https://beforeiplay.com/api.php?action=feedcontributions&user=Ahobday&feedformat=atomBefore I Play - User contributions [en]2024-03-28T12:42:41ZUser contributionsMediaWiki 1.40.0https://beforeiplay.com/index.php?title=Dragon%27s_Dogma_2&diff=7801Dragon's Dogma 22024-03-27T08:31:29Z<p>Ahobday: Created page with "* When your pawns say something like "something catches the eye", or "what's that?", causing a "!" to appear on the map that isn't referring to a ladder, then it's almost certainly a seeker's token. These look like smallish flat discs, about the size of a fist, laying flat on the ground, and are worth picking up. Category:Games"</p>
<hr />
<div>* When your pawns say something like "something catches the eye", or "what's that?", causing a "!" to appear on the map that isn't referring to a ladder, then it's almost certainly a seeker's token. These look like smallish flat discs, about the size of a fist, laying flat on the ground, and are worth picking up.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Skies_of_Arcadia&diff=7800Skies of Arcadia2024-03-26T11:56:04Z<p>Ahobday: </p>
<hr />
<div>* Play it on the Gamecube if you can, the Dreamcast version has lost-forever DLC content that was just packaged in with the GC version, and it's got a much more reasonable random encounter rate.<br />
<br />
* Don't bother trying to 100% your first time through. You will need to have a guide attached to your hip, and that sucks all the fun right out. Conversely, once you decide you want to 100%, attach a guide to your hip. There are a lot of missable items.<br />
<br />
* Other than that, just be relatively thorough, don't run from battles unless you absolutely have to, and remember that dialogue choices are about acting like a captain, not a shonen hero. (If you're not sure how to answer, "what would Dad/Dyne do" is a pretty decent yardstick for the 'right' options.)<br />
<br />
* Bring torpedoes on your ship, they're good for helping to stack damage during rounds where the enemy is open. They can be fired by anyone, but your regular cannons should be fired by your physical attackers.<br />
<br />
* Before you land in the town of Maramba, stop back at Sailor's Island to buy and equip a secondary cannon, it's extremely useful for a fight coming up and you won't get another opportunity to buy one until after.<br />
<br />
* You can use healing magic during ship battles.<br />
<br />
* Save before fighting the bounties (they'll ask if you're ready before the combat triggers), they're generally the hardest fights in the game.<br />
<br />
* Don't bother catching fish unless you're going for the title, or just having fun.<br />
<br />
* Healing items still work through Delta Shield.<br />
<br />
* The game is a bit slow to start, but really opens up once Drachma joins the party.<br />
<br />
* The best loadout for your ship is one Main Cannon, One Subcannon, Two Torpedoes. Bring them all to bear in one big meaty turn of damage<br />
<br />
* You get another ship later in the game, but any captain's stripes you apply to your earlier ship will carry over to the next ship. There's no reason to save them.<br />
<br />
* Don't run from battles if you can, because every time you runaway it reduces your ranking towards Vyse the Cowardly. If you plan to try and acheive one of the challenging titles, running away will make it literally impossible to do.<br />
<br />
[[category:games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Skies_of_Arcadia&diff=7799Skies of Arcadia2024-03-26T11:53:57Z<p>Ahobday: </p>
<hr />
<div>* Play it on the Gamecube if you can, the Dreamcast version has lost-forever DLC content that was just packaged in with the GC version, and it's got a much more reasonable random encounter rate.<br />
<br />
* Don't bother trying to 100% your first time through. You will need to have a guide attached to your hip, and that sucks all the fun right out. Conversely, once you decide you want to 100%, attach a guide to your hip. There are a lot of missable items.<br />
<br />
* Other than that, just be relatively thorough, don't run from battles unless you absolutely have to, and remember that dialogue choices are about acting like a captain, not a shonen hero. (If you're not sure how to answer, "what would Dad/Dyne do" is a pretty decent yardstick for the 'right' options.)<br />
<br />
* Bring torpedoes on your ship, they're good for helping to stack damage during rounds where the enemy is open. They can be fired by anyone, but your regular cannons should be fired by your physical attackers.<br />
<br />
* Before you land in the town of Maramba, stop back at Sailor's Island to buy and equip a secondary cannon, it's extremely useful for a fight coming up and you won't get another opportunity to buy one until after.<br />
<br />
* You can use healing magic during ship battles.<br />
<br />
* Save before fighting the bounties (they'll ask if you're ready before the combat triggers), they're generally the hardest fights in the game.<br />
<br />
* Don't bother catching fish unless you're going for the title, or just having fun.<br />
<br />
* Healing items still work through Delta Shield.<br />
<br />
* The game is a bit slow to start, but really opens up once Drachma joins the party.<br />
<br />
* The best loadout for your ship is one Main Cannon, One Subcannon, Two Torpedoes. Bring them all to bear in one big meaty turn of damage<br />
<br />
* It is possible to save your Captain's Stripes that you earn while flying the Little Jack to use on another ship later in the game. It makes the later ship ridiculously powerful and the Little Jack's fights are not too challenging without the additional firepower in the meantime.<br />
<br />
* Don't run from battles if you can, because every time you runaway it reduces your ranking towards Vyse the Cowardly. If you plan to try and acheive one of the challenging titles, running away will make it literally impossible to do.<br />
<br />
[[category:games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Aliens:_Fireteam_Elite&diff=7797Aliens: Fireteam Elite2024-03-20T08:01:41Z<p>Ahobday: Created page with "* Play different classes to unlock skills, since there is a lot of cross-class skills you can get to customize and strengthen your main character. * Smart gun is good, even if it isn't the hardest hitting gun. A great class to start with. * I recommend starting on Normal Difficulty and beating the base campaign. Doing so unlocks another class and the scaling is tuned for leveling the classes. If your group is competent enough at shooters and you find the difficulty a b..."</p>
<hr />
<div>* Play different classes to unlock skills, since there is a lot of cross-class skills you can get to customize and strengthen your main character.<br />
<br />
* Smart gun is good, even if it isn't the hardest hitting gun. A great class to start with.<br />
<br />
* I recommend starting on Normal Difficulty and beating the base campaign. Doing so unlocks another class and the scaling is tuned for leveling the classes. If your group is competent enough at shooters and you find the difficulty a bit too easy and want a taste of Hard difficulty without actually playing it yet, you can turn off the xenomorph's being highlighted when you ADS in your settings menu. This is off by default on Hard+. It makes the game feel entirely different.<br />
<br />
* Challenge cards can be played by all three players in a squad but only one card will be selected to affect the mission. You can either co-operate to get the best bonus, or each throw up something you think would be funny to see what goofy stuff you'll need to put up with. Some of the challenge cards are kinda silly.<br />
<br />
* If anyone chooses Medic as their class, note that anyone in the squad picking up a medkit will refill the field station's charges not just the medic.<br />
<br />
* Most of the weapons at least have a niche, but some are just gonna feel better than others. That said don't worry too much about potentially wasting money on a new weapon that might be a disappointment, you will also be unlocking weapons via completing the campaign. There are unlocks for Normal and Hard if you want an excuse play the game again.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Granblue_Fantasy:_Relink&diff=7796Granblue Fantasy: Relink2024-03-18T09:04:07Z<p>Ahobday: Created page with "* For the story missions, the Captain has to be in the party for a lot of them, so it would be wise to get used to their skills as well as building them up faster relative to the others in your party. If you're running someone else as the leader, you can at least make sure they can keep up with you along with the rest and it should be fine. For free quests, though, anyone is fair game, so bring whoever you'd like. * Early on in the story, you'll be able to start recruit..."</p>
<hr />
<div>* For the story missions, the Captain has to be in the party for a lot of them, so it would be wise to get used to their skills as well as building them up faster relative to the others in your party. If you're running someone else as the leader, you can at least make sure they can keep up with you along with the rest and it should be fine. For free quests, though, anyone is fair game, so bring whoever you'd like.<br />
<br />
* Early on in the story, you'll be able to start recruiting new characters for your crew at Siero's Knickknack Shack for the cost of a crewmate card. Keep in mind that the initial strength of the newcomer is relative to where you happen to be in the story, so if you don't want to spend your cards as you get them, that's fine. Depending on when you bring them on, they may already start better than the initial members aside from possibly the Captain (depending on what you've done).<br />
<br />
* Reserve members do collect EXP over time, but not a whole lot. It's not too much of a deal, but it is something to be aware of if you plan on swapping someone new into your party.<br />
<br />
* If you've been turning in side quests for townsfolk, you can check Lyria's Journal and then leave it so that any new ones can load in since that counts as a transition to get them to pop. You may be doing this anyway because doing certain things gets you certain items from the Journal, so may as well.<br />
<br />
* The mastery system can be daunting, but keep in mind that MSP drops plenty as you get further in the story as well as when your crewmates level up. Focus more on the people you plan on using first (especially the Captain, of course) and then you can worry about the rest.<br />
<br />
* Keep up with your sigils and upgrading the weapons you're using. You won't necessarily have to start upgrading sigils until the late-game, though, so trade up for higher-tier ones instead. The max tier for sigils is 5. Once you unlock the ability to forge ascension weapons, focus on those for your main members if you want to have an easier time further down the road, but there will come a time where you forge everything and level them up for more mastery nodes in the collection tab for your characters. One step at a time, no need to rush.<br />
<br />
* When you're fighting, you can cancel some actions by dodging and then continue your assault. There's also a setting in the options menu to auto-sprint if you get annoyed by having to constantly start it up every time. You'll want to be fast on the battlefield, or at least predict where the action is going to move to if playing as a slower character (which will take a bit but you'll get the hang of it) so that you can assist your team.<br />
<br />
* The block is capable of reducing damage to zero, but it has some durability to it that takes time to recover to full. If you get your block broken, you'll take damage from that attack while being opened up or even knocked down if the attack is strong enough. Keep in mind if the attack causes a status effect, you run the risk of being affected by it even when blocking. Finally, some attacks are just plain unblockable (and it will be pretty clear which ones those are, in my experience), so watch out.<br />
<br />
* You only get to dodge three times in a row before a brief recovery period where you're open, so make sure to space them out.<br />
<br />
* If you or someone else goes down, you will run down a timer measured by a bar as the fallen member enters critical status. If more than one is downed, this timer will tick down faster. Everyone in the party starts with one revival potion to hop back up for half of their max HP, and having more than one person pick up the fallen member speeds up the recovery. If you are the one knocked down, you can mash buttons to speed it up yourself if your team is getting blocked off. You also get a brief bit of invulnerability as you're getting up, but it's not that long so don't expect it to save you from getting socked by a wide AoE attack and make sure to block/dodge accordingly.<br />
<br />
* There's a super move in the form of Sky Bound Arts (SBA) that can be chained together with the rest in order to perform a high-damaging finishing attack at the end of the chain. Boss enemies can go into Overdrive and be whittled down until their meter runs out and enters Break mode for an opening. It would wise to use SBAs to cause Break status instead of saving it for when they are in Break, as doing so will immediately punt the boss out of Break and whatever damage is inflicted will fill up the Overdrive meter again. If you're so overwhelmingly powerful that that is not an issue or you are capable of dealing with it otherwise, then go ahead and ignore this.<br />
<br />
* After every boss comes treasure chests. You've 30 seconds to open whatever chests pop up, but the contents are given to you regardless. If with an online party, it's up to your discretion.<br />
<br />
* The Quick Quest system is how you get Gold and Silver Dalia Badges, which can be traded in for fabulous prizes at the Knickknack Shack. Be advised that the quests are always randomly selected from a range of lowest difficulty to whatever is currently your highest. Also be advised that there is some measure of strength scaling in case you're too strong or too weak for it. It used to be pretty bad if it choose a low difficulty quest and beaned you with heavy scaling, but an update fixed that and things ought to die at a reasonable pace. Just don't expect to get S++ on certain missions or something and keep in mind you're in it mainly for the Badges. Every 3 done is one gold ticket, which can give you another Gold Dalia Badge for each one spent up to 3, and you always get one ticket every day at midnight (or at least it's set to midnight for me).<br />
<br />
* Playing online, you can pick the same character as someone else and this will inevitably happen when running Quick Quests. Go nuts.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Mindustry&diff=7795Mindustry2024-03-18T09:01:41Z<p>Ahobday: Created page with "* Always keep track of your factory's ratios. * If you are attacking an enemy base, keep track of how much silicon goes in and out of your core so you don't run out. * Always try to optimise your factories as much as possible, if they are not efficient enough you should completely re-do them. Category:Games"</p>
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<div>* Always keep track of your factory's ratios.<br />
<br />
* If you are attacking an enemy base, keep track of how much silicon goes in and out of your core so you don't run out.<br />
<br />
* Always try to optimise your factories as much as possible, if they are not efficient enough you should completely re-do them.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Undertale_Yellow&diff=7794Undertale Yellow2024-03-15T15:10:14Z<p>Ahobday: </p>
<hr />
<div>* Play Undertale first.<br />
<br />
* As in Undertale, the game really picks up around the middle. If you're not sold on it, try to make it through Snowdin before giving it up. <br />
<br />
* The config menu has several accessibility features including Easy Mode. These features can be enabled and disabled whenever you open the game.<br />
<br />
* Neutral Route requires one kill in order to achieve the route. It isn't bundled with Pacifist like in Undertale.<br />
<br />
* That being said, the Neutral route is as worth playing as Pacifist or Vengeance/Kill Everyone.<br />
<br />
* Some of the boss's attack patterns in Vengeance/Kill Everyone assume you have fought the boss' pacifist or neutral variants. They're not impossible and it doesn't affect the story, but doing Vengeance first may be a challenge.<br />
<br />
* In the Vengeance route, it is possible to hit an area's kill limit at a lower LV. This is bad for your stats, so try to aim for enemies that provide higher EXP. If you mess up, don't worry, it really isn't that much of a difference.<br />
<br />
* Be careful on your Vengeance run in the <div class="spoiler">Steamworks</div>. Simply reaching <div class="spoiler">the giant computer room (the room before The Furnace and two rooms before the Axis battle)</div> without the kill limit reached will abort your run, and saving past there will lock the failure in.<br />
<br />
* In the Vengeance <div class="spoiler">Axis battle</div>, try to stick to items that heal less and save your higher health ones for later.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Undertale_Yellow&diff=7793Undertale Yellow2024-03-15T15:09:48Z<p>Ahobday: </p>
<hr />
<div>* Play Undertale first.<br />
<br />
* As in Undertale, the game really picks up around the middle. If you're not sold on it, try to make it through Snowdin before giving it up. <br />
<br />
* The config menu has several accessibility features including Easy Mode. These features can be enabled and disabled whenever you open the game.<br />
<br />
* Neutral Route requires one kill in order to achieve the route. It isn't bundled with Pacifist like in Undertale.<br />
<br />
* That being said, the Neutral route is as worth playing as Pacifist or Vengeance/Kill Everyone.<br />
<br />
* Some of the boss's attack patterns in Vengeance/Kill Everyone assume you have fought the boss' pacifist or neutral variants. They're not impossible and it doesn't affect the story, but doing Vengeance first may be a challenge.<br />
<br />
* In the Vengeance route, it is possible to hit an area's kill limit at a lower LV. This is bad for your stats, so try to aim for enemies that provide higher EXP. If you mess up, don't worry, it really isn't that much of a difference.<br />
<br />
* Be careful on your Vengeance run in the <div class="spoiler">Steamworks</div>. Simply reaching <div class="spoiler">the giant computer room (the room before The Furnace and two rooms before the Axis battle)</div> without the kill limit reached will abort your run, and saving past there will lock the failure in.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Unicorn_Overlord&diff=7792Unicorn Overlord2024-03-13T08:47:24Z<p>Ahobday: Created page with "* The game rewards a bit of command optimization. A few battles in the game tells you it's a good idea to set basic attacks to target "lowest HP%" so your soldiers prioritize finishing off the wounded instead of smacking whatever's right in front of them. You also might want to tell your clerics to wait until a target is below a given percentage of HP to reaction heal so they don't blow all their support points on insignificant scratches, or tell units with a weaker pois..."</p>
<hr />
<div>* The game rewards a bit of command optimization. A few battles in the game tells you it's a good idea to set basic attacks to target "lowest HP%" so your soldiers prioritize finishing off the wounded instead of smacking whatever's right in front of them. You also might want to tell your clerics to wait until a target is below a given percentage of HP to reaction heal so they don't blow all their support points on insignificant scratches, or tell units with a weaker poison attack not to use it on enemies that don't have actions left, as a couple of examples. In general, whenever a unit gets a new skill, take a look to see if there's something you can tweak to make it more useful.<br />
