough to constantly deal damage to them and heal.

Start with Lacerate, to apply Bleed, then Cursed Strike to mark them. After that, simply attack and use Talon Frenzy and Assassinate when the cooldown is up. Assassinate has the highest priority when you are at full health, otherwise just attack until you get full health.

If you've taken the Mob of Ravens Ultimate, you can use the shadow allies whenever. Just be sure to save it if you are about to reach Session Level 4, since that's when you can pick the talent to make them permanent.


That's all for the guide on the Bloodstalker and the Shadow school in Breach. Leave a comment if you have any further questions or have Shadow school builds of your own.

If you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide. For specific builds, check out our guides page for tips on: 

Ace Combat 7: How to Unlock Skins Mon, 21 Jan 2019 14:32:08 -0500 Ty Arthur

In both the single-player campaign and multiplayer missions, you are faced with a wide range of customization choices for your plane in Ace Combat 7: Skies Unknown.

This includes interchangeable special weapons, which change your combat strategy, and parts that alter your acceleration and handling. You can also unlock skins to make your plane look its best during a match.

See our other Ace Combat 7 guides here, including how to use flares

How to Change Skins

With the exception of the three pre-order bonus skins, you can't actually unlock and use any alternate aircraft skins until finishing all 20 base campaign missions.

After you've beat the campaign once, skins become available to change out like any other component or weapon as you start a sortie.

How to Unlock Skins

Just beating the campaign will not unlock all of the skins in Ace Combat 7. One skin can be accessed by getting MVP in a multiplayer match, but most skins have a specific requirement that must be met in the campaign missions before unlocking.

To unlock a mission's bonus skin, you have to find and shoot down an Ace pilot. When you've shot all of the Aces down across the game, the X-02 Wyvern skin also unlocks.

Ace Pilot Locations

Here's how to find each Ace pilot broken down by mission:

Charge Assault Ace
  • Huang Xuan Tai ("Pyro")

Pyro flies a MIG-21 that appears at the northwest end of the radar map during the fourth wave of enemies if you take out the third wave using anti-air missiles such as the 4AAM, 6AAM, or 8AAM.

Charge The Enemy Ace
  • Joe Barker ("Jester")

After taking down the ground-based radar vehicles and the tower before the UAVs appear, look for Joe's MIG-29 with the drones that then spawn.

Two Pronged Strategy Ace
  • Rosie Lucas ("Bayonet")

To get this F-16C to appear, you have to destroy the full first wave of the mission in less than 90 seconds prior to the missile alert.

Rescue Ace
  • Florent Nollet ("Ronin")

If you stay in low altitude (under 200 meters) and fly to the space elevator, Florent's F15-J will appear in the northeast corner of the radar map.

444 Ace
  • Sebastian Koch ("Fang")

This F-15C appears on the map after taking down the first three bombers of the mission, and 75% of damage must be dealt when weapons are disabled.

Long Day Ace
  • Sophie Andre ("Kitten")

Head through the tunnel at the western base base to force Sophie's F-14D to spawn on the map.

First Contact Ace
  • Thibault Besson ("Faucon")

During the early stage of the mission, take out all the non-marked enemies and this Typhoon will spawn on the north end of the map.

Pipeline Destruction Ace
  • Samuel Everest ("Gazelle")

If you take out all the ground-based oil buildings before the timer runs down, this F-15E will appear at the north end of the map with some drones.

Faceless Soldier Ace
  • Hans Weber ("Spider")

This FA-18F appears on the east side of the map after taking out the non-marked enemies and the radio tower.

Transfer Orders Ace
  • Ken Warren ("Louveteau")

Ken's Gripen E appears on the east side of the map after taking out the SAM sites.

Fleet Destruction Aces
  • Matthieu Bertin ("Ibis")
  • Chris Azure ("Chasseur")

Yep, there are two Aces to find in this mission. Matthieu flies an SU-33 that appears on the east side of the map if you fly through the opening between the north platforms. 

Chris flies a Rafale-M that appears on the west side of the map if you blow up all the aircraft on the north platform before they can take to the air.

Stonehenge Defensive Ace
  • Arnaud Durand ("Walrus")
  • Nathan Roche ("Foudre")
  • Kees Baker ("Buffle")

Another mission with multiple Aces. Arnaud flies an SU-34 that appears at the northeast end of the map if you successfully prevent Stonehenge from taking any damage.

Nathan flies a MIR2000-5 that appears on the south side of the map if you fly underneath the mounted Stonehenge gun.

Kees appears on the west side of the map in an A-10C after destroying the three Thunderbolt enemies.

Bunker Buster Ace
  • Owen Corwin ("Comet")

Owen's MIG-31 appears on the west side if you take out all the mission's missile silos.

Cape Rainy Assault Ace
  • Jules Martin ("Gadfly")

Jules appears in an SU-47 in the northern end of the map after flying through the canyon -- but you have to do it quickly!

Battle For Farbanti Aces
  • Russell Faulkner ("Serpent")
  • Vincent Masson ("Bogen")

If you beat the first mission objective by more than 5,000 points, Russell's SU-37 appears in the southeastern edge of the map.

Vincent's F-2A appears just to the south of the Aegis Shore battery after you destroy it, but you have a limited time to chase him down.

Last Hope Ace
  • Emeric Pons ("Axeman")

Emeric's SU-35S appears on the south end of the city after racking up 15,000 points.

Homeward Ace
  • Olivier Perrin ("Mantis")

If you cruise alongside the Mass driver rail, Olivier's F-35C appears on the east side of the map.

Lost Kingdom Ace
  • Benjamin Neumann ("Lynx")

If you take out all the enemy targets before flying to the castle, Bejamin's YF-23 spawns by Shilage.

Lighthouse Aces
  • Paul LeBrun ("Calamity")
  • Cyril Noiret ("Tempest")

The last two Aces both appear if you rack up 20,000 points during the first segment of the Lighthouse mission.

Paul's SU-57 appears to the southeast of the space elevator, while Cyril's F-22 spawns to the southwest instead.

Have you found any other skins that we missed? Let us know where you discovered it, and be sure to leave a comment with your favorite Ace Combat 7: Skies Unknown skin below!

Ace Combat 7: How to Use Flares Mon, 21 Jan 2019 13:14:23 -0500 Ty Arthur

Ready to take to the skies and establish air dominance? Ace Combat 7: Skies Unknown offers up all the modern aerial dog fights you could want across a host of missions.

However, surviving any of those sorties requires more than just barrel rolls and machine gun fire. If you want to stay airborne and complete objectives, you've got to master quick turns and proper flare deployment to avoid enemy missile fire.

How to Deploy Flares

Unfortunately, Ace Combat 7: Skies Unknown doesn't do a very good job of explaining how to use flares, so let's jump right into it with the exact flare controls broken down by platform.

PS4 Flare Deployment:
  • Tap L3 + R3 simultaneously to release flares
Xbox One Flare Deployment:
  •  Tap both analog sticks simultaneously to release flares
PC Flare Deployment:
  • Unknown at this time, but you'll likely be able to bind your own key

The PC version of Ace Combat 7: Skies Unknown doesn't arrive until January 31, as console players get more than a full week of exclusive access ahead of time. We'll get this article updated with the controls for using flares via keyboard command when it lands on Steam at the end of the month.

When to Deploy Flares

No matter which platform you are on, wait to deploy your flares until well after you hear the "Missile Lock" audio cue. You will see red icons on the screen indicating proximity, and when they are flashing, because the missile is in close range, deploy flares and either speed up or turn to avoid the explosion.

Note that the flares drop below you rather than directly behind, and you can use the right analog stick to swivel your view to see exactly where a missile is chasing your aircraft before deploying these countermeasures.

Have any other questions on how to fly your plane, avoid missiles, and take out targets in Ace Combat 7? Let us know what you are having trouble with in the comments below, and we'll find you a solution.