<br />
* Thankfully, you can save and apply skill templates so you don't have to adjust each skill one by one on every unit.<br />
<br />
* Some equipment gives skills, and these skills can default to top priority. Remember to disable the new skill if it's not terribly useful for a given unit.<br />
<br />
* The preview estimate shown when you tell a unit to go target an enemy unit in the field does not take into account support units, so what looks like an easy victory could actually be a total loss if they've got backup nearby. The preview once the battle is starting is accurate.<br />
<br />
* Applying or removing your own ranged supports seems to change the RNG seed for a given battle, so it can cause things like a battle going much worse if you use backup, because in the new RNG seed you whiff on an important swing. It's something to check for if you've got archers in a nearby watchtower.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Sifu&diff=7790Sifu2024-03-09T09:15:05Z<p>Ahobday: </p>
<hr />
<div>* Don't button mash<br />
<br />
* Heavy attack isn't that much slower than light attack and can work fine as your main attack button<br />
<br />
* If you interact with the training dummy at your home base there are a series of trainings that go through the basics and are highly recommended. The same dummy also lets you do free training where you can practice against any enemy you've beaten including bosses.<br />
<br />
* You have two basic defensive moves - a dodge and a parry - and you'll want to get comfortable with both.<br />
<br />
* Parry is probably the "better" option since it helps build up the enemy's structure meter, but is more risk/reward and enemy grabs can only be dodged, not parried.<br />
<br />
* Despite how the animations look, there are only two different dodges. L1+left, back, or right all dodge enemy normal/high attacks while L1+up dodges sweeps.<br />
<br />
* Button inputs are relative to your character and also work in reverse (e.g. forward -> back -> heavy attack and back -> forward -> heavy attack will do the same move in opposite directions).<br />
<br />
* The throw (square + X) is very good and can be done when the enemy is stunned after taking lots of hits or a successful parry. You can throw enemies into each other to create space, throw them off ledges/over railings, or into walls.<br />
<br />
* It's personal preference and if you play enough you'll unlock everything permanently, but I recommend unlocking the Environmental Mastery, Ground Counter, and Slide Kick skills early on.<br />
<br />
* You can replay previous missions and if you beat it at a lower age that age is used going into the next mission as well as the shrine choices you made.<br />
<br />
* When you restart an area you go back to the age you were when you started it, losing any progress made, which isn't as bad as it sounds.<br />
<br />
* I recommend focusing on learning moves permanently, you do this by buying them 5 times before a reset, so just keep buying the same move until it's permanent.<br />
<br />
* Skills that have a lower age limit can still be upgraded to permanent as long as you started it before going over the age limit.<br />
<br />
* Items are also permanent, and often a key for a door in one level will be in a future one, so you'll have to back track and replay the levels to get all the endings and such.<br />
<br />
* Don't neglect your focus abilities, they are really helpful in a pinch and the bar refills fairly quickly.<br />
<br />
* Make sure to search around for weapons in arenas. There's no time limit, so running away to look for a pole to fight with is perfectly fine.<br />
<br />
* The only good way to regenerate health is by doing finishing moves.<br />
<br />
* Actually use the moves you are unlocking. It's temping to just button mash when you have an opening but the specials can do more damage. More importantly, a lot of them are important to controlling space and distance, allowing you to close quickly with enemies or knock them down temporarily.<br />
<br />
* Strongly consider not using the shortcuts you unlock unless you just want to practice on a boss. Unless you are a "SL1 Dark Souls" person you want the shrine upgrades and skipping to a boss usually only provides one.<br />
<br />
* Also, work on your score because the highest score upgrade option (the red ones) is hugely beneficial in getting fights ended, which ultimately is your goal.<br />
<br />
* Bosses, at least the first 4, are in some ways technique (i.e. "learn gud") checks. The second boss, for example, is very easy once you get dodge-parries down (he keeps swinging the stick at your head so time the ducks), and if you've invested anything into the "gain focus from parry" red skill you can quickly rebuild your focus bar for easy damage.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Sifu&diff=7789Sifu2024-03-09T09:14:01Z<p>Ahobday: </p>
<hr />
<div>* Don't button mash<br />
<br />
* Heavy attack isn't that much slower than light attack and can work fine as your main attack button<br />
<br />
* If you interact with the training dummy at your home base there are a series of trainings that go through the basics and are highly recommended. The same dummy also lets you do free training where you can practice against any enemy you've beaten including bosses.<br />
<br />
* You have two basic defensive moves - a dodge and a parry - and you'll want to get comfortable with both.<br />
<br />
* Parry is probably the "better" option since it helps build up the enemy's structure meter, but is more risk/reward and enemy grabs can only be dodged, not parried.<br />
<br />
* Despite how the animations look, there are only two different dodges. L1+left, back, or right all dodge enemy normal/high attacks while L1+up dodges sweeps.<br />
<br />
* Button inputs are relative to your character and also work in reverse (e.g. forward -> back -> heavy attack and back -> forward -> heavy attack will do the same move in opposite directions).<br />
<br />
* The throw (square + X) is very good and can be done when the enemy is stunned after taking lots of hits or a successful parry. You can throw enemies into each other to create space, throw them off ledges/over railings, or into walls.<br />
<br />
* It's personal preference and if you play enough you'll unlock everything permanently, but I recommend unlocking the Environmental Mastery, Ground Counter, and Slide Kick skills early on.<br />
<br />
* You can replay previous missions and if you beat it at a lower age that age is used going into the next mission as well as the shrine choices you made.<br />
<br />
* When you restart an area you go back to the age you were when you started it, losing any progress made, which isn't as bad as it sounds.<br />
<br />
* I recommend focusing on learning moves permanently, you do this by buying them 5 times before a reset, so just keep buying the same move until it's permanent.<br />
<br />
* Skills that have a lower age limit can still be upgraded to permanent as long as you started it before going over the age limit.<br />
<br />
* Items are also permanent, and often a key for a door in one level will be in a future one, so you'll have to back track and replay the levels to get all the endings and such.<br />
<br />
* Don't neglect your focus abilities, they are really helpful in a pinch and the bar refills fairly quickly.<br />
<br />
* Make sure to search around for weapons in arenas. There's no time limit, so running away to look for a pole to fight with is perfectly fine.<br />
<br />
* The only good way to regenerate health is by doing finishing moves.<br />
<br />
* Actually use the moves you are unlocking. It's temping to just button mash when you have an opening but the specials can do more damage. More importantly, a lot of them are important to controlling space and distance, allowing you to close quickly with enemies or knock them down temporarily.<br />
<br />
* Strongly consider not using the shortcuts you unlock unless you just want to practice on a boss. Unless you are a "SL1 Dark Souls" person you want the shrine upgrades and skipping to a boss usually only provides one.<br />
<br />
* Also, work on your score because the highest score upgrade option (the red ones) is hugely beneficial in getting fights ended, which ultimately is your goal: beating the shit out of everyone.<br />
<br />
* Bosses, at least the first 4, are in some ways technique (ie "learn gud") checks. The second boss, for example, is very easy once you get dodge-parries down (he keeps swinging the stick at your head so time the ducks), and if you've invested anything into the "gain focus from parry" red skill you can quickly rebuild your focus bar for easy damage.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Sifu&diff=7788Sifu2024-03-08T17:40:37Z<p>Ahobday: </p>
<hr />
<div>* Don't button mash<br />
<br />
* Heavy attack isn't that much slower than light attack and can work fine as your main attack button<br />
<br />
* If you interact with the training dummy at your home base there are a series of trainings that go through the basics and are highly recommended. The same dummy also lets you do free training where you can practice against any enemy you've beaten including bosses.<br />
<br />
* You have two basic defensive moves - a dodge and a parry - and you'll want to get comfortable with both.<br />
<br />
* Parry is probably the "better" option since it helps build up the enemy's structure meter, but is more risk/reward and enemy grabs can only be dodged, not parried.<br />
<br />
* Despite how the animations look, there are only two different dodges. L1+left, back, or right all dodge enemy normal/high attacks while L1+up dodges sweeps.<br />
<br />
* Button inputs are relative to your character and also work in reverse (e.g. forward -> back -> heavy attack and back -> forward -> heavy attack will do the same move in opposite directions).<br />
<br />
* The throw (square + X) is very good and can be done when the enemy is stunned after taking lots of hits or a successful parry. You can throw enemies into each other to create space, throw them off ledges/over railings, or into walls.<br />
<br />
* It's personal preference and if you play enough you'll unlock everything permanently, but I recommend unlocking the Environmental Mastery, Ground Counter, and Slide Kick skills early on.<br />
<br />
* You can replay previous missions and if you beat it at a lower age that age is used going into the next mission as well as the shrine choices you made.<br />
<br />
* When you restart an area you go back to the age you were when you started it, losing any progress made, which isn't as bad as it sounds.<br />
<br />
* I recommend focusing on learning moves permanently, you do this by buying them 5 times before a reset, so just keep buying the same move until it's permanent.<br />
<br />
* Skills that have a lower age limit can still be upgraded to permanent as long as you started it before going over the age limit.<br />
<br />
* Items are also permanent, and often a key for a door in one level will be in a future one, so you'll have to back track and replay the levels to get all the endings and such.<br />
<br />
* Don't neglect your focus abilities, they are really helpful in a pinch and the bar refills fairly quickly.<br />
<br />
* Make sure to search around for weapons in arenas. There's no time limit, so running away to look for a pole to fight with is perfectly fine.<br />
<br />
* The only way to regenerate health is by doing finishing moves.<br />
<br />
* Actually use the moves you are unlocking. It's temping to just button mash when you have an opening but the specials can do more damage. More importantly, a lot of them are important to controlling space and distance, allowing you to close quickly with enemies or knock them down temporarily.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Sifu&diff=7787Sifu2024-03-08T17:39:41Z<p>Ahobday: </p>
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<div>* Don't button mash<br />
<br />
* Heavy attack isn't that much slower than light attack and can work fine as your main attack button<br />
<br />
* If you interact with the training dummy at your home base there are a series of trainings that go through the basics and are highly recommended. The same dummy also lets you do free training where you can practice against any enemy you've beaten including bosses.<br />
<br />
* You have two basic defensive moves - a dodge and a parry - and you'll want to get comfortable with both.<br />
<br />
* Parry is probably the "better" option since it helps build up the enemy's structure meter, but is more risk/reward and enemy grabs can only be dodged, not parried.<br />
<br />
* Despite how the animations look, there are only two different dodges. L1+left, back, or right all dodge enemy normal/high attacks while L1+up dodges sweeps.<br />
<br />
* Button inputs are relative to your character and also work in reverse (e.g. forward -> back -> heavy attack and back -> forward -> heavy attack will do the same move in opposite directions).<br />
<br />
* The throw (square + X) is very good and can be done when the enemy is stunned after taking lots of hits or a successful parry. You can throw enemies into each other to create space, throw them off ledges/over railings, or into walls.<br />
<br />
* It's personal preference and if you play enough you'll unlock everything permanently, but I recommend unlocking the Environmental Mastery, Ground Counter, and Slide Kick skills early on.<br />
<br />
* You can replay previous missions and if you beat it at a lower age that age is used going into the next mission as well as the shrine choices you made.<br />
<br />
* When you restart an area you go back to the age you were when you started it, losing any progress made, which isn't as bad as it sounds.<br />
<br />
* I recommend focusing on learning moves permanently, you do this by buying them 5 times before a reset, so just keep buying the same move until it's permanent.<br />
<br />
* Skills that have a lower age limit can still be upgraded to permanent as long as you started it before going over the age limit.<br />
<br />
* Items are also permanent, and often a key for a door in one level will be in a future one, so you'll have to back track and replay the levels to get all the endings and such.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Sifu&diff=7786Sifu2024-03-08T17:37:04Z<p>Ahobday: Created page with "* When you restart an area you go back to the age you were when you started it, losing any progress made, which isn't as bad as it sounds. * I recommend focusing on learning moves permanently, you do this by buying them 5 times before a reset, so just keep buying the same move until it's permanent. * Skills that have a lower age limit can still be upgraded to permanent as long as you started it before going over the age limit. * Items are also permanent, and often a k..."</p>
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<div>* When you restart an area you go back to the age you were when you started it, losing any progress made, which isn't as bad as it sounds.<br />
<br />
* I recommend focusing on learning moves permanently, you do this by buying them 5 times before a reset, so just keep buying the same move until it's permanent.<br />
<br />
* Skills that have a lower age limit can still be upgraded to permanent as long as you started it before going over the age limit.<br />
<br />
* Items are also permanent, and often a key for a door in one level will be in a future one, so you'll have to back track and replay the levels to get all the endings and such.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Arcanum:_Of_Steamworks_And_Magick_Obscura&diff=7785Arcanum: Of Steamworks And Magick Obscura2024-03-06T09:21:52Z<p>Ahobday: </p>
<hr />
<div>== Character Creation ==<br />
<br />
* When creating your character, avoid the backgrounds that depend on your location for magic. Miracle Operation is almost overpowered.<br />
<br />
* Also avoid any background that gives you a weapon, or increased starting gold. These become useless so quickly that you'll regret taking them by level 2.<br />
<br />
* When selecting your items from the shop before you start, get the lockpicks, as they have a 10% boost, and the dress (if female), since you won't find either again any time soon. Then get some potions and a cheap dagger. You'll find better stuff shortly. <br />
<br />
* Dexterity is probably the most important attribute, since it governs most combat skills, as well as the thief abilities as well. If you want to succeed at melee, you need DX more than you need strength (although that helps, too).<br />
<br />
* Your initial reaction modifier has some effect on quests but intelligence actually determines the better dialog options (and having too little limits your character to "Hulk speak" options unless you keep chugging intelligence potions for every conversation). For combat oriented characters, dexterity is infinitely better than than strength even if you plan on specializing in melee weapons. Finally, magic is extremely overpowered. If you want to breeze through the game then build a mage type character.<br />
<br />
* Beauty is a little useless, since you can excel as an intelligent ugly person, but not as a beautiful idiot.<br />
<br />
== Starting Out ==<br />
<br />
* Make sure you grab the passport, the matchbook, the camera, the letter, and the Molochean Hand amulet from the crash site.<br />
<br />
* The first town sucks, but has lots of good XP. Don't give the guy the camera though. Once you get out of the Shrouded hills, the game really starts to shine. You can skip it almost entirely if you want as well.<br />
<br />
* Get Sogg Meadmug from the first town. He's one of the few characters that will stay at your side no matter what you do, and he's great for killing things early game. You need at least a 9 Charisma to get Sogg to join.<br />
<br />
* If you plan on thieving, don't kill Lucan at the Shrouded Hills bridge. Instead, persuade him (you only need one rank, and maybe Apprentice level) and he'll give you an in with the Thief Underground in Tarant and Caladon.<br />
<br />
== General Gameplay ==<br />
<br />
* Get Drog Blacktooths patch for the game which can be found [http://terra-arcanum.com/drog/uap.html here].<br />
<br />
* Turn the battle system on turn based.<br />
<br />
* You get more experience in combat if YOU'RE the one hitting the monsters, not your party members. (Only a small portion of combat xp is for the kill - most is for doing damage to the enemy)<br />
<br />
* Magic is incredibly useful. Teleport will eliminate annoying travel, cantrip will unlock most doors, harm will kill almost everything, and charm will let you talk to almost anyone in a positive matter. Don't spam it at the beginning of the game though, you'll run out of fatigue, and fall over.<br />
<br />
* If you're a mage, get Harm.<br />
<br />
* Fighting hard enemies? Have Harm ready and turn the battle on to free time and rapid-fire Harm as the enemy runs at you. You'll attack a lot faster and far, far more often than turn based.<br />
<br />
* Even if you're going tech, get teleport. It is so damned useful.<br />
<br />
* By this same logic, as a tech don't be afraid to use magic scrolls. Most useful are scrolls of Exiting and Divine Magic. Other scrolls to hang on to include Conjure Spirit, Shrink, Dominate Will and any summons you might find. Techs will still be able to cast them, for some reason.<br />
<br />
* If you find an empty building, with a box in it, feel free to put your stuff in it, it will never go away.<br />
<br />
* Make sure you have lots of ammo before going anywhere if you're using a gun. I mean lots, like multiple stacks, and stuff to make more if needed.<br />
<br />
* If you do decide to go the tech route, then for the love of god invest in grenades and throwing. You can easily fashion grenades out of things you find in trash cans throughout the entire game and they are devastating. However, be aware that your character will have some of severe palsy when throwing at first so quick save before you throw grenades at the beginning of the game because you will, without fail, end up throwing one backwards into a group of guards/children/teammates/etc.<br />
<br />
* If you're a tech that's high on the scale (75 or so) healing magic will almost always fail on you. BUT most of the party-joinable NPCs in the game don't fall far enough on the scale in either direction for this to be the case, so you might want to have a healer in your party to look after them, while you take care of your own healing.<br />
<br />
* Items to hang onto: shovel, mithril, Molochean Hand amulet, kathorn crystal, heartstone, and, if you're a tech, saltpeter & charcoal (the two components in bullets).<br />
<br />
* You need a Charisma of 20 to persuade the final boss to give up.<br />
<br />
* It's rather easy to break arcanum with real time combat by making a super fast melee attacker and using support spells. Some weapons like the steel dagger have a 2 frame attack animation so you just attack dozens of times per second, obliterating anything with a thousand cuts before they can even attack. And sometimes you can just enable turn based combat and attack like 20 times per turn or something crazy like that.<br />
<br />
== Location Specific Tips ==<br />
<br />
=== Ashbury ===<br />
<br />
* Worthless Mutt is the best fighter NPC in the game. If you want him in your party, remember two things: (1) Mutt is so good at fighting that for the first half of the game, having him in your party will make combat very boring (and less lucrative in terms of experience, since Mutt will tear through enemies before you can even reach them). (2) If you want him in your party, you'll have to hoof it to the inn the first time you arrive in Ashbury. Get to the east side of the inn (SE part of town) and rescue him from the gnome kicking him to death. If you take too long, Mutt will die.<br />
<br />
* At the docks in Ashbury there is a locked barrel next to a ship. In it there is a book titled ''The Hand''. Unlock it without getting caught and bring it with you when you take that ship.<br />
<br />
=== Black Mountain Clan ===<br />
<br />
* By the time you explore the Black Mountain Clan, you should be at LEAST level 20, your entire party should be wearing metal armor, you’ll need to be able to take some heavy hits, you’ll need to be able to heal yourself a lot, and you’ll need at least apprentice level in repair, OR lots of weapons, OR the ability to teleport out of a dungeon with an Exit scroll to get your equipment fixed by someone else.<br />
<br />
=== Isle of Despair ===<br />
<br />
* You cannot return to the Isle of Despair once you have left. There is an NPC there you need to talk to in order to get the best ending for Dernholm. <br />
<br />
=== Roseborough ===<br />
<br />
* Speak to everyone in the inn. One of them will help you find a bridge that's crucial to travel on that side of the continent.<br />
<br />
=== T'sen Ang ===<br />
<br />
* Make sure you have (and are possibly wearing) the Molochean Hand amulet before entering T'sen Ang.<br />
<br />
=== Tarant ===<br />
<br />
* Be sure to travel to Dernholm and Black Root before heading to Tarant.<br />
<br />
* In Tarant, you can deliver a note for a shady individual (in the Wellington Gentleman's club), solve the theft of a painting (the Garringsburg heist), and fetch a new crystal ball for a psychic. Be sure to complete the quests in this order, and for the crystal ball quest, side with Toussaud not Besson.<br />
<br />
* Speak to Thom Grak (middle of Tarant) to start one of the more interesting quest lines.<br />
<br />
* There's a warehouse in Tarant (just E of the Docks subway station) with a halfling outside. Help him clear out the rats in the warehouse, and you can use any of the interior containers for storage. Handy because it's right next to a subway station and the docks (for when you get your own ship).<br />
<br />
* Magnus can smelt Iron Ore + Steel into Pure Ore, and combine it with a Fine Hilt Guard to make a Balanced Sword. Balanced swords are a fantastic weapon for a fresh party.<br />
<br />
=== Thanatos ===<br />
<br />
* When it’s time to go to Thanatos, you can either pay a lot of money for passage or you can get your own ship. Getting the ship is more complicated, but worth it since you can travel to virtually any city for free from that point on.<br />
<br />
== If you're playing a gunfighter/thief: ==<br />
<br />
* Keep in mind that magically unlocking something will make a noise, and anyone nearby will hear it. This means if you're trying to rob someone or break into someplace, it will be VERY difficult to do without getting caught. Lockpicking, on the other hand, is almost entirely silent, and you can enter Prowl mode (even if you have no points in it) well enough to avoid being caught by sleeping people.<br />
<br />
* Guns are awesome, but only the good ones you'll get later / have to know where to find. I usually don't even bother putting points into Firearms/Perception/Gun Smithy until at least level 25 or so. Before that, guns are just heavy and bullets are expensive and you can't shoot well. Just suck it up and go melee for the first half of the game.<br />
<br />
* As a gunfighter, hoard the following items: saltpeter/charcoal (for bullets), looking glasses, marksman rifles, mithril, charges, and corrosive acid. Everything else can be found pretty easily.<br />
<br />
* You'll need three ranks of pick locks and Expert level in it before it'll be feasible to steal from shopkeepers. With a good starting Dexterity, you should be able to achieve this before reaching Tarant (as there's an Expert trainer in Black Root).<br />
<br />
* The easiest way to steal from shopkeepers is to wait in their store until evening, then wait two more hours. They'll head for the bedroom, where the barrel with all their merch is, and you can just follow them in. Then, be sure to enter prowl mode (you don't need any ranks in it) while picking the lock on their stash, which will usually be a chest or barrel near their bed. This is the only way to rob stores with guards, inside or outside.<br />
<br />
* Some shopkeepers never sleep, which means you can never rob them.<br />
<br />
* As a tech, you'll eventually be barred from trading with mages. You can still steal from them, though.<br />
<br />
* As a thief, don't waste too many points on pickpockets. It's ineffective for largescale theft because you can only pickpocket 100gp from someone at a time, and the level bonuses aren't all that great. I tend to save up my fate points for the like 4 times the game needs me to pick a pocket.<br />
<br />
* As a gunfighter/thief, pump your Dexterity to about 13 or 15 (enough to reach expert level in Pick Locks). Ignore melee, and possibly even dodge. Boost your perception up to a natural 17 so you can advance firearms quickly, as you'll suffer without a decent melee attack. DX is crucial, though, so that you can steal guns, bullets and armor.<br />
<br />
* Your best weapons will probably be the Fine Revolver, then the Repeater Rifle, then the Hand Cannon, which you'll eventually replace with Droch's Warbringer. Those will pretty much slice through any enemy you're likely to encounter. After that, you should be a high enough level to make the crazy ones like the Tesla gun or the Acid Gun.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Class_of_Heroes&diff=7784Class of Heroes2024-03-06T09:21:28Z<p>Ahobday: </p>
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<div>* Never go into a dungeon without having that dungeons map on-hand. The game won't let you access the automap in a dungeon until you do so. Even then, it starts of blank and only fills out as you explore.<br />
<br />
* Apart from the top floors of each dungeon, all the floors you can encounter in dungeons are symmetrical. Exactly what floors you get is randomised, but they'll always be symmetrical.<br />
<br />
* Feel free to keep on rerolling for bonus stat points during character creation - about 18-20 is a good number, and should be enough to make a character into almost any class you desire. The game can be evil so the more advantages you have the better.<br />
<br />
* Remember that characters in the back row cannot attack with melee weapons, which can be confusing at first since newly created characters don't have ranged weapons on them.<br />
<br />
* Your magic supplies will be limited, but that because it's devestating. Entire rows of monsters can be wiped out with a single spell, so always have a black magic user or two in your party.<br />
<br />
* Clerics (I think?) can identify items. This is a lot more convenient than getting them identified at a town/school.<br />
<br />
* No, you don't suck, the game can be really unfair at timesforever.<br />
<br />
* In addition, feel free to savescum. It won't be long before it's entirely possible that you get jumped with a lucky Deathgan for an instant wipe. I have honestly counted 11 consecutive surprise attacks before. The game is a Wizardry clone.<br />
<br />
* You can run multiple parties at the same time if you want. Have them back each other up in the same dungeon or let them explore separate paths or dungeons. But remember that recovering bodies requires empty spaces in the rescue party!<br />
<br />
* In the same vein, it can be useful to have an ID monkey and his devout helper hang out at the recycle bin in novice road. Any time you discard an item in a dungeon, it ends up in the bin. From anywhere! Inventory full? Toss some stuff, station your party, switch to your 2 man ID party and pull all the stuff out of the recycle bin! If your inventory is full when you try to loot something, the loot is gone forever.<br />
<br />
* You can get incredible mileage out of the worthless clothes you start with if you upgrade them in the laboratory. Every upgrade adds 1 defense. That's... what? 45 defense on a fully upgraded set? I forget. It's not a reasonable cost at first due to the Hard Rock required, but keep this in mind.<br />
<br />
* I don't know what the student ID is for and I can't find a definitive answer. Toss it.<br />
<br />
* Try to use your tension meter often. Spending tension increases the affinity of your party members. This raises your max tension and the rate at which it's generated.<br />
<br />
* Bosses will eventually one-shot your entire party so hard that they skip death entirely and just turn to dust. The answer to this is usually the Burst Fire gambit. It always goes first and has perfect accuracy. The sheer number of hits is belts out is likely to stun anything. Spend the round after that unloading every non-gambit you have. Repeat this as often as you're able. And maybe pray a little.<br />
<br />
* Races. Erdgeists are not immune to instant death traps. That race in general can be damn hard to use, but they're really fun when you crosstrain them into psychiceers with white and black magic on the side. Dwarves make fantastic monks. Also valkyries, if you're so inclined. Sprites can't use most equipment and fall over dead if you look at them wrong, but they get some fairly awesome unique stuff. Drakes, you want in front. DO IT. Warrior, paladin, samurai, whatever. Celestians I have a bad record with. The others I haven't played nearly as much.<br />
<br />
* Paladins. You want one. They learn Cover, which causes them to take most attacks in place of others. Shields usually go in the off-hand, but there are some main hand shields for dual wielding tank action. They also have one of the highest experience curves. You may want to raise it as a warrior at first for lots of quick levels and big HP bonuses. Then you can change majors to paladin. This will reduce his level to 1 and cut his max HP in half, but he'll still start out well ahead of the curve.<br />
<br />
* The level of an evoker's summoned monster depends on the evoker's level at the time the contract is made. If you want a particular summon at a higher level, you have to raise the evoker's level before going back to reform the contract. Evokers are neat, but I can't recommend one alongside a paladin. Some summons will try to use Cover and it conflicts in nasty ways with a paladin trying to use Cover.<br />
<br />
* Each major can only learn a certain number of spells of each level and of each type. Look at rangers. They can have up to 2 out of 4 psychic spells of every level at any given time. The ones they learn are random. If you don't like what they get, you can choose to forget any number of them. Next time the ranger levels up, the empty slots are filled with more random spells! So uh, cheese that part by saving first. On a related note, be sure to prune your list of magic before changing majors if you're switching to something that won't remember as many spells. Otherwise they're deleted at random.<br />
<br />
* Infirmary donations! Donating gold rewards the character with experience at a 1:1 rate. This is fantastic later on for new recruits or old favorites that just changed majors. ALWAYS save before donating for a level up. Stats will go up and down, yes. That's normal. They all tend to end up at about normal levels in the end. It's the HP and spell gains you want control over. This game will not hesitate to give you 1-3 HP per level regardless of vitality. I was settling for something around 12 for my squishiest casters most of the time. I've seen a 24 vitality drake warrior get 40 many times.<br />
<br />
== Party Composition ==<br />
<br />
There are some basic things you probably want in your party: Someone to identify items. A way to deal with treasure chests. Levitation. Ragnarok. Phase/Teleport.<br />
<br />
As mentioned, you want someone to ID items. Either a cleric or an alchemist. Alchemists are generally worthless in combat on top of having a very high experience curve. The primary benefit of an alchemist is the ability to perform item crafting for free. Unfortunately, this requires keeping his levels up if you want to do more than the most basic combinations. A cleric learns white and black magic, but at a slower pace than a devout or wizard. They can identify right off the bat and soon gain the ability to instantly kill an entire row of undead enemies. It helps if someone other than your cleric learns the Calm spell (level 2 white) so you can easily remove the debuff caused by failing to ID things too often. This will let you ID things in the field without worry. I'm pretty sure success depends on the user's level compared to the item's level. On top of all this, clerics also do normal damage to a few of the most annoying enemy types in the game! The only other easy alternative for that is a drake or diablon's breath attack. Those tend to lose their punch after the first use in a fight.<br />
<br />
TRAPS. These soon become another source of instant wipes if you don't learn to deal with them. Ideally, you want a thief or ranger to check chests for traps. Rangers are more useful later on, but I hear thieves are slightly better at checking and disarming. True or not, this is moot due to "thief+" equipment which improves your success with those actions. Even a decked out thief can fail to properly identify a trap. You'll learn from experience what kind of traps you can expect to find in a given area. If your level 2 ranger tells you there's a stone gaze trap on a crappy old chest on novice road, it's safe to say he's wrong. Most traps in the game are going to be in the left column of the disarm list which is full of results that tend not to be immediately fatal. If you aren't sure, use Scan (level 2 white) for a 100% accurate result. If it really is a potentially deadly trap and you don't have enough faith in your disarming chances, use Unlock (level 6 psychic) or give up on it. A neat thing to remember is chests which are found laying around on the floor can be canceled out of and rerolled as much as you want. Keep retrying that silver chest and you may have it turn up a grade higher or lower!<br />
<br />
Levitas (level 2 black) lets you avoid floor traps and walk over water! I've never had a random encounter while levitating over deep water. Do remember that anti-magic spaces cancel it.<br />
<br />
Ragnarok (level 7 black) does a number of extremely powerful and useful things. If you're doing some major switching to get someone to learn it, remember it will fail when cast by anyone under... 14, I think? Also turns out the spell is bugged and can not restore lost stamina. Stamina has a hand in your stat growth on level up and goes down naturally at such a slow pace that you may never see it happen.<br />
<br />
Phase/Teleport (5 psychic/7 black). Phase lets you teleport anywhere you've already been on the same floor. Such as to the opposite stairs if you haven't found the right magic key yet. Teleport will move you anywhere you've already been on ANY FLOOR. Such as to the exit.<br />
<br />
I think my main party is still something like:<br />
<br />
Dwarf valkyrie (formerly monk). For using Bold Move safely under...<br />
<br />
Drake paladin (formerly warrior). Cover.<br />
<br />
Drake samurai. Access to 2 breath users AND dual wield Runslash is fun!<br />
<br />
Elf ranger. Utility. Bows get pretty good. Elf wasn't the best choice.<br />
<br />
Human cleric. Can't overstate her usefulness.<br />
<br />
Erdgeist psychiceer (formerly devout/wizard). Throws every spell ever. Psychiceer last for the use of Barrier.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Dead_Rising&diff=7783Dead Rising2024-03-06T09:21:18Z<p>Ahobday: </p>
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<div>* Don't be afraid to start over.<br />
<br />
* You can't save everyone and wont be able to until you are lvl 40+.<br />
<br />
* Don't bother using guns until they are in abundance near the end of the 2nd or is it 3rd day? (you'll know when you get to this part).<br />
<br />
* Killing Adam gives you away around the Convicts.<br />
<br />
* Kent sucks. Kick his face in whenever you are goofing off and not playing seriously.<br />
<br />
* Tell your survivors where to go. The auto-follow will get them mauled pretty often, and you'd be surprised how competent they become at avoiding zombies once they have a destination.<br />
<br />
* As a more specific tip, every time you pass through the food court, it's worth it to grab all the wine you can carry. Wine is the best healing item in the game that doesn't require cooking. If you're got some injured survivors, the wine shop is also a great place to stop and heal everyone with the aforementioned wine because zombies rarely make their way up. It's an easy detour to make if you're going through the park once the gate between the food court and the way back to the security room is open.<br />
<br />
* If you're in a situation where you can't use waypoints (typically when you're carrying a survivor), I find it helps to repeatedly hit the "follow me!" button, maybe once every few seconds. There are situations where a survivor's path will temporarily be blocked by another survivor, and I think hitting the button makes the survivor try again, as opposed to running off to find an alternate route.<br />
<br />
* Also, take some time (which you'll have, if you don't try to do everything) to explore the mall. If you beeline between objectives, you'll never learn where the awesome food and weapons are. Explore not just the stores, but also any hard-but-not-impossible to reach areas you notice. Try using everything as a weapon at least once, and remember that your only goal is to be back on the helipad in 72 hours - everything else is optional.<br />
<br />
* Get the mini-chainsaws off of the psycho clown, then head to the bookstore. I don't know which ones you need, but there are three books that you can pick up to increase the durability of these weapons. With all three books in your possession, you can use the things for pretty much the entire game; they'll saw through a number of zombies in a single, quick hit, bosses will simply collapse before your sawing might, and if you ever need more you can just return to where the clown was and pick them up. You might need to get a couple more near the end of the game, if you cut through a high number of the undead.<br />