Console and Admin Commands List for Atlas Mon, 21 Jan 2019 09:28:51 -0500 Sergey_3847

Playing Atlas without a little bit of cheating can be really hard. That's why the developer left the option for players to activate console and admin commands within the game through a special cheat menu.

Since Atlas was developed by the same team that created Ark: Survival Evolved, many of the console commands are the same. So if you are familiar with those commands from Ark, you can safely use them in Atlas, too.

How to Activate Console Commands in Atlas

There are two ways how you can activate console commands in Atlas. One involves you being logged in as an admin, and the other one can let you use commands without being an administrator.

Method 1: Log In as Admin
  1. Log in to the game as an administrator using your admin log-in and password.
  2. Press Tab key to open the console
  3. Type in "enablecheats [password]"
  4. Press Enter
Method 2: Use Your Steam ID
  1. Go to "Steam\steamapps\common\ARK\ShooterGame\Saved\" directory
  2. Create a text file titled "AllowedCheaterSteamIDs"
  3. Inside the text file list all Steam IDs you wish to be able to use console commands in Atlas
  4. Save and exit

Console and Admin Commands List for Atlas

  • cheat gfi Bola 1 0 0
  • cheat gfi Sugarcane 1 0 0
  • cheat gfi saddlegeneric_tier2 1 0 0
  • cheat spawnbrig
  • cheat gfi PrimalItemResource_GoldCoin 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Cactus_Seed 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Beans 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Beet 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Cactus 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_Carrot 1 0 0  
  • cheat gfi PrimalItemConsumable_Vegetable_ChickPeas 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Chilli 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_EdibleGreens 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Maize 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Onion 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Pepper 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Rice 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Turnip 1 0 0
  • cheat gfi PrimalItemConsumable_Vegetable_Wheat 1 0 0  
  • cheat gfi PrimalItemResource_Bandage 1 0 0
  • cheat gfi PrimalItemResource_Coal_Anthracite 1 0 0
  • cheat gfi PrimalItemResource_Coal_BASE 1 0 0 
  • cheat gfi PrimalItemResource_Coal_Graphite 1 0 0
  • cheat gfi PrimalItemResource_Coal_Lignite 1 0 0
  • cheat gfi PrimalItemResource_Coal_Nitre 1 0 0
  • cheat gfi PrimalItemResource_Coal_Peat 1 0 0
  • cheat gfi PrimalItemResource_Coal_Sulfur 1 0 0
  • cheat gfi PrimalItemResource_Coral_BASE 1 0 0
  • cheat gfi PrimalItemResource_Coral_Brain 1 0 0
  • cheat gfi PrimalItemResource_Coral_Fire 1 0 0
  • cheat gfi PrimalItemResource_Crystal_BASE 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Amethyst 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Calcite 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Herkimer 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Pearl 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Quartz 1 0 0