<br />
* You're going to die. A lot. Hit continue to keep your XP, level, and unlocked abilities and keep on going. The hardware shop in the north side of the mall has wonderful weapons, especially if you grab the criminal biography book from the bookshop in Wonderland Plaza (the one with the roller coaster), fire axes and the boss's machete rock. <br />
<br />
* SAVE THE GUY AFTER THE CLOWN FIGHT, he shows you a very handy shortcut.<br />
<br />
* I've often heard people suggest that if you find DR to be difficult, you should get the Zombie Genocider achievement and/or "triple book" the small chainsaws. NO! BAD! Don't do either of these things at all on your first playthrough, or the game will just be ruined! I'm not even going to tell you how to get either of these, look it up yourself if you want to ruin the game.<br />
<br />
* If the game is seriously kicking your ass so bad you can't efficiently level or progress, go ahead and do the Zombie Genocider achievement or triple-book the small chainsaws (note that this is only an option for six-year-olds or people with a total of six fingers or less).<br />
<br />
* If you want to do the Saint achievement, disregard the previous statements: you NEED the Real Mega Buster and/or triple-booked chainsaws. I don't care what anyone else says, get both of these items if you can.<br />
<br />
* Don't get frustrated when you die; you can reload and try again, or start over with all of your experience. Note that single-run achievements can only be unlocked if you get an ending. The ending can be any ending at all, including missing the helicopter.<br />
<br />
* The bosses all have a finite repetoire of moves and usually a finite pattern. The only exception to this is Adam the Clown who has a semi-random attack pattern and like eight different moves.<br />
<br />
* You can give survivors items; some survivors can wield weapons. If a survivor is low on health, equip a food item, walk up to that survivor, and press (B). They will drop whatever item they may have had equipped on the ground, make sure to pick it up. Generally, only the infirm or female can not equip any weapons at all. Some females can equip handguns and some small weapons, but not shotguns or the like. Some people can equip any type of gun (other than the RMB) and any weapon that can be stored in your inventory.<br />
<br />
* There's a gun shop in the North Plaza called the Huntin' Shack. Be warned, from night of Day 1 to night of Day 2, it is occupied by a gun-wielding boss named Cletus, who if you aren't prepared to deal with, will most likely kill the shit out of you. Of course, this is Dead Rising, you can reload and try again.<br />
<br />
* Blenders can be used to mix special drinks. There are only two important drinks to concern yourself with: Quickstep and Nectar. Nectar summons a queen upon drinking, and increases queen spawn rates during its effect; it is obtained most easily by combining two OJs; it's so convenient I don't even know the other combinations to obtain Nectar. Quickstep can be created either by the combination of any two dairy products, or combining wine with anything other than cooking oil. It increases your movement speed to an incredibly high rate.<br />
<br />
* Guns are pretty shit in your hands (not including the one that unlocks once you complete Zombie Genocider) due to the game's archaic aiming system. Melee weapons and, later on, your own bare hands are much more effective at clearing out packs of zombies.<br />
<br />
* There's a katana (fast, powerful melee) on an awning that you can jump to from the Roastmasters. It will respawn every time you re-enter <br />
<br />
* There's one SMG on top of the sign in the Food Court, a second on the overhangs in Paradise Plaza and a second in the fountain in Al Fresca Plaza. Keep these with you to arm female survivors.<br />
<br />
* Although there are a ton of weapons available in the game, don't neglect to learn Frank's unarmed repertoire. The Somersault Kick is the best single-target unarmed attack in the game considering how fast it executes, how little recovery time it requires, and how much damage it does. Knowing how to use it makes the true final boss much easier than you'll initially think he is. The Double Lariat is a very efficient way to clear off a pack of zombies. The Knee Drop will allow you to fall from any height without taking damage.<br />
<br />
* Weapons do not degrade or spend ammo when a survivor is using them. While most survivors are dumb as a sack of potatoes, a squad of them holding a few shotguns (most healthy young adult or middle age men) or SMGs (most healthy young adult or middle age men or women) can hold a position indefinitely. This is really useful when you don't want them to follow you while you finish off other objectives in the area.<br />
<br />
* Disarm your survivors once you reach the rooftop! Take back anything useful (shotguns, SMGs, katanas, unique boss weapons, etc.) by handing that survivor something useless. If you don't have anything, bust open some of the boxes. Once you enter the air duct, anything they're carrying is gone and you'll have to go get new ones.<br />
<br />
* A psycho appears in The Hunting Shack starting in the first afternoon. He's a pain the first time you fight him, but keep at it until you win. Once you do you'll have access to a large number of firearms which are useful for passing off to survivors.<br />
<br />
* There's an easy way to defeat the psycho at the Wonderland roller coaster that works even if you're just starting the game. First, collect any combination of two shotguns or SMGs. Next, wait outside the entrance to Wonderland Plaza until you get the call informing you about the Japanese tourists. Now enter Wonderland and get the tourists to join your party (if you don't know how: pick up the Basic Japanese phrasebook in the shop you find them in, then talk to them until they join. Take a picture when they bow for large amounts of bonus PP!). Give each of them a gun, then go trigger the roller coaster psycho fight. Place a guard point for the two of them near the base of the stairs to the coaster, then wait near them. When the psycho comes near they'll open fire, causing him to block. With both of them using shotguns or SMGs, they'll keep him locked in his guard animation while slowly chipping away at his health until he dies. (If he breaks away to jump over the balcony, just wait. He's targeting you, so he'll eventually find his way back to the kill zone.) You can't contribute much since you have finite ammo, but it's still funny to watch and trivially easy.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Dead_State&diff=7782Dead State2024-03-06T09:21:05Z<p>Ahobday: </p>
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<div>* Your stats are the things that will change very little in game. So pick what kind a role you want your character to play in combat. Melee will want decent Strength and Vigor at the least to deal and take damage as well as be able to use heaiver armor and weapons effectively. Ranged will want Agility and Precision since guns generally require alot of action points to use and ammo is a luxury at the early to mid game, especially higher caliber ones so you don't wanna be missing. A jack of all trades stat won't be too crippling however.<br />
<br />
* Skill wise you can be more flexible as doing things you need to do to survive will give you a trickle of them throughout the game. <br />
<br />
* Melee will of course help in combat, a few points here at start or your first early gains won't hurt even if your playing a less active role in the front lines. Range depends on if you want to do guns, but you'll get early allies who can fill that role. Leadership is mostly wrangling in any issues in the shelter from other survivors (and you will get plenty of them.) This generally is used to avoid mood or morale losses from complaints and generally lay down the law when arguments break out. Its use in combat are the "orders" you can give during the milestone choices. Negotiation is useful in lowering the amount you might have to "bride" a whinny survivor and also for any issues, much like leadership. Medical helps with healing and some issues involving medical expertise. If your making yourself a battle medic, you'll want a good number in here but if not you'll find others who can fill the role. Science is all about crafting once you get a lab up. I don't know how useful it is, but it seems you can upgrade weapons and make unique armor later on with it. Its also used to disable alarms that some buildings have. Mechanical is also used in crafting, but mostly handy to lock pick doors. Survival lets you move faster on the world map and gives chances at finding harvest nodes. The group will use the highest ranking among the party to calculate this.<br />
<br />
* Early on, once you get the work board and fix the fence. You want to repair the fridge to help preserve fresh food. After that, the wooden fence or watch tower are good choices as early on you'll get allies who will want those built. The recycler is a good early build as well, to break down unneeded armor items and weapons for parts to build more upgrades. Chicken Coop and Garden will help with early food needs. Stick to exploring the area around your shelter as the encounters there tend to be easier. <br />
<br />
* Try and be back at the shelter before 8, otherwise the party will get the "fatigued" debuff which hurts their stats. You can make them guzzle a energy drink to get rid of it if you really need them in the field that day. <br />
<br />
* Noise is deadly since the Reanimated update. Zombies are now far more sensitive to it and prone to investigating now. The "spawn zombies on map edges" during loud spurts of it is also more far more aggressive, so if you get into a fight that makes alot of noise (gun fire mostly, but breaking down doors as well) either be ready for more zombies (or possibly humans) or have a bug out plan.<br />
<br />
* Taking in every new survivor, especially early game is going to put a strain on your food so be ready to raid for it.<br />
<br />
* Being nice to people with "Sub-leader" trait will save you headaches, as they'll lend you support during crisis' even if their against the choice you made which greatly softens morale loss.<br />
<br />
* Blunt for zombies. Blades or guns for humans. Remember this. However learn to spot what armor type human opponents are wearing, they'll get the same benefits as you do from it. Leather jacks offer slashing protection, ballistic vest from bullets, bike helmets from blunt, etc. Try to have everyone carry a blunt and a blade weapon.<br />
<br />
* Two handed weapons like the sledge hammer can attack diagonally, this is great for corner attacks or narrow kill zones with someone blocking a one tile entry way and someone else smacking the target freely.<br />
<br />
* Even with no points in leadership, your character will have the "GO!" order. Look for a megaphone icon in the lower left. Using it lets you make a party member of your choice go after you. Helpful to say, have a melee juggernaut finish off a dangerous opponent or letting someone in a bad spot flee. Orders cost no AP to use can don't seem require line of sight or any distance requirements.<br />
<br />
* High survival seems to slightly break the game If you spec for finding and gathering harvest nodes. Once you get to 6+ you seem to start tripping over random nodes and spending a day just gathering can result in hundreds of pounds of fresh food. <br />
<br />
* Most encountered survivors can be recruited without leadership/negotiation through proper dialogue options. There are a few however, that require a high negotiation to recruit later in the game. <br />
<br />
* Make a choice early on if you want to do a "as many survivors as possible" run or more minimalist. Having 40 guys is helpful when you need stuff done around the shelter or making sure you have the right person for the right task when out in the field. However this cost a massive amount of food daily and later in the game, the slightest drop in morale tends to cause a cascade of 8-10 of them lining outside your door to bitch and moan about how your Hitler and the shelter sucks because you didn't bring back enough candy bars last outing.<br />
<br />
* Claw Hammers are the best single handed weapon against zombies at the start. Bats as a two handed option. Their lowish AP cost and undead damage mod. Later on the expendable baton makes a good replacement for the hammers. Sledge hammers are a "all or nothing" weapon. Their high AP cost means you only get one swing and I found it better to have multiple attacks.<br />
<br />
* Even with no/low range and or perception, a sawed off shotgun will still deal incredible damage point blank and rarely miss. Its a good backup weapon on your main character or medic in case things go south early game.<br />
<br />
* Skip the snub nose. Its pretty much a pop gun and your 38 ammo is better used for the hunting rifle. Likewise, don't bother with the hunting shotgun, save the shells for the sawed off, police or combat shotgun.<br />
<br />
* I didn't find bows that useful. You have to constantly make ammo for them to have a decent supply and the AP cost/damage ratio is underwhelming. Even if you get the dedicated "archer" survivor. <br />
<br />
* The game seems to vomit 9mm rounds at you so don't be shy on using the 9 mm.<br />
<br />
* Frag and tear gas grenades are the bane of you and your human opponents. Use them when their bunched up and keep your guys spread out.<br />
<br />
* Save the military grade stuff for tougher encounters later in the game and never waste them on zombies. <br />
<br />
* As a final gun tip, make sure everyone's weapons are loaded when you load into a map.<br />
<br />
* Listen to the radio every morning in the office Davis hangs out in. you'll sometimes get the location of a place to raid or possible survivors. <br />
<br />
* <div class="spoiler">Lloyd</div> is the best survivor in the game and gets insane stat and skills as time passes. He's worth his "asking price" when you find him. Talk to him in the shelter and use 5 rations or a coffee bean luxury item to bribe him into coming out to the field with you in the morning for the day if your expecting heavy combat. You won't regret it.<br />
<br />
* The 6 sub-leaders are <div class="spoiler">Vic, Todd, Paul, Regina, Sandy and Lloyd</div>. You're forced to take the first two but the other 4 you have to recruit. Having all 6 will be a massive pain in the ass as its impossible to keep all 6 happy enough with you to constantly support you without micromanaging luxury item bribes. However, two of them (<div class="spoiler">Paul and Todd</div>) can not be "bought" by giving luxury items only through how you handle the shelter events with them.<br />
<br />
* Keep a eye out on the text box when wandering a map. Sometimes you'll see a NPC talk/warn you of their presence. You can avoid/prepare for some set "ambushes" if you do so.<br />
<br />
* If a NPC baddie has a name and not a generic title be sure to search them as theirs a good chance they will have a unique weapon on them.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Hitman:_Blood_Money&diff=7781Hitman: Blood Money2024-03-06T09:20:45Z<p>Ahobday: </p>
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<div>== General Advice ==<br />
<br />
* Get used to messing up. It will happen. Gun everyone down and flee in a clown suit if that's what it takes to get the job done. Eventually you'll learn the ins and outs of the level, and then you can worry about that precious Silent Assassin rating.<br />
<br />
* NPCs in Blood Money have fragile spines and poor equilibrium- you can kill anyone with an accident by pushing them over railings or down even small inclines. If they complete a full turn over the railing/low wall/whatever a script will kill them instantly before they even hit the ground. Accident kills are the "cleanest" way to play Blood Money, and with many targets, pushing is the only accident available.<br />
<br />
* Hide corpses. You will never feel stupider than when you're six feet from a level exit and some adventuresome douchebag stumbles across the unconscious waiter you left in a bathroom surrounded by piles of clothes and six discarded revolvers.<br />
<br />
* You should pretty much always be wearing a disguise. Especially outfits with low-cut tops, even if only to admire 47's incredible physique;)<br />
<br />
* Want to break the game into a million pieces? You have an infinite number of coins that can be used as sound lures.<br />
<br />
* Detection is bizzarely focused on 47's face, which is innately more suspicious than the rest of him. Turn around and duck if someone is approaching you and you want added cover. Beware; some mirrors let NPCs see behind them. <br />
<br />
* Trespassing is nuanced; in many places, guards will shout at you and wave you off, but if you get out of the area quickly without doing anything overtly illegal, they won't sound the alarm or open fire.<br />
<br />
== Combat Tricks ==<br />
<br />
* Your melee skills are very useful. You can disarm and knock out any enemy by getting right up to them with empty hands and clicking; it makes 47 do a sicknasty headbutt (this is, of course, not exactly stealthy, and will count as being detected).<br />
<br />
* You can throw any knife you can pick up by holding the G key. Thrown knives will instantly, silently, kill any enemy... if you hit them, anyway. The knife has a bit of an arc to it.<br />
<br />
* Syringes are your friends. You can sprint at people from behind and put them down swiftly a well as silently. Perfect for taking down guards when you're in a restricted area, or when you're just too god damned impatient to sneak up with fiber wire.<br />
<br />
* Your RU-AP mines are incredibly versatile. Use them.<br />
<br />
* Sneak up behind people with your gun drawn and grab them, then knock them out and drag them away from open places. If you don't shoot the body, they will only get up if someone finds them.<br />
<br />
== Getting Silent Assassin ==<br />
<br />
* To get Silent Assassin on a given mission, you must:<br />
** Not lose your "cover". (The player cannot be attacked by guards).<br />
** Acquire no witnesses. (Basically no one can see you doing something illegal. The exception is being caught trespassing, which does 'not' lose you SA.)<br />
** Do not get recorded by a camera (or steal any recorded evidence). The camera will always "spot" you if you're in your suit, even if you're not doing anything illegal.<br />
** Do not hurt non-targets.<br />
<br />
* There's a big list of exceptions here, weirdly! Accident kills, human shields killed by other guards, melee attacks, sedation, and killing/sedating animals do not count. <br />
<br />
* Do not have weapons detected during a frisk.<br />
<br />
* On difficulties above Normal, you ''also'' cannot:<br />
** Leave the default suit or customizeable weapons in the level when you leave. This also penalizes your payout ("suit retrieval costs")<br />
** Allow bodies to be found. Accident kills and animal kills are OK.<br />
<br />
== Notoriety & Money ==<br />
<br />
* Blood Money pays you for completing each mission based on your ranking (with some occasional side objective bonuses for retrieving items). If you replay a mission, you generally only earn more money by getting closer to a perfect completion and a faster completion time. There are exceptions that involve bugs with save file states; google them elsewhere. Remember, in practice, '''the total amount of money you earn is finite'''. Choose upgrades and purchases carefully.<br />
<br />