  • cheat gfi PrimalItemResource_Crystal_Tellurite 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Bamboo 1 0 0
  • cheat gfi PrimalItemResource_Fibers_BASE 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Cotton 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Hemp 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Jute 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Seaweed 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Silk 1 0 0
  • cheat gfi PrimalItemResource_Fibers_Straw 1 0 0
  • cheat gfi PrimalItemResource_Flint_Agate 1 0 0
  • cheat gfi PrimalItemResource_Flint_Basalt 1 0 0
  • cheat gfi PrimalItemResource_Flint_Base 1 0 0
  • cheat gfi PrimalItemResource_Flint_Chalcedony 1 0 0
  • cheat gfi PrimalItemResource_Flint_Chert 1 0 0
  • cheat gfi PrimalItemResource_Flint_Obsidian 1 0 0
  • cheat gfi PrimalItemResource_Flint_Radiolarite 1 0 0
  • cheat gfi PrimalItemResource_Gem_Base 1 0 0
  • cheat gfi PrimalItemResource_Gem_Diamond 1 0 0
  • cheat gfi PrimalItemResource_Gem_Emerald 1 0 0
  • cheat gfi PrimalItemResource_Gem_Garnet 1 0 0
  • cheat gfi PrimalItemResource_Gem_Opal 1 0 0
  • cheat gfi PrimalItemResource_Gem_Ruby 1 0 0
  • cheat gfi PrimalItemResource_Gem_Sunstone 1 0 0
  • cheat gfi PrimalItemResource_Hide_Base 1 0 0
  • cheat gfi PrimalItemResource_Hide_Fur 1 0 0
  • cheat gfi PrimalItemResource_Hide_Hair 1 0 0
  • cheat gfi PrimalItemResource_Hide_Leather 1 0 0
  • cheat gfi PrimalItemResource_Hide_Pelt 1 0 0
  • cheat gfi PrimalItemResource_Hide_Skin 1 0 0
  • cheat gfi PrimalItemResource_Hide_Wool 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Base 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Bone 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Carapace 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Chitin 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Residue 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Scale 1 0 0
  • cheat gfi PrimalItemResource_Keratinoid_Shell 1 0 0
  • cheat gfi PrimalItemResource_MagicMarrow 1 0 0
  • cheat gfi PrimalItemResource_Metal_BASE 1 0 0
  • cheat gfi PrimalItemResource_Metal_Cobalt 1 0 0
  • cheat gfi PrimalItemResource_Metal_Copper 1 0 0
  • cheat gfi PrimalItemResource_Metal_Iridium 1 0 0
  • cheat gfi PrimalItemResource_Metal_Iron 1 0 0
  • cheat gfi PrimalItemResource_Metal_Silver 1 0 0
  • cheat gfi PrimalItemResource_Metal_Tin 1 0 0
  • cheat gfi PrimalItemResource_Oil_BASE 1 0 0
  • cheat gfi PrimalItemResource_Oil_Blubber 1 0 0
  • cheat gfi PrimalItemResource_Oil_Crude 1 0 0
  • cheat gfi PrimalItemResource_Oil_Fish 1 0 0
  • cheat gfi PrimalItemResource_Oil_MineralOil 1 0 0
  • cheat gfi PrimalItemResource_Oil_Naptha 1 0 0
  • cheat gfi PrimalItemResource_Oil_Olive 1 0 0
  • cheat gfi PrimalItemResource_Preservative_BASE 1 0 0
  • cheat gfi PrimalItemResource_Preservative_FlakeSalt 1 0 0
  • cheat gfi PrimalItemResource_Preservative_RockSalt 1 0 0
  • cheat gfi PrimalItemResource_Preservative_SeaSalt 1 0 0
  • cheat gfi PrimalItemResource_Salve 1 0 0
  • cheat gfi PrimalItemResource_Sap_BASE 1 0 0
  • cheat gfi PrimalItemResource_Sap_Honey 1 0 0
  • cheat gfi PrimalItemResource_Sap_Latex 1 0 0
  • cheat gfi PrimalItemResource_Sap_Nectar 1 0 0
  • cheat gfi PrimalItemResource_Sap_Resin 1 0 0
  • cheat gfi PrimalItemResource_Sap_Syrup 1 0 0
  • cheat gfi PrimalItemResource_Sap_Wax 1 0 0
  • cheat gfi PrimalItemResource_Stone_BASE 1 0 0
  • cheat gfi PrimalItemResource_Stone_Coquina 1 0 0
  • cheat gfi PrimalItemResource_Stone_Granite 1 0 0
  • cheat gfi PrimalItemResource_Stone_Limestone 1 0 0
  • cheat gfi PrimalItemResource_Stone_Marble 1 0 0
  • cheat gfi PrimalItemResource_Stone_Sandstone 1 0 0
  • cheat gfi PrimalItemResource_Stone_Slate 1 0 0
  • cheat gfi PrimalItemResource_Thatch_BASE 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Bark 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Frond 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Reed 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Root 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Rush 1 0 0
  • cheat gfi PrimalItemResource_Thatch_Twig 1 0 0
  • cheat gfi PrimalItemResource_Wood_BASE 1 0 0
  • cheat gfi PrimalItemResource_Wood_Ash 1 0 0
  • cheat gfi PrimalItemResource_Wood_Cedar 1 0 0
  • cheat gfi PrimalItemResource_Wood_Fir 1 0 0
  • cheat gfi PrimalItemResource_Wood_Ironwood 1 0 0
  • cheat gfi PrimalItemResource_Wood_Oak 1 0 0
  • cheat gfi PrimalItemResource_Wood_Pine 1 0 0
  • cheat gfi PrimalItemResource_Wood_Poplar 1 0 0
  • cheat gfi PrimalItemSkin_BearSkinTest 1 0 0
  • cheat gfi PrimalItemSkin_CrewBandanna 1 0 0
  • cheat gfi PrimalItemSkin_EyePatch 1 0 0
  • cheat gfi PrimalItemSkin_KrakenHat 1 0 0
  • cheat gfi PrimalItemSkin_OfficerBoots 1 0 0
  • cheat gfi PrimalItemSkin_OfficerHat 1 0 0
  • cheat gfi PrimalItemSkin_OfficerPants 1 0 0
  • cheat gfi PrimalItemSkin_OfficerShirt 1 0 0
Cooked/Processed Consumables
  • cheat gfi PrimalItemConsumable_Ale 1 0 0
  • cheat gfi PrimalItemConsumable_BeefBuns 1 0 0
  • cheat gfi PrimalItemConsumable_BerryTea 1 0 0
  • cheat gfi PrimalItemConsumable_BubbleNSqueak 1 0 0
  • cheat gfi PrimalItemConsumable_CelerySoup 1 0 0
  • cheat gfi PrimalItemConsumable_CookedFish 1 0 0
  • cheat gfi PrimalItemConsumable_CookedMeat 1 0 0
  • cheat gfi PrimalItemConsumable_CremeBrulee 1 0 0
  • cheat gfi PrimalItemConsumable_DarkDraught 1 0 0
  • cheat gfi PrimalItemConsumable_Delicacy 1 0 0
  • cheat gfi PrimalItemConsumable_FishNChips 1 0 0
  • cheat gfi PrimalItemConsumable_DragonsTongue 1 0 0
  • cheat gfi PrimalItemConsumable_Grog 1 0 0
  • cheat gfi PrimalItemConsumable_Hardtack 1 0 0
  • cheat gfi PrimalItemConsumable_HotChocolate 1 0 0
  • cheat gfi PrimalItemConsumable_Meat_CookedPrimeAnimal 1 0 0
  • cheat gfi PrimalItemConsumable_Meat_CookedPrimeFish 1 0 0
  • cheat gfi PrimalItemConsumable_MonarchsCake 1 0 0
  • cheat gfi PrimalItemConsumable_PorkPie 1 0 0
  • cheat gfi PrimalItemConsumable_Pudding 1 0 0
  • cheat gfi PrimalItemConsumable_ReapersRegard 1 0 0
  • cheat gfi PrimalItemConsumable_RosemaryChicken 1 0 0
  • cheat gfi PrimalItemConsumable_SaltedFish 1 0 0
  • cheat gfi PrimalItemConsumable_SaltedMeat 1 0 0
  • cheat gfi PrimalItemConsumable_ShrunkenStew 1 0 0
  • cheat gfi PrimalItemConsumable_SongOfTheSea 1 0 0
  • cheat gfi PrimalItemConsumable_Spiced Rum 1 0 0