* If you leave witnesses or camera footage behind in a mission, it adds to 47's "Notoriety". This makes civilians and guards suspicious of you in your suit, or even in disguise. You can reduce your Notoriety by replaying a the faulty mission and not leaving evidence, or by paying money to reduce or reset its value. ''Never do this'', just replay the level. If you repeat a mission, then your notoriety at the end will be the least you gained on any of your tries.<br />
<br />
* For similar reasons, think carefully about whether you need to buy mission intel.<br />
<br />
== Weapons and Upgrades ==<br />
<br />
* There are no missions in the game that require a gun after the tutorial. <br />
<br />
* Upgrades are unlocked as you progress through the main story. If you want to save money, wait until later in the game and you can skip them by getting the most powerful versions.<br />
<br />
* The miscellaneous upgrades are some of the most powerful.<br />
<br />
* Upgrade your silverballers first- they are by far the most versatile and effective weapon you can customize. <br />
<br />
* Combining magnum ammunition with a high-quality suppressor on any weapon will give you a quiet weapon that shoots easily through doors and sends corpses flying. <br />
<br />
* The SP12 shotgun is completely pointless. Never waste money on it unless everything else is unlocked.<br />
<br />
* You can get additional guns for your collection by finding them and leaving them in an ICA dropbox in the mission. ''This includes the tutorial mission'', which is a very convenient place to get some guns if you're looking for a complete collection. Many, many guns appear in only one mission in an irregular location, but unlike Silent Assassin or Contracts, there are no truly ''hidden'' weapons.<br />
<br />
== All About Missions ==<br />
<br />
* Never be afraid to take your time and explore the area. If you're the patient type, you can learn a lot just by chilling out in the map menu. Guard routes become apparent rather quickly, and that can often mean the difference between Terrorist and Silent Assassin. There are only two missions where there's an absolute time limit for an event; for the others, target behaviors are almost always on cycles.<br />
<br />
* Some missions have dogs on them. Dogs count as witnesses if they see you doing something illegal. Yes, this affects your score. Stay away from them or find a way to...remove them.<br />
<br />
* Again, shoving anyone over anything will kill them as an accident. It doesn't matter if the fall is a foot or a mile, For a handful of targets, this is the only way to get an accident kill.<br />
<br />
* Aside from the omnipresent threat of gravity, Blood Money's implementation of accidents is...linear. Look for a big thing that the target interacts with. You can probably touch it and make them kill themselves, no matter what it is.<br />
<br />
* If a mission has an elevator, that elevator is a magickal killcloset for 47. Figure out which one a target uses, enter the elevator, climb onto the roof and wait!<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Shin_Megami_Tensei:_Devil_Survivor&diff=7780Shin Megami Tensei: Devil Survivor2024-03-06T09:20:32Z<p>Ahobday: </p>
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<div>* Money becomes easier to come by, so try to purchase demons at the auction with plenty of stars. Don't stress saving money and try to buy at least one of each type of demon so you can try different fuse combinations.<br />
<br />
* Buying demons isn't as important than fusing. If you fuse demons that you level they will gain slight stat bonuses and you can transfer any skills that were grayed out to your new demon. You can also "reset" the bonuses by canceling the fuse and trying again until you find stats that better fit them.<br />
<br />
* The game has many Unique Demons, you can only gain them by fusing. If the game says "Combination Invalid" this only means you haven't unlocked the criteria required to own the demon. You can have as many Unique Demons as the game allows (4 pages worth) but you can only have one of each at a time.<br />
<br />
* For your first playthrough I highly recommend you reach around 10 Strength, 17 Agility, and 22 Magic. The stat cap is at 40 and you should aim to max out Magic especially for the last few boss battles. Vitality isn't too important unless you do a defensive build (not recommended)<br />
<br />
* If you want a Str build you will need Pierce (15 Str) and until then you might run into some issues with a few demons and bosses. Later you can pick up Dual Shadow (chance to double attack, 16 Agi), Attack All (16 Str, 17 Agi), Ares Aid (50% chance to crit, 14 Str), Drain Hit (Recover 25% damage, 14 Str/13 Agi), or Life Lift (30% Hp Regen, 15 Vi/14 Agi). As for Command Skills stick with 1 Mana Support ability like Taunt, 1 Attack ability that hits a single targe, and 1 Attack ability that hits multiple targets.<br />
<br />
* HP/MP Rise/Surge stack.<br />
<br />
* Once you hit around level 21 you should be able to unlock Tyrant Jack Frost. He has an ability called Tyranny - combine this with your primary casters and you'll regenerate mana early on. Later, you'll want to have monsters with Sacrifice and much later you'll want the +10% Mana Regen (Mana Aid, 15 Ma/14 Agi) that you can Skill Crack and Drain which is fantastic (Drain is non-elemental and is calculated by Magic).<br />
<br />
* You can Skill Crack any skill regardless if you can use it or not. Towards the end of the game you will only have a few small windows for certain boss-only skills, so keep this in mind when you start seeing things like Barrier, Wall, Anti-All, Hp/Mp Regen (Victory Cry), Magic Yin/Yang, etc...<br />
<br />
* The game has a shit ton of multiple endings. Try to follow events that begin to branch without starting too many new ones. Some events will always happen at the same time so it's impossible to save everyone or impress everyone. Yuzu's ending results in a gimped New Games +, the player doesn't get the added move bonus they would otherwise get.<br />
<br />
* Some unique demons require multiply playthroughs to unlock like Lucifer if I recall which requires fusing two unique demons .<br />
<br />
* End Game Stuff: New Game+ allows you to keep all your demons, your money, auction levels, skills you cracked, removes experience caps so you level freaking fast, adds +1 to your permanent movement, changes the splash screen to reflect which ending you picked, and it shows influence paths which I'm still testing.<br />
<br />
* When you look at the skills you can crack, you will see that some are highlighted and some are not. The highlighted ones are the ones your character can currently equip. This is completely irrelevant. Any character can crack any skill, so don't skip cracking some good/unique skill just because you assume you can't touch the dimmed out ones (which I totally did not do, nope, not at all).<br />
<br />
* The auction house resets every time you load the game, which is useful if you want to buy a specific demon but don't want to advance time and/or get the shitty crippled version of it.<br />
<br />
* At one point, a party member will specifically ask you if you want a reminder when a specific event becomes available. This is the biggest bone the game will ever throw you; if you say no and then forget to go to the event on your own, you will be blocked out from every single ending with the exception of the absolute worst doesn't-even-officially-count-as-an-ending ending. So go to the event.<br />
<br />
==Overclocked Re-release==<br />
<br />
* Magic MC. Overclocked apparently made it much more viable to run a Phys MC, but there's still the problem that Atsuro is required for the majority of the endgame battles on most routes and fully speccing two phys attackers is a lot harder than ramming all your best skills on one. A Magic MC also has the advantage that he can sink points into Vit as well and become unkillable, while a Phys MC has to drop points into Mag and Vit, and will come up short somewhere. Get strength to 8 at some point for Holy Dance, 10 for Megido if you want (but Holy Dance is overall the best skill in the game).<br />
<br />
* The Dances are really strong in this game, as opposed to, say, Strange Journey, in which they were nigh-useless. Two hits from a Dance will outdamage a -dyne spell.<br />
<br />
* Get a Tyrant as soon as you possibly can. King Frost was the earliest in the original, not sure about Overclocked. Tyrants have two awesome parts to their passive: they restore mana at the end of each battle, which is flat-out necessary to be able to spam the best spells, and they push back the turns of adjacent enemies. Fuse Resist Fire on King Frost and he'll carry you for a good while.<br />
<br />
* Plan your route! Although with the extra day that Overclocked added even Yuzu's route is acceptable. Some of the characters are tricky to save, you may want to have a guide handy for that alone. In short, always do the events with people listed in the Laplace e-mails, give Kaido the bag on the 4th day (I think it's the 4th), and in Gin's e-mails ask about Haru and ask about Aya. Those are the major tricky bits as far as I can recall.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Assassin%27s_Creed&diff=7779Assassin's Creed2024-03-06T09:20:17Z<p>Ahobday: </p>
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<div>* By equipping the throwing knives you can use a dagger in melee combat. The dagger is good because your counterattack is generally a one hit kill. I didn't realize this until I beat the game, and just used the sword for all close range combat. It makes fighting multiple enemies so much easier.<br />
<br />
* Don't waste your time 'spergin out on trying to do everything. Just do the minimum number of informer missions, explore the interesting parts of the city and climb a few buildings then do the assassination mission. Its far too easy to bore yourself with a "100% completionist" attitude.<br />
<br />
* The intelligence that you collect isn't just a prerequisite to doing the assassination. If you go into the options menu you can actually read the letters or look at the maps you collect. Which can be used to assist you in assassinations.<br />
<br />
* Don't lie to yourself that you're still having fun if you really aren't. Don't expect the game to change and get better, because it won't. What you start out doing is the same as what you're doing at the end of the game.<br />
<br />
* Something about throwing knives that the game is really bad at mentioning, if you run out you can pickpocket more from those big thug guys who wander around towns. <br />
<br />
* You can use the hidden blade in normal combat as well. If you do a counter strike against an enemy with this equipped, it's a one hit kill on everyone - even boss characters.<br />
<br />
* Play in increments of about an hour a time, you're less likely to find it tedious.<br />
<br />
* Have fun just finding tall things to jump off.<br />
<br />
* Explore the lab in the in between bits, there's a lot of story that is quite interesting.<br />
<br />
* A lot of the assassinations seem to be scripted so don't get frustrated if a target keeps spotting you etc, it's probably meant to be like that, main example being the trap in the church, which led to an awesome street wide chase.<br />
<br />
* Explore the lab. Check every computer you can for new emails every day. It'll give some mildly interesting backstory.<br />
<br />
* On a day where Vidic starts the morning by the window with his back to you, you can pickpocket him.<br />
<br />
* Doing every investigation in a city, saving all citizens and finding all view points will increase your life bar. Do it, if it doesn't bore you.<br />
<br />
* The window on the counterattack with the short blade is a lot bigger than on the longsword and can easily make it your go-to weapon.<br />
<br />
* The window on the hidden blade counterattack is small, but if you can pull it off, you will feel totally awesome every time. It also instant-kills every enemy.<br />
<br />
* You can view the maps and letters you obtain in your menu, as well as Altair's comments on objectives he's completed. This extends to the end of the game.<br />
<br />
* You don't have to do everything to get the full life bar, so do what you enjoy. Viewpoints are pretty much required so you can get waypoints to actions, but don't feel like you have to do it all.<br />
<br />
* After you get the short blade (after you first real Assassination), you can use it exclusively for group combat. For rescues, I'd run in and shank somebody (they aggro if you target them, so hope you don't hit the innocent) then whip out the short blade for the combat<br />
<br />
* Go ahead and shank the beggar woman if no guard is near, you'll resync and feel a lot better.<br />
<br />
* Sometimes it's easier to fight than to run. If you kill all the alerted guards you'll go back to incognito (assuming you can get away from the pile of bodies before the other guards show up.<br />
<br />
* Before you get to skip the travel area between cities, just have your horse hall ass. You'll actually loose aggro after you've ditched the guards, and when you get into the city zone, you'll reset anyway.<br />
<br />
* Don't worry about flags & Templar. They're just for OCD people, there's no reward for collecting them.<br />
<br />
* When rooftop running, you can jump->shank the archers before they realize what's happening. Apparently the guards are put on roof watch. Even if you see another in the distance, he'll probably ignore the fact that you just killed his buddy and tell you "you're not supposed to be up here" as you barrel toward him with murder in your eyes.<br />
<br />
* The rules go out the window on a real "hit". I think I only had one or two kills that didn't hit the fan early. Don't feel bad when you're cover is blown and you're barreling through streets after a guy.<br />
<br />
* Pace yourself. If you try to rush through the main plot you'll probably get burnt out pretty quickly, so try to tackle a few side-missions, find the high points, and just explore or whatever you find fun. Oh, and you steal throwing knifes from the bulky-looking builder guys walking around the streets. I'm not sure if it tells you that straight away, but knifes are extremely useful (instant kill on anyone who hasn't seen you) so you'll want to keep up a stock.<br />
<br />
== Achievements ==<br />
<br />
* If you're an achievement hunter, you'll want to pay attention to a couple of things right from the offset. The first is to make sure you talk to Lucy at every opportunity, you get an achievement for having every possible conversation with her (mostly just useless chit-chat as far as the plot's concerned, though). You'll know when she's done talking because she'll say something like "I've got work to do." The second is seeing 85% of all memory glitches, which I didn't do at all so I'll just pull a description from another site: When cut scenes occur dealing with who you need to assassinate, you will notice a little "glitch" type thing go across the whole screen, at this time push any button and it will change the point of view on the cutscene. This will occur for every assassination so pay attention to the cutscenes and you will get this before game end. You can miss a few but to be safe always pay attention and look out for the glitch as several occur during each scene.<br />
<br />
* They're only worth 20 points each, so probably nothing to stress about, but if you're a huge completionist then you'll want to get them on your first time through because going through again just for those would be a pain. The only other not-so-obvious one is a 50 point achievement for sitting through the credits, which sounds simple enough but the credits roll for what seems like a half hour, so you might want to make a sandwich or something.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=The_Binding_of_Isaac&diff=7778The Binding of Isaac2024-03-06T09:19:38Z<p>Ahobday: </p>
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<div>* There's an item on every floor in a special room marked by a crown on the map and a yellow border around the door, but on every floor besides the first it's locked. Always have at least one key to open that room.<br />
<br />
* There's a secret room on every floor. A couple items will tell you where it is and you can find it by bombing walls. There's a pattern to where it spawns, though - it can only spawn in a 'blank' map tile with at least 3 rooms touching it (except occasionally on the first floor where there sometimes are no such groupings of rooms) <br />
<br />
* There are some rocks that are suspiciously dark-grey. Bomb them for goodies.<br />
<br />
* When an item says it "appeared in the basement" that just means it will now spawn (some items you have to do particular things before they'll spawn); it doesn't necessarily mean that they're somewhere in your current game<br />
<br />
* If you have a bomb or two, it's worth looking for the secret room. It's almost always bordered on three sides. If you see a blank, black space on the map that is bordered by 3 sides, throw a bomb down. You'll get money, most often, which is very valuable.<br />
<br />
* For the late game, The Compass is probably the most valuable defensive item there is. It allows you to make a bee line for the boss rather than explore, which is important.<br />
<br />
* The game will be a bewildering nightmare until you start figuring out what things will do. Enjoy it! I have all the items memorized and it was fun getting there.<br />
<br />
* Pills: at the start of each game, you get a random set of 6 pills. They can be a stat up or down (anything other than damage), as well as a couple of other miscellaneous effects. Always take pills! If it's bad, you'll only take it once but if it's good, you'll know what to look for. Pill colors are random at the beginning of the playthrough but are consistent within one game. So if you see a red/white pill and it's a health up, it will always be a health up in that game.<br />
<br />
* Try to unlock the first two training wheel characters. Try to get a lot of money (without spending it) in one playthrough, and try to get a lot of hearts in one playthrough (without trading them to the devil). Both Maggie and Cain are easier for new players to play with, for the most part.<br />
<br />
* Deals with the devil are your friend but think hard before taking them, especially if you're just starting out. If you're new to the game, the health could be worth hanging on to.<br />
<br />
* You may have figured some (or most) of this out after 20 hours, but heres a few things for Binding of Issac: Rebirth (I dont have the afterbirth expansion because it still isnt out on PS4). I am far from a master of this game, but I've played it a lot.<br />
<br />
* The main helpful "hidden" thing is knowing that the secret room is connected to multiple rooms, all of which must give possible access (eg the wall joined to the secret room cant be blocked by rocks or whatever). Its usually 3 rooms, if not then 4, if not 3 or 4 then 2. This can be very handy if one of those rooms is a treasure room/shop and you have lots of bombs and no keys.<br />
<br />
* Similarly the super secret room is only ever joined to 1 room, and its usually as close to the boss room as it can be (although not always), and again the joining wall cant be blocked with anything.<br />
<br />
* The main way to improve your chances of getting a devil room is to avoid being hit at all on the floor, particularly by the boss. There are other modifiers (blowing up beggers or shopkeepers for example), but avoiding taking red heart damage (IIRC) is one of the biggest. If you see a devil room and dont trade hearts for anything in it, you have a chance to spawn an angel room on the next level. Again, there are other modifiers for an angel room (donating to the donation machine or donating to a coin begger until he gives you an item and fucks off), and I dont think its ever guaranteed (unless you have the goat head item).<br />
<br />
* On that note, donating to the donation machine unlocks a few good items (the candles). Do not donate over 999 coins, 999 coins in the machine is the last unlock, putting in one more resets it to 0. If you dont reset it you can always bomb it to get coins out (note the number on the machine goes down by more than the coins you get if you do this).<br />
<br />
* Try the Challenges, they vary from fun to unbearable, but they are all beatable and some let you practise with item interactions you wouldnt have necessarily seen otherwise. In some cases I beat them by using a dice room to reroll the manditory items into some crazy overpowered build or by transforming into Guppy, but it still counts.<br />
<br />
* Worth mentioning I suppose; If you havent seen it already, a Guppy transformation is achieved by picking up 3 "guppy" items in one playthrough. They are the Dead Cat, Guppys Head, Guppys Paw, Guppys hairball, Guppys Tail, and Guppys Collar. As guppy you can fly and hits on enemies generate blue flies. There is also a "Lord of the Flies" transformation for getting 3 fly items but it isnt nearly as good. If you can be guppy, you should be guppy. Taking an early Dead Cat is hellish if you are a new player but with practice having one heart isnt a big deal. <br />
<br />
* Not all characters are created equal, some are legit better than others, some have an advantage/disadvantage that you prefer to another. After 20 hours, you've probably unlocked a few of them? If not you will eventually through more or less normal play.<br />
<br />
* Aside from that, I'd say just play around and see what items you like and which you dont, what works well with what and so on. If there are some items you hate (for me its cursed eye) learn what they look like and avoid them.<br />
<br />
* Isaac is absolutely not a game where you need to pick up every item you see. if you like what you currently have, you dont need to pick up something that replaces it.<br />
<br />
* "Soy Milk" is terrible 99% of the time. Opinion is divided whether thats a bug or deliberate. Either way its probably not getting fixed. It increases your RoF while dropping your damage, but the 2 arent equal so even if you hit with every tear your dps is worse than it was without it.<br />
<br />
[[Category:Games|Binding Of Isaac]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Persona_5&diff=7777Persona 52024-03-06T09:19:07Z<p>Ahobday: </p>
<hr />
<div>== General Stuff == <br />
<br />
* When the child asks about the cat on the train, the correct answer is "...time to Button Mash!".<br />
<br />
* When you get near the end of the first dungeon, just blitz on through to the treasure room instead of burning a day to rest and come back at the Safe Room nearby. P5 works differently to the older games, and the final Boss is done as a separate run at the Treasure after you send the Calling Card.<br />
<br />
* Standard Persona/SMT rules still apply; The leader dies, you are done.<br />
<br />
* The game doesn't actually mention it, but you can swap party members any time you want outside of combat in Palaces/Mementos. Go to the Stats menu and press Square to toggle active party members.<br />
<br />
* Light and Curse now have actual damage spells (instead of just %-to-instakill spells)<br />
<br />
* The Temperance and Star Confidants are well worth doing (you'll encounter the first as a story event, the latter is just suggested you should go meet someone at a place later in the game). Temperance will open up a little more free time than you'd have otherwise, albeit at the expense of money initially, and Star gives you some very nice quality-of-life improvements like being able to swap party members during battles.<br />
<br />
* Learn to use Baton Pass instead of just smacking another/the same enemy with a second round of whatever just works. It buffs damage and healing, so you can either make it hurt even more or pass it to someone with spells to fix your shit.<br />
<br />
* The book store in Shibuya has a book that improves your stat gain by an extra point from seeing Movies (3 instead of 2).<br />
<br />
* Go to the movies and watch DVD's. They don't just have descriptions like in the older games, they have audio clips and are magical.<br />
<br />
* Don't fret too much about being late on returning DVD's. Just return them late at night; like all good night shift employees, he does not give a shit.<br />
<br />
* Make sure you always have a book on you with unread chapters. Some mornings you can grab a seat on the train, and it's a free chance to read something. You will also earn free chances to read during classes when you reach rank 1 and 5 of the Temperance confidant.<br />
<br />
* While the night you send the Calling Card will lock you out of most activities with the usual "go to bed" prompts, you can still make Infiltration Tools.<br />
<br />
* Some party members just plain aren't available as Confidants until after the current dungeon's complete. They're too worried about what's going on, or whatever.<br />
<br />
* The Moon Arcana Confidant lets you earn XP in combat for your reserve party members.<br />
<br />
* If you're ever unsure of whether you've already caught a persona in a dungeon, you can tell by looking at their name when you target them. If you already caught them and have them sitting in your roster in the velvet room, the game will show you their actual name (Pixie, Angel, Jack Frost, etc). If you haven't caught them yet, it will show you some kind of obfuscated nickname instead ("Foul Temptress" or "Sneaky Horseman").<br />
<br />
== New to SMT/Persona Games stuff ==<br />
<br />
* Buff and Debuff spells exist for a reason. If you run into something with no exploitable weakness, just smack'em with brainwashing, confusion, whatever. Everything aside from bosses are susceptible to Ailments, so go nuts.<br />
<br />
* You can still, however, cripple bosses with the -unda stat debuff spells, and you'll generally want to to keep them manageable. Dekaja's a spell well worth keeping on-hand to wipe off any buffs they give themselves too.<br />
<br />
* The early stretch of the game will seem pretty easy once you just bop Shadows with their weaknesses, but this will change pretty quickly to you getting your shit kicked in if you don't keep a handle on doing so. Especially when they start bopping your weaknesses and stack their own One More's.<br />
<br />
* Never waste a day by just going home to bed. There's always something you can do, even if it's just going to the movies or visiting the nearby public bathhouse.<br />
<br />
== Persona 5 Royal ==<br />
<br />
* There is an ability you get from Ryuji's social link at rank 7 called instakill. It is a passive ability that's the most powerful grinding tool in the game. If you sprint with R2 at an enemy that cons green and collide with them without hitting x or any other engagement tools, you will simply auto win the battle. In Royal, in addition to just giving you a chance at the persona, it also gives you full money/exp, and the win counts as an all-out attack for the benefit of the multiple abilities that give you extra money for finishing the battle as such. The way it is explained leads you to believe that it will trigger at the start of the battle occasionally, and most people do Ryuji very early, and might miss the explanation. It works with both bus form and regular dungeon running, you just need to be sprinting, don't hit X, and collide with a low con mob, and you will have more money than you know what to do with, but even if you don't abuse it, not knowing how it works is stupid.<br />
<br />
* Accessing Royal's new final dungeon and true ending requires a minimum progression for specific confidants. You will need to level Councilor to rank 9 by November 18th, Justice to rank 8 by November 24th, and Faith to rank 5 by December 18th. You will also need to turn down a specific bad guy's offers during January and February.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Unlimited_Saga&diff=7776Unlimited Saga2024-03-06T09:18:57Z<p>Ahobday: </p>
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<div>* It's supposed to be hard. It was designed to be one of the most difficult RPGs ever made.<br />
<br />
* No, you don't get to keep your skills if you get an upgrade. That's one of the game's many "suck it up" points.<br />
<br />
* As you can see, you have two gauges, HP (Hit Points) and LP (Life Points). HP is easily lost and regained. LP can't be recovered until after a mission is over. If you lose HP, no big deal. If you lose all your LP, your character dies for the duration of the mission. HP loss is in white and LP loss is in red. The more HP you lose, the more likely you are to lose LP. If your HP hits zero, you can count on losing LP if you get hit.<br />
<br />
* You can get HP back by pressing R3 on the overworld. Even in a battle, having a character sit a turn or two out will give them HP.<br />
<br />
* Every item in this game breaks if you overuse it. Even if you use magic, it probably comes from an armlet, which will break if you overuse it. Weapons and armor will also break if you overuse them. To restore a weapon, all you really have to do is find just about any raw material and fuse it on. Visit a blacksmith each time you roll into town; your weapons have a way of snapping when you don't want them to.<br />
<br />
* The game doesn't care if you're at the right level to be fighting an enemy or not, and it's often hard to tell anyway because HP isn't directly meaningful in the game. This is a multiple-concurrent-save-files kind of game.<br />
<br />
* First off, the reason this game isn't popular is because in order to play it "right," you're going to have to learn the battle mechanics. After you play it for the very first time, give the manual a bit of a once-over. Most of the mechanics are simpler than they look; you just have to know what it is they're trying to tell you first. (Also, [http://www.gamefaqs.com/console/ps2/file/561939/39002 this guide] can be a big help too.) <br />
<br />
* Especially make sure you understand the GUI. The menus are extremely inefficient (and the only part I still dislike about the game even now), but once you get the hang of it all it's a bit easier.<br />
<br />
* As with Chrono Cross, you get your advancements after completing each area. Unlike Chrono Cross, you don't get piddly stat increases after each battle. This means that there's virtually no point in grinding, so don't bother.<br />
<br />
* Your hexagonal Growth Panel is the mechanism for advancement in this game. Actually understanding the advancement is a bit of a tall order, so just understand this... After each mission, you'll get a new Growth Panel insert. Make sure to watch what you're inserting, what you're replacing, and how the stats change as a result. Even if you go on a lot of missions, there's still a lot of time between each advancement, so every little choice you make in their advancement counts.<br />
<br />
* As with other SaGa games, your items break after a certain number of uses, and you have to go to a blacksmith in town between missions to repair them, so don't go nuts with them right off the bat. In fact, getting some punch/kick/throw skills on your characters can save you a lot of heartache for this reason.<br />
<br />
* The best starting scenario, as the game recommends, is Laura's. You'll get a lot of those skills I mentioned with her very soon, and since Laura herself is strong and powerful with magic, you have a lot of breathing room.<br />
<br />
* Get Magic Tablets on every mage character you have; they need them and need them bad. That's the only way mages learn new spells, and even then they have to have equipment with "[element] Arts" on it. Never, ever overwrite a Magic Tablet on the Growth Panel until you've mastered it.<br />
<br />
* The slots only come up in situations that would have a probability in other RPGs anyway. It's just glorified D&D dice rolling; the only difference is that it shows you that it's doing it and you get to time the button press to increase the probability.<br />
<br />
* But most importantly, be patient with the game and take time to learn its mechanics. If you can see past the extremely counter-intuitive menus the rest of the game can get very fun and rewarding.<br />
<br />
== Skills ==<br />
<br />
The following skills will get you out of more jams than you can count, so get them as soon as you can. Each of these is only necessary to put on one character. Remember, you equip them by placing them on the hexagonal Growth Panel after each mission.<br />
<br />
* Defuse: Allows you to defuse traps, both on the map and in treasure chests. Almost every treasure chest is trapped, so you're going to need this and need it soon.<br />
<br />
* Locksmith: Allows you to unlock doors and chests. A damn large number of chests are locked as well, so look into it. This won't do dick about magic locks, but those are so rare it won't matter.<br />
<br />
* Quick-Fix: Repairs items on the field, so you can keep using them and stop worrying about "using them up."<br />
<br />
* Eavesdrop: Gives you an approximate idea of where monsters are on the map relative to you. Not technically necessary as such, just because the monsters move just like you do, but if you're in a bad way and just trying to find your way back to the entrance this can save your ass.<br />
<br />
* Diplomacy: Talks stock enemies out of attacking you. Very useful on missions where you're "on the ropes." As with Quick-Fix, though, it's slot-based probability, so don't expect it to cure all of your problems.<br />
<br />
* Swimming: Let's just say you'll be glad you have it when you need it.<br />
<br />
* Monger: Haggles with shops. It's not of life-shattering importance because you'll end up having enough money to cover expenses in the late game anyway, but it has a 100% success rate and any money saved can come in handy later.<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Jagged_Alliance_2&diff=7775Jagged Alliance 22024-03-06T09:18:45Z<p>Ahobday: </p>
<hr />
<div>* The [http://ja2v113.pbworks.com/w/page/4218339/FrontPage 1.13 "mod" Patch] is a common recommendation, featuring amongst other things a lot more guns, smarter AI (they will flank you) and increased resolution. It does also make the game more complex overall.<br />
<br />
* Go in the .ini file and TURN OFF THE DRASSEN COUNTERATTACK. Or keep it on if the thrill of taking on 50 enemy soldiers with only flak jackets and .38 specials at your disposal turns you on (it can actually be really fun and tense).<br />
<br />
* Lie, cheat, steal and kill your way to firearms with longer ranges as soon as possible. It is highly recommended that you hire a merc equipped with a rifle in the beginning. Bull has a Thompson and is one of the cheapest.<br />
<br />
* The most important attributes are Marksmanship (shoot stuff), Agility (move), Health (get shot) and Level (significantly affects everything). You will require one of the following specialists: Mechanical (repair stuff), Medical (patch up your gun wounds), Leadership (train militia, talk to people), and Explosives. There will be overlap though, so don't worry too much about it.<br />
<br />
* Right-click to spend more AP points aiming to increase accuracy. Scopes increase the bonus.<br />
<br />
* Learn to love farmlands. Why? Because you can punch cows and watch your Dexterity and Strength rocket.<br />
<br />
* Also, if you want to level up your explosives quickly, just keep setting and disarming a single mine. Save before hand, especially when your levels are low. You don't want any accidents.<br />
<br />
* Try to get at least one "marksman" before you start. Lynx, Scope, Ivan and Shadow are good mercenaries. I personally prefer Lynx because he has almost top stats/level/cost ratio in the game. Seriously give him any single action sniper rifle and aim for the head. Plus he is a decent medic(at least can stop bleeding without turning people into mummies).<br />
<br />
* Making your own merc with high medical, mechanic, explosives stats saves you from hassle of hiring useless or just plain annoying (Trevor) for a day or two. Not advised personally since having your merc a combat monster is much more satisfying than having a heal\repair bot.<br />
<br />
* Flo might seem, and in fact is, useless. Though the flavor text of her being an arms dealer actually works in game. Trade using her and get %10 discount on everything you buy and get %10 more for everything you sell. Works only with weapons.<br />
<br />
* Some mercs start "meh" but due to their high wisdom they can improve way better than you expect from them. Danny is the prime example for this. He is a good medic but with his ridiculous wisdom he learns practically at lightning speed. He has almost maxed out agi and dex so he became a monster with medium range assault rifles later on.<br />
<br />
* Don't loot anything on the hospital that doesn't drop from enemies(especially the warehouse full of good stuff). The doctors might refuse treating you if you do so.<br />
<br />
* A knife toss to the head usually insta-kills anyone provided that they are not aware of you.<br />
<br />
* Lots of Guns option on starting screen doesn't provide more gun drops. It just increases the variety of things you can use. You can end up having a dozen different rifles using ammo you may never see until raiding sam sites or shows up on Bobby Ray's. Always play with Tons of Guns for maximum fun.<br />
<br />
* The IMP test is rather transparently gameable. I find a stealth (expert) or Stealth + Ambidextrous build to be most advantageous.<br />
<br />
* Bull is probably the best of the cheap mercs to start and there are is at least one occasion where a flat out tough hand to hand fighter is very useful.<br />
<br />
* Shadow Shadow Shadow Shadow Shadow Shadow. Get Shadow.<br />
<br />
* Attack at night to take advantage of your stealthers (which include Shadow).<br />
<br />
* Take advantage of the Mercs' Morale synergies.<br />
<br />
* If you hire Mercs from AIM for the longest possible chunks when you get them (2 wks, IIRC) they do not have the option of saying no when you wish to extend their contracts.(This is not quite true. If you extend the contract before it gets into the last day or two, they should never say no. )<br />
<br />
* This game is awesome. Treasure every minute.<br />
<br />
* The night is your friend, even if you're not a night ops merc or have NVGs. Avoid lit areas, have one of your guys pop a round off where you want hostiles to gather. Some maps provide you with rocks, and they're very useful for luring hostiles in. The AI does not distinguish between lit and unlit areas, and will stroll right under a light. Even without NVGs you get a fairly nice chance to hit boost when they're lit up. Once you get some night vision and suppressed weapons you can clear an entire town without a single alert.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Bloodborne&diff=7774Bloodborne2024-03-06T09:18:03Z<p>Ahobday: </p>
<hr />
<div>* You need one Insight to interact with the doll, but once you do, feel free to spend it <br />
<br />
* Starting out, the threaded cane is significantly harder to use than the other two options, the axe or the saw. I would recommend using one of the other two first.<br />
<br />
* Focus mainly on survival, Vitality and Endurance or whatever they're called for the early game. Get those way high early game, just get more HP and Stamina because that keeps you alive. Weapons at low level have very little scaling, none of them do. So don't get disappointed that your favorite weapon has bad scaling, it'll get better. You can put a few points into STR or SKL to meet the equip requirements of weapons, but otherwise don't worry about those stats much. You have to upgrade them up to like +6 before you see lots of scaling. By the time you get the materials to get to +6 you'll be so high level that you won't have to worry about putting points into Vit and End anymore, then you can worry about damage stats like Strength, Skill, Arcane or Bloodtinge. Pick one or two of those to focus on. Strength and Skill are more important than Bloodtinge or Arcane but do whatever you want. Weapons actually have a gem system like diablo that lets you slightly modify / boost their scaling as well.<br />