  • cheat gfi PrimalItemConsumable_SpicyRoll 1 0 0
  • cheat gfi PrimalItemConsumable_StuffedBakedFish 1 0 0
  • cheat gfi PrimalItemConsumable_TaraNostiTreat 1 0 0
  • cheat gfi PrimalItemConsumable_UnthinkableDelicacy 1 0 0
Processed Resources
  • cheat gfi PrimalItemResource_BlastingPowder 1 0 0
  • cheat gfi PrimalItemResource_FireGel 1 0 0
  • cheat gfi PrimalItemResource_Gunpowder 1 0 0
  • cheat gfi PrimalItemResource_Ingot_BASE 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Cobalt 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Copper 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Iridium 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Iron 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Silver 1 0 0
  • cheat gfi PrimalItemResource_Ingot_Tin 1 0 0
  • cheat gfi PrimalItemResource_Ingot_OrganicPaste 1 0 0
  • cheat gfi PrimalItemResource_Ingot_OrganicPaste_Powder 1 0 0
  • cheat gfi PrimalItemResource_PreservingSalt 1 0 0
  • cheat GiveItemNum 0 1 1 0    Magenta
  • cheat GiveItemNum 1 1 1 0    Alizarin Red
  • cheat GiveItemNum 2 1 1 0    Aubergine Brown
  • cheat GiveItemNum 3 1 1 0    Black
  • cheat GiveItemNum 4 1 1 0    Blackberry
  • cheat GiveItemNum 5 1 1 0    Blackcurrant
  • cheat GiveItemNum 6 1 1 0    Blue Whale
  • cheat GiveItemNum 7 1 1 0    Bright Red
  • cheat GiveItemNum 8 1 1 0    Cantaloupe
  • cheat GiveItemNum 9 1 1 0    Cerulean
  • cheat GiveItemNum 10 1 1 0   Chateau Green
  • cheat GiveItemNum 11 1 1 0   Conifer Green
  • cheat GiveItemNum 12 1 1 0   Parchment
  • cheat GiveItemNum 13 1 1 0   Cyan
  • cheat GiveItemNum 14 1 1 0   Dark Pink
  • cheat GiveItemNum 15 1 1 0   Gold
  • cheat GiveItemNum 16 1 1 0   Green
  • cheat GiveItemNum 17 1 1 0   Indigo
  • cheat GiveItemNum 18 1 1 0   Light Sea Green
  • cheat GiveItemNum 19 1 1 0   Madang Green
  • cheat GiveItemNum 20 1 1 0   Purple
  • cheat GiveItemNum 21 1 1 0   Mango
  • cheat GiveItemNum 22 1 1 0   Mineral Grey
  • cheat GiveItemNum 23 1 1 0   Mud
  • cheat GiveItemNum 24 1 1 0   Napa Brown
  • cheat GiveItemNum 25 1 1 0   Navy
  • cheat GiveItemNum 26 1 1 0   Olive
  • cheat GiveItemNum 27 1 1 0   Orange
  • cheat GiveItemNum 28 1 1 0   Orange Peel
  • cheat GiveItemNum 29 1 1 0   Orient Blue
  • cheat GiveItemNum 30 1 1 0   Paco Brown
  • cheat GiveItemNum 31 1 1 0   Parchment
  • cheat GiveItemNum 32 1 1 0   Pink
  • cheat GiveItemNum 33 1 1 0   Pohutukawa Red
  • cheat GiveItemNum 34 1 1 0   Purple
  • cheat GiveItemNum 35 1 1 0   Red
  • cheat GiveItemNum 36 1 1 0   Royalty
  • cheat GiveItemNum 37 1 1 0   Selective Yellow
  • cheat GiveItemNum 38 1 1 0   Shalimar Yellow
  • cheat GiveItemNum 39 1 1 0   Silver
  • cheat GiveItemNum 40 1 1 0   Sky
  • cheat GiveItemNum 41 1 1 0   Slate
  • cheat GiveItemNum 42 1 1 0   Snow White
  • cheat GiveItemNum 43 1 1 0   Swamp Blue
  • cheat GiveItemNum 44 1 1 0   Tan
  • cheat GiveItemNum 45 1 1 0   Tangerine
  • cheat GiveItemNum 46 1 1 0   Watercourse Green
  • cheat GiveItemNum 47 1 1 0   White
  • cheat GiveItemNum 48 1 1 0   Yellow
  • cheat GiveItemNum 49 1 1 0   Blue
  • cheat GiveItemNum 50 1 1 0   Brick
  • cheat GiveItemNum 51 1 1 0   Brown