<br />
* The biggest thing about Bloodborne especially different from other Souls games is the regain system. Doing damage to enemies right after you take damage will automatically heal you for most of the damage you took, if you do enough damage. This makes Bloodborne a far more offensive game than souls games, also combined with the lack of shields means that playing almost a berzerker who intentionally takes some hits but dishes them back out right away is far more successful than the usual "turtle behind a shield" strategy from souls games. You'll have to get a feel for the timing of it, and obviously you still can't just take all the hits or you'll die, but you really want to be very fearless in Bloodborne compared to previous games.<br />
<br />
* The other big change is that parrying and backstabs are out, instead you can do a special type of parry using guns only. Timing a gun shot at the right moment (takes lots of practice) will make the target vulnerable, pressing R1 quickly at this time will trigger a visceral attack. Visceral attacks do INSANE damage and are extremely powerful, some bosses can be taken down by a couple quick visceral attacks that would otherwise be very long and difficult fights. Its worth practicing how to do it.<br />
<br />
* If you really want a last slightly spoilery tip to save yourself from possibly messing up something to do with the multiple endings: <div class="spoiler">DO NOT KILL IOSEFKA. DONT DO IT. If you do you get a really good crest you can't get otherwise, however doing so means you HAVE to save the whore Adrianna or else you CAN NOT fight the final boss. You'll be forced into one of the endings which is slightly less satisfying. If you want the crest, go save Adrianna first then you can kill Iosefka, but to be safe just don't kill Iosefka under any circumstances.</div> That's all, that's the only real thing you can do that shoots yourself in the foot permanently.<br />
<br />
* Your first character should be a physical attacker, either based on strength or skill (I think it's called skill in this game instead of Dex). There's some wizard stuff you can do later with an arcane focused character, but until you're more familiar with where to find it and how the game plays, an arcane or gun-focused character is going to be super frustrating and unfun.<br />
<br />
* Avoid skill for the first run unless you are married to the cane. there are few good skill weapons until mid game.<br />
<br />
* Pick the ax, pump strength, and you are good for a long time once you get the rhythm of combat down.<br />
<br />
* Don't stress about picking your starting weapons, you can buy the other choices soon after starting the game.<br />
<br />
* You can't level up until you encounter your first boss. You only have to initiate the boss fight, so you can go back to the hunter's dream and level up to help you beat them.<br />
<br />
* Until then, learn how to effectively deal with the crowds. In general, bring crowds to narrow passageways, and use weapons with longer reach.<br />
<br />
* When locked on to an enemy, you will lose the ability to roll sideways and backwards. Instead you will quickly sidestep attacks, which is good for staying close to enemies in order to attack and regain health. You can still roll if you are not locked on, but it's more commonly used to run away.<br />
<br />
* Unlike other Souls games, if you don't have the inventory space to pick up an item, it will automatically be sent to your storage box. There will be an additional icon displayed when items are sent directly to storage.<br />
<br />
* Most importantly, there is no weight system and no difference in roll speed. Bloodborne has done away with stamina regeneration rate issues, so it's all Fashionborne all the time.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Rogue_Legacy&diff=7773Rogue Legacy2024-03-06T09:17:22Z<p>Ahobday: </p>
<hr />
<div>* Gold is everything, if you're not making any money you're not progressing through the game. For this reason, locking the castle with the achitect is pointless except for specific reasons I'll get to later. Your basic progression will be getting as far as you can in a new area, collect as much gold as possible, eventually die, spend all that gold on upgrades, get a little further next time. You will get a little further each time, trust me.<br />
<br />
* The biggest thing to understand about the game is that the rooms aren't randomized, only their placement. Eventually you'll memorize each room and know from the start whether there are spikes at the bottom or it's a dead end, etc.<br />
<br />
* Try to plan your upgrades to minimize your loss to Charon. Sometimes you won't make enough money to upgrade anything but that's the game.<br />
<br />
* The knight is the best early class, upgrade him to paladin ASAP. The block ability nullifies all damage, works on EVERYTHING, costs a measly 25mp, and your facing doesn't matter.<br />
<br />
* The barbarian is the best class for early progression. He's slightly weaker than the knight for some reason but has tons of health. Dragon shout pushes back enemies but also destroys most projectiles which is absolutely essential for some rooms.<br />
<br />
* Magic is super useful for all characters and mp items seem to replenish more often than health items. If you're dying a lot you're probably not using your magic. Time stop is cheese mode. Fireball, scythe, and axe go through walls. Once you get some vampire/mp siphon abilities the lich, archmage, and spellthief will steamroll through late game and never want for MP.<br />
<br />
* The knave is the best late game character once you get your crit percentage up. Fully upgraded you'll crit half the time at double damage, it's sick. <br />
<br />
* The shinobi is a helpful crutch early on but the lack of crit hurts late game. When I need to grind I'll slap a bunch of curse runes on the shinobi.<br />
<br />
* The miner is a trap. +30% base gold adds up early game but this class is bad. But you want to unlock it ASAP for access to the item and gold upgrades.<br />
<br />
* Now for upgrades, the game tells you buying items is more useful than buying upgrades and this is somewhat true. The most important early game upgrades are crit chance (base percentage is 0% unless you're a knave) and armor which actually surpass item progression. Reducing Charon's cost is a trap, upgrade it once to extend the tree but don't put any money in it. The upgrade that may resurrect you is also a trap. Upgrade class abilities ASAP because they're all useful (except the miner). The gold upgrade ability is super useful and will pay for itself. While the health/mp item upgrade seems pathetic (only +1% each upgrade) that too will noticeably stack up when every hp and mp count.<br />
<br />
* As far as runes go, the dash and double jump are practically essential and should be equipped always. From there you can equip whatever appeals to you but vampiric/siphon abilities are always helpful once you reach the point where you can farm weaker enemies for health and mana. The curse runes make enemies harder but they'll drop more gold. When I thought I wasn't making any headway into the forest and was getting super frustrated because I died at the boss about 12 times, I slapped a shinobi with a bunch of curse runes and easily ran through the castle getting 5,000+ gold before dying.<br />
<br />
* The only time you want to use the architect is when there's a fairy chest you can get with an ability you have (remember time stop for no damage rooms). Even then I wouldn't use him because fairy chests aren't exactly rare and the drop in gold is really painful. You can also lock if you're ready to face a boss but my rule of thumb is that if I can't reach the boss room in a fresh run, I'm not ready to face the boss with my next character.<br />
<br />
* Finally, practice the down thrust. The timing is stupidly precise and the hit box janky but it's a helpful ability that lets you dance right past bullshit rooms with a ton of enemies standing on spikes.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Front_Mission_3&diff=7772Front Mission 32024-03-06T09:16:56Z<p>Ahobday: </p>
<hr />
<div>* Load up your Wanzers with 1 slot battle skills so they can combo endlessly. I use ROF1up since Ryogo can learn it with his default Wanzer. Then watch as he combos 2 or 3 hit about 60-70% of the time.<br />
<br />
* Also if you get the P beam gun, put it on someone with the AP 30% battle skill with a computer with a high activation rate and watch as it activates every turn allowing you to fire it every turn provided you don't move too much.<br />
<br />
* Upgrade whenever you can. This will be the key thing that separates you from the enemy. They may outnumber you, but you will get access to the upgrades levels before the computer will.<br />
<br />
* Go after units with grenade launchers first, you don't want them messing up your squad. Thankfully there are relatively few in the whole game.<br />
<br />
* Choosing whether you go with Ryogo or don't go with Ryogo at the beginning of the game will completely change the storyline (it's where the scenarios split off).<br />
<br />
* Don't mess with Hover legs. For the most part, they're worthless.<br />
<br />
* Equip a shield on everyone. Its a godsend against highly damaging attacks like melee and missiles.<br />
<br />
* Every character has a specialty weapon type that they do more damage with: melee, burst (machineguns, flamethrowers, shotguns), rifle/laser, and launchers (grenade launcher, missile launcher).<br />
** Melee specialists are <div class="spoiler">Kazuki, Marcus, and Pham</div><br />
** Burst specialists are <div class="spoiler">Ryogo, Lan, Li, and Yun</div><br />
** Rifle/laser specialists are <div class="spoiler">Dennis, Jose, Liu, and Miho</div><br />
** Launcher specialists are <div class="spoiler">Alisa, Emma, Linny, and Mayer</div><br />
<br />
* Arm Smash is probably one of the most valuable skills in the whole game. When it activates, it will ALWAYS destroy the left arm of the enemy and as long as the enemy only has one weapon, it will be in their left arm, leaving your enemy without a valid offense other than a crappy hardblow.<br />
<br />
* Its not a hard game, but it does have its tough areas. Chaining battle skills will probably be your most valuable asset.<br />
<br />
* Try and get a hold of Tiadong arms (Tiadong anything is pretty sweet early on). Slap them together with spare parts (or on a mech of your choice) and train with them until everyone has learned Eject Punch. Now you can eject enemy pilots with one character and have another character move and eject into the newly empty mech. This works because the enemy won't try to steal your empty mechs until much later in the game. Now you can kill the pilot with their own wanzers and keep or sell the parts after battle. This skill works even if you don't have anything equipped in the arm (Hardblow), so learn/equip it more than once or just make sure activation is high (certain backpacks become available that help with this). The sky's the limit! No really, the only thing you can't get into are helicopters.<br />
<br />
* Lots of good advice has been given, but I'd like to add that you shouldn't be afraid to dump AP into accuracy and evasion upgrades. Let your missile unit be a slug and only bother with accuracy. The Salvo skill is also hilariously fun, if only to watch it pick some poor bastard apart. Your gunners will end up gaining a lot of experience due to all the arms and legs they'll be destroying.<br />
<br />
* I didn't find the Anti-P/F/I upgrades very useful without knowing what I was going up against beforehand. Mix parts too! You may want to choose high durability on shields over damage reduction. Equip the shield on a beefy arm with full HP upgrades. Put missiles and rifles on arms with high accuracy bonuses and pump AP into the accuracy upgrades you buy for it. Doing this with other weapon types is a personal choice. High accuracy arms tend to have little else going for them and your front line is obviously going to take more fire.<br />
<br />
* Finally, remember that you still have a chance to activate skills from wanzer parts as well as any that are set in the CPU. Others have already mentioned the glorious carnage of a long skill chain.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Front_Mission_3&diff=7771Front Mission 32024-03-06T09:16:37Z<p>Ahobday: </p>
<hr />
<div>* Load up your Wanzers with 1 slot battle skills so they can combo endlessly. I use ROF1up since Ryogo can learn it with his default Wanzer. Then watch as he combos 2 or 3 hit about 60-70% of the time.<br />
<br />
* Also if you get the P beam gun, put it on someone with the AP 30% battle skill with a computer with a high activation rate and watch as it activates every turn allowing you to fire it every turn provided you don't move too much.<br />
<br />
* Upgrade whenever you can. This will be the key thing that separates you from the enemy. They may outnumber you, but you will get access to the upgrades levels before the computer will.<br />
<br />
* Go after units with grenade launchers first, you don't want them messing up your squad. Thankfully there are relatively few in the whole game.<br />
<br />
* Choosing whether you go with Ryogo or don't go with Ryogo at the beginning of the game will completely change the storyline (it's where the scenarios split off).<br />
<br />
* Don't mess with Hover legs. For the most part, they're worthless.<br />
<br />
* Equip a shield on everyone. Its a godsend against highly damaging attacks like melee and missiles.<br />
<br />
* Every character has a specialty weapon type that they do more damage with: melee, burst (machineguns, flamethrowers, shotguns), rifle/laser, and launchers (grenade launcher, missile launcher).<br />
<br />
::Melee specialists are <div class="spoiler">Kazuki, Marcus, and Pham</div><br />
<br />
::Burst specialists are <div class="spoiler">Ryogo, Lan, Li, and Yun</div><br />
<br />
::Rifle/laser specialists are <div class="spoiler">Dennis, Jose, Liu, and Miho</div><br />
<br />
::Launcher specialists are <div class="spoiler">Alisa, Emma, Linny, and Mayer</div><br />
<br />
* Arm Smash is probably one of the most valuable skills in the whole game. When it activates, it will ALWAYS destroy the left arm of the enemy and as long as the enemy only has one weapon, it will be in their left arm, leaving your enemy without a valid offense other than a crappy hardblow.<br />
<br />
* Its not a hard game, but it does have its tough areas. Chaining battle skills will probably be your most valuable asset.<br />
<br />
* Try and get a hold of Tiadong arms (Tiadong anything is pretty sweet early on). Slap them together with spare parts (or on a mech of your choice) and train with them until everyone has learned Eject Punch. Now you can eject enemy pilots with one character and have another character move and eject into the newly empty mech. This works because the enemy won't try to steal your empty mechs until much later in the game. Now you can kill the pilot with their own wanzers and keep or sell the parts after battle. This skill works even if you don't have anything equipped in the arm (Hardblow), so learn/equip it more than once or just make sure activation is high (certain backpacks become available that help with this). The sky's the limit! No really, the only thing you can't get into are helicopters.<br />
<br />
* Lots of good advice has been given, but I'd like to add that you shouldn't be afraid to dump AP into accuracy and evasion upgrades. Let your missile unit be a slug and only bother with accuracy. The Salvo skill is also hilariously fun, if only to watch it pick some poor bastard apart. Your gunners will end up gaining a lot of experience due to all the arms and legs they'll be destroying.<br />
<br />
* I didn't find the Anti-P/F/I upgrades very useful without knowing what I was going up against beforehand. Mix parts too! You may want to choose high durability on shields over damage reduction. Equip the shield on a beefy arm with full HP upgrades. Put missiles and rifles on arms with high accuracy bonuses and pump AP into the accuracy upgrades you buy for it. Doing this with other weapon types is a personal choice. High accuracy arms tend to have little else going for them and your front line is obviously going to take more fire.<br />
<br />
* Finally, remember that you still have a chance to activate skills from wanzer parts as well as any that are set in the CPU. Others have already mentioned the glorious carnage of a long skill chain.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=The_Banner_Saga&diff=7770The Banner Saga2024-03-06T09:16:24Z<p>Ahobday: </p>
<hr />
<div>* Renown is both money and experience points. If you level your guys too much you'll starve and vice versa. No character is sacred and people leave/die all the time so don't feel pressured to go past level 3 except on the important characters like Rook and Hakon. <br />
<br />
* Because renown is so rare try to fight everything. During the "war" battles you'll be given an option of fighting more enemies without stopping. If you think you can handle it pick it because each kill is +1 renown and it adds up quickly. <br />
<br />
* You're rewarded for role playing to your type. The survival of your clan is priority #1. Being indecisive, taking easy options, and trying to min/max the game results in egg on your face. Stealing a farmer's cattle or ignoring a person being attacked by bandits may make you feel like shit but you'll usually get a renown reward or won't have to deal with the fallout of extra mouths to feed. Sometimes the game will kick you in the balls but just roll with it. Avoid reloading old saves. If you've played Telltale's The Walking Dead you should know what to expect.<br />
<br />
* The battle system is kind of wonky. You switch turns after each character moves. This means that the larger your party is, the more your opponent's individual characters will act before you do and vice versa. If you overwhelm the enemy and have a guy caught in the open, they'll likely die as they get attacked several times before they can act. Because of this it's important not to spread your party across the map especially if you move a character into a group of enemies that haven't acted yet.<br />
<br />
* Strength is both health and damage. The general strategy is to spend your first turn or so weakening your opponents to the point where they can't really do damage. They can ping at your armor, which is damage reduction, so don't leave wounded enemies alive too much longer than necessary. If you reach a point where you can systematically wipe out each remaining enemy in one hit then you're doing well. You're in trouble once everyone's armor is gone as the enemy will one-shot everyone on the field. Because there's no healing and battles are a game of attrition, the longer a fight lasts the heavier things swing against you.<br />
<br />
* Generally speaking, the AI will prioritize archers. After that they start pinging away at the most heavily armored character. Then they start knocking down the strength of everyone else. <br />
<br />
* Don't be afraid to switch the difficulty to easy if you're not enjoying combat. The game's plot is the highlight and the constant resting to heal wounded units may grate on you.<br />
<br />
* Exertion is the most important attribute and every character should at least have one point. Exertion lets you spend willpower to move further and add points of damage to armor or strength. I never upgraded willpower because the default amount is plenty, you earn willpower reserves for killing enemies, and having high morale gives you more willpower. Other than exertion, raise whichever attribute the character focuses. This means armor for shield bearers, strength for warriors and so on. Armor break isn't really important because of exertion but an archer with 3 armor break and 2+ exertion will wreck heavily armored enemies.<br />