With the help of these console commands you will now be able to adjust your game to your liking and make the best of your time. Also, be sure to come back soon for even more related Atlas guides here at GameSkinny!

Resident Evil 2 Remake Pre-Order and Edition Guide Sat, 19 Jan 2019 00:11:55 -0500 Ty Arthur

One of our single most anticipated horror games of 2019 isn't actually a brand new game at all, but rather, it is a title that we've already been playing for more than 20 years. That is, the Resident Evil 2 remake will drop in just a handful of days, and it is set to dominate the horror genre for many months to come.

Less than a year after being announced (wow, that really puts the wildly premature Final Fantasy 7 remake announcement into perspective, doesn't it?), this new version of Resident Evil 2 is almost here, and there are plenty of options available for those who want to pre-order or buy something beyond the Standard Edition.

Let's dive into what those options are before the game officially releases for PC and consoles on January 25.

Resident Evil 2 Pre-Order Bonuses

If you buy the game ahead of the official release date, from any retailer and on any platform, you'll unlock the special Samurai Edge handgun for both Jill Valentine and Chris Redfield.

There aren't a ton of extra pre-order bonuses available through different vendors, but you can find some better deals and a few bells and whistles. These perks are available for pre-ordering through each individual retailer:

  • All editions: No bonuses
Best Buy
  • Standard Edition: Special edition SteelBook case (physical version only)
  • Deluxe Edition: Special edition SteelBook case (physical version only)
  • Collector's Edition: This edition only available through GameStop
Green Man Gaming
  • Standard Edition: 21% off the PC version base price ($47.39)
Microsoft Store
  • All editions: No bonuses
  •  All Editions: $5 off base price ($54.99 for Standard Edition)
PlayStation Store
  • All Editions: Free Resident Evil PS4 background theme
  • All Editions: No bonuses
  • All Editions: No bonuses, but free 2-day shipping or in-store pickup

Resident Evil 2 Editions

Three main versions of Resident Evil 2 are now available for pre-order: the basic Standard Edition, an upgraded Deluxe Edition, and the more expensive Collector's Edition, which is only available through GameStop.

Standard Edition


The Standard Edition of Resident Evil 2 retails for $59.99 physically and digitally (with the exceptions noted above) and will be available for PC, PS4, and Xbox One.

The Standard Edition has no extra content, but features the full game entirely rebuilt using the same engine as the lauded Resident Evil 7.

You can pick up this basic edition at these locations:

PlayStation 4
Xbox One

Deluxe Edition


Resident Evil 2's upgrade Deluxe Edition retails for $69.99 and comes with these bonus features, via a DLC download voucher, in addition to the base game:

  • Two Leon costumes
  • Three Claire costumes
  • Samurai Edge Albert gun
  • Classic retro soundtrack

Buy this enhanced edition from the retailers and storefronts below: 

PlayStation 4
Xbox One

Collector's Edition

This special Collector's Edition retails for a whopping $199.99 and is exclusively available through GameStop.

This edition comes with the base game, everything from the Deluxe Edition, and the following extras:

  • 12-inch Leon statue
  • Art book
  • R.P.D. renovation blueprints
  • R.P.D. item box

You can buy this edition from these locations (note it isn't available for the PC version):

PlayStation 4
Xbox One


There's more reason to buy this new take on the old classic than just getting a pre-order perk or a special edition. Don't forget that Hunk and Tofu will be making their triumphant return in all editions of the game.

The remake of Resident Evil 2 will release on PC, PlayStation 4, and Xbox One on January 25. Let us know what version you are planning on buying, and if you are looking forward to finally playing this new version, in the comments below.