<br />
* One nitpicky thing, when you reach Frostvellr as Rook in Chapter 1 do not buy any supplies. The game automatically gives you low supplies when you resume his role in Chapter 3. I believe this is the only time this happens in the game.<br />
<br />
[[Category:Games|Banner Saga]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Rogue_Galaxy&diff=7769Rogue Galaxy2024-03-06T09:16:12Z<p>Ahobday: </p>
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<div>* There's a one-on-one boss battle against an enemy who uses ranged attacks. You have to spend nearly the entire battle shielding and slowly inching closer to the enemy. It takes forever and this battle is what caused me to break and hate the game.<br />
<br />
* Once you get Toady, always feed it when you have two maxed out weapons (don't bother raising elemental stats, they never seemed to have any effect for me) - the result will be better than what you could probably buy at that time.<br />
<br />
* Switch out your characters a lot. Even though your standby characters receive experience, it's only at 2/3rds the main party. You'll want decently leveled characters for the final boss battles. Trust me.<br />
<br />
* Also, if you haven't been leveling other characters weapons - don't sweat it, there's merchants right before the final bosses that sell the 2nd most powerful weapons for all characters, except for Jaster.<br />
<br />
* On the Jungle planet you may encounter your first mimic. The lock on the front of the chest looks different, so if you notice that in time you can choose to avoid it. Once you open the chest, run away, heal your buddies, circle around it and hit it from behind, run away, repeat etc. They get easier later.<br />
<br />
* The final boss battles sucks. If you lose on one part, even the final part, you get to do ALL of it over again. Have fun!<br />
<br />
* If you plan on doing the quarries, hang on to most of your extremely rare items, even if they can be used in a Revelation Flow, as most of the quarries require you to have such an item on hand. Also, most skills on the revelation flows are quite useless except for the buff skills and Illusion Sword (for Jaster.)<br />
<br />
* Don't be afraid or hesitant to buy every weapon and max out its XP bar. At best you can combine them for new items, at worst you get XP and work toward filling your bounties. Bear in mind, however, that Jaster's best weapons are all special unique swords with 4 versions. Just look up the powerup combinations.<br />
<br />
* Beware the boss fight in the mines on Vedan. This is where the aforementioned melee vs. gun fight takes place. Block like crazy, judiciously heal, and be very patient.<br />
<br />
* Keep well stocked on healing items, because the difficulty curve can spike or valley at a whim. Sometimes you'll have no problem rocking everything, and then you'll walk into a fight where the enemy has a damage shield and spams AOEs. Always take out the jump-to-hit (you'll understand when you fight them) enemies first in any fight.<br />
<br />
* Jaster's damage boost skill (I forget the name but he gets it early) makes him very powerful. In fact, a good strategy against any boss or tough enemy with no special defenses is to have every character use a damage buff and go to town.<br />
<br />
* AOEs kinda remove most of the difficulty in the game. While not useful against bosses or certain enemy types with special defenses, AOE attacks such as Deego's Air Raid will ruin everything else, even into the depths of the endgame dungeon. It's entirely possible to enter a battle and win it with one spell. Whether you abuse this is up to you, but it tends to make dungeon exploration a lot smoother.<br />
<br />
* Illusion Sword plus attack buffs will destroy any boss in less than five seconds I GUARANTEE (get up close so you hit with the sword plus the sword beam).<br />
<br />
* Completing all revelation flows is impossible don't do it most of it sucks anyway.<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Risen&diff=7768Risen2024-03-06T09:15:49Z<p>Ahobday: </p>
<hr />
<div>* The game has three main starting paths. Bandit camp, monastery and harbour city. These shape your character class however the game does not tell you this. If you go the bandit camp path you can choose a melee or ranged type of character. If you get into the monastery path, you become a mage type character. If you go to the city path you become a monk type character.<br />
<br />
* A couple of crucial game mechanics are never explained. For example, you can dig for treasure in small areas of cleared ground (need a shovel). You can uncover doors by clicking on some rings in dungeons or clicking on some rock walls with a pickaxe in your inventory (usually look like doorways and will take a slight highlight when you place your cursor on them).<br />
<br />
* Get good at dodging and blocking. For real, dodge is key for many animal and beast enemies.<br />
<br />
* Keep all the stat boosting herbs. These can be made into potions which make them more effective.<br />
<br />
* Alchemy is a must.<br />
<br />
* Smithing only lets you make jewelry and swords. Still useful however.<br />
<br />
* If you get high enough into the axe or sword mastery tree, you can wield 2H axes/swords in one hand.<br />
<br />
* The highest that trainers can train your STR & DEX is 100. You can get above 100 through stat boosting equipment and potions. The cap is 200. Any stat boosting equipment counts towards both these caps. Eg you have 95 strength and wear a +5 ring for 100 total. A strength trainer will not let you add +5 strength until you take the ring off. You can only raise wisdom through reading bookstands and stone tablets.<br />
<br />
* As a corollary, keep all your stat boosting potions until you have trained up to 100 STR/DEX without any +stat items on.<br />
<br />
* Only certain weapon trainers can get you to the maximum mastery.<br />
<br />
* STR & DEX add directly to your weapon damage. STR for melee, DEX for ranged. Crossbows require STR to equip however get a damage bonus from DEX. Not sure how WIS works.<br />
<br />
* Sneak is pretty much only good for stealing things in people's houses or moving undetected through off-limits city zones like warehouses, however there are several points in the game where there are geometric bugs that interrupt your sneak. It has ZERO effect on hostile NPCs (but not neutral NPCs, like the aforementioned warehouse guards) or enemies. You can get a ring that gives it to you in the mid game. On PC, enable sneak with the LCTRL key (not sure what it is on console). Again, for some stupid reason the game doesn't tell you how to do this nor does it list this button in the key config in options. <br />
<br />
* Acrobatics doubles the distance before you take fall damage and halves said damage, good for jumping off cliffs to reduce travel time. Again, you can find a ring that gives it to you in the mid game.<br />
<br />
* Jumping while you travel generally allows you to move faster than running. Exceptions are traveling up or down sleep slopes.<br />
<br />
* When you are lockpicking chests/doors, the number of left/right actions for each lock is always equal. Eg. an easy lock has 4 actions (2L, 2R), medium has 6 (3L, 3R), hard has 8 (4L, 4R). So if you have a hard lock where the first four actions are LLLL, you know that the last four are RRRR.<br />
<br />
* You don't have to choose a side until Harbour Town. The best way to build your character is to go to the Don's Camp, do most of the quests there, then jump on over to Harbour Town. This'll give you the most possible experience if you choose to side with the Order. Even if you will end up going Don though, the quests from the camp that send you to the city give some really good exp you don't want to miss. <br />
<br />
* Ranged weapons are bugged. The Bow/Crossbow skills don't apply the effects until r6/r10. This makes going "ranged" pretty difficult. You can still do it, but it'd probably be best to grab a Crossbow for your main weapon, then just pump Dex early. That'd give you tons of damage upfront, which you can use to clear out some monster camps/buy up the skills. <br />
<br />
* Nothing respawns in the game. Instead at the start of every chapter they seed in new tougher enemies. The problem with this is they don't remove the old enemies, so you can end up with packs of 12-15 wolves in Chapter 3 if you didn't explore the area to keep clearing them out. Because of this, it's extremely important that you keep wandering around killing enemies along the roads/forests. Not doing so can cause the game to become unwinnable, since you'll be caught in a catch 22 of not being powerful enough to clear that huge group of mobs anymore, yet need the exp to level up enough to clear other groups of mobs.<br />
<br />
* 90% of the skills are worthless. Pickpocketing won't even pay back it's investment, and you can just pick the locks you'd be stealing keys for. There are Acrobatic/Sneak rings in the world you can find that give you those skills. The 20 learning points asked for Prospecting/Smithing, plus the 2000 gold investment just gives you a single ring that's 3 points better then what you'll find exploring, and a few "better" swords prior to Chapter 2. Gut Animals won't pay back the investment, even if you skin every animal on the island. Only Pick Locks and Alchemy are worth the asking price ( PL opens up a ton of different paths during quests, and pays itself back fully just by cleaning out Harbour Town. Alchemy gives you + skill point potions. )<br />
<br />
* Explore everything, always. You need the Hero Crowns in the forest anyways, so go off the beaten path and find stuff. You'll find tons of weapons and armor just wandering around.<br />
<br />
* General rule of thumb is Strength/Dex 1-30 fight Wolves/Stingrats/Vultures, Strength/Dex 30-50 fight Gnomes/Boars/Talon Moths. Once you get armor in Chapter 2, start fighting Skeletons/War Crickets. Only once you get around 75-100 Strength ( and around level 15-18ish ) should you start fighting Ghouls/Lizardmen. <br />
<br />
* Axes are slow but do high damage. Swords are fast, have better reach, and still do alright damage. Staffs are the inbetween weapon that have decent damage, speed, and range. Swords are always the best weapon to use due to the speed/reach, since 90% of this game is about counterattacking or hitting them during small openings. Also you can't use shields with Axes until r6, and can't use shields with Staffs at all. <br />
<br />
* Being a "pure" Mage is pretty pointless. You can technically cast the spells off of "Runes", but they eat absurd amounts of mana to do so. The biggest issue is your Rune spells ( levitation/polymorph/healing ) take the same mana as your combat spells ( bullet/frost/fireball ), and you cap out on mana rather quickly. Because of this, you'll probably end up scribing a couple dozen scrolls over the course of the game as you need them. Considering the tradeoff for Mage/Warrior of the Order is that Mages can cast Runes, while Warriors have to scribe them ( and Warriors get two sets of much better armor right when you need them, while Mages need to wait until the last 30 minutes of the game for their next upgrade ), it makes Mage a bit pointless.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=God_Hand&diff=7767God Hand2024-03-06T09:14:42Z<p>Ahobday: </p>
<hr />
<div>* You will die a lot. Don't worry, there is a minimal penalty for dying (you go back to the last checkpoint, having to refight some enemies and the gold you get at the end of the level will be lower. You keep every bit of gold you found before you died, your life gauge gets refilled, and your tension and roulette orbs goes back to what they were at the checkpoint)<br />
<br />
* R2 lets you use the God Hand when you have enough tension. Use it frequently when you think you're in trouble because that's what its there for. Don't hoard it like FF players hoard Elixers then never use them.<br />
<br />
* Fighting multiple enemies at once is one of the biggest killers in the game. If possible fight one enemy at a time. If there's a group of enemies waiting for you, throw something at one of them or taunt from a distance to try and draw one of them away from the group towards you.<br />
<br />
* Don't miss Yes Man Kablam behind the chair in the first boss room. It builds up tension for using the God Hand and its great to use against dizzied enemies. After hitting an enemy push up on the right analog stick to replace the long cooldown animation with a quick duck (you can do this with a lot of different moves and its incredibly useful)<br />
<br />
* Angry bosses act like they are a level higher so you better let them cool off a bit.<br />
<br />
* If an attack looks a little too low to be ducked, it might still be ducked, unless it is a weapon coming down on your head.<br />
<br />
* Armed enemies have very few attacks and you can let them come at you while you are ducking.<br />
<br />
* Keep ducking when fighting demons and let them take some swings before you attack.<br />
<br />
* Side-step and punch a couple times when surrounded and run when there are too many at once.<br />
<br />
* Jump attacks wear down enemy numbers and so does running out of their territory.<br />
<br />
* Read the instruction manual to learn how to perform the free moves. Do not neglect them.<br />
<br />
* The forward dodge works against many attacks that look they should still hit you. Go with trial and error.<br />
<br />
* Left Jab, Straight, Guard Breaker, and High Side Kick are some of the best moves in the game despite the fact that they're among the very first moves you start with.<br />
<br />
* High Side Kick and High Cross Kick have the Launch property even though the game doesn't label them as such. Also Hand Plant Kick evades high attacks.<br />
<br />
* Moves that have the Evade High Attack property in general kick ass.<br />
<br />
* Never give up! You can do it!<br />
<br />
* Watch for Circle Button Actions. All of the circle button actions make you invincible EXCEPT STOMP. beware, you can still be smacked up while stomping!<br />
<br />
* Chain Yanker > Ball Buster. Use Chain yanker, then Yes man Kablaam, Dodge left/right, Kablaam again, then as soon as you hear that second Kablaam connect Mash the Circle button for the special action. This is an Amazing way to generate TP. I've heard some (2 I think) bosses are dizzied long enough to allow for FOUR kablaams then circle.<br />
<br />
* Run Away! sometimes making a Tactical retreat is the best course of action. Lots of thugs are dumb enough to stop chasing you. You can even play keep away with some foes and Taunt them to fill your TP meter. Go in for the kill when you can unleash the God hand.<br />
<br />
* Don't Eat the Sushi. It sounds like a good deal, but it makes your God hand mode combos weaker; You simply don't use your most powerful attack in the combo as often.<br />
<br />
* You can pull enemies in a group one at a time using thrown crates and weaponry, or Taunting if the other foes are far enough away from the one you are taunting.<br />
<br />
* Circle prompt attacks increase in power if you press all the shape buttons at once.<br />
<br />
* Don't bother with stomp unless it is on lone midgets or putting out fires.<br />
<br />
* Start on Easy.<br />
<br />
* Abuse free moves.<br />
<br />
* Punch people.<br />
<br />
* You get a full recovery after beating Azel. Use those orbs and duck when he does his finger flick. You can also duck-dodge his fireballs at close range. You can double click right when he does that shockwave burst and get between the pillars of flame.<br />
<br />
* Dodge. Then do it some more. Experiment with moves to find a combo setup that you are happy with. You can cheese the hell out of the game by dodge-canceling if you want to.<br />
<br />
* As far as setting up combos and whatnot, I usually set high-hitting moves to triangle, guard-break to X with a low-hitting powermove to down(whichever direction)+X, fast hitting moves on square and a crowd control move to down(whichever direction)+square. I dont like using the dodge-cancel stuff so I dont worry about basing my combos around using it.<br />
<br />
* It has a serious learning curve so be patient. You will find that almost all of your deaths will be caused by your own mistakes. Overcoming harder parts is incredibly satisfying.<br />
<br />
* You have extra moves that are only mentioned in the manual. Learn them cos they're great for crowd control. After a while chaining low roundhouse kick, heel drop and mid-air roundhouse kick together will become second nature.<br />
<br />
* When a pummel prompt turns up, mash all the face buttons and not just circle.<br />
<br />
* The boss at the end of the first stage has a treasure chest behind his throne. In it is the Yes Man Kablam, a great move for farming tension on stunned enemies. Use the duck-dodge to cancel out of the long winddown time.<br />
<br />
* Left Jab, Straight, Guard Breaker, and High Side Kick are some of the best moves in the game despite the fact that you start with them.<br />
<br />
* About the sushi (square combo extenders) - you can take off moves from the fifth and sixth slots at any time so there's no downside to buying them. A 4-move combo is more efficient but you should always have a 6-move combo just cause it's more fun that way. The first sushi gives you Low Kick 1 (it sucks) but buying the second sushi will give you Left Roundhouse which rocks in stage 1.<br />
<br />
* Determining which dodge will avoid which enemy attack is often trial-and-error so just experiment with it.<br />
<br />
* Hand Plant Kick (bought in stage 4) evades high attacks even though the game doesn't say so, making it incredibly cheesy.<br />
<br />
* Don't worry about dying because it doesn't really carry any consequences with it. You'll be rewarded with less money at the end of the stage but there are other ways to make up for it and you're not required to buy everything anyway. If you die with no roulette orbs you'll actually come back with one so there's a benefit.<br />
<br />
* Barrel Roll Kick, Forearm Smash, and Palm Smash always launch enemies no matter what. The first of those isn't that great but the other two are gold.<br />
<br />
* As mentioned already, you have innate moves that own. Remember that Reverse Sweep is worse than your innate duck+triangle sweep, so don't bother equipping it. When you dizzy enemies and they are alone, watch how much time they take to recover and try out a long enough combo before using a prompt.<br />
<br />
* Enemies can have attacks that make it look like it will hit you, such as Belze, but can be avoided. Experiment with ducking and dodging attacks that could hit you. I think all head chop attacks will hit you if you duck.<br />
<br />
* Buying health items will restore your health to full.<br />
<br />
* The stomp prompt is worthless and will make you vulnerable to being hit.<br />
<br />
* Learn how to dodge-cancel most moves to get more hits in and shorten recovery time. Some moves will never be hastened.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Fallout_2&diff=7766Fallout 22024-03-06T09:14:21Z<p>Ahobday: </p>
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<div>* You sometimes hit encounters that says something like "You come upon Group X fending off Group Y." That's great. Let them wipe each other out, finish off the survivors, profit. Obviously, this doesn't apply to massively unfair encounters like Super Mutants v. Farmers. In that case, run like hell.<br />
<br />
* Don't bother spending points on unarmed - if you wait until the last city you can get it up to about 85%, then you can go back to the first city and another area to get it up to around 100 by the time you're done.<br />
<br />
* It's possible to permanently increase your stats in-game. I won't go into how, but you can add 4 to strength, 1 to perception, 1 to charisma, 1 to intelligence, 2 to luck. Keep this in mind during character creation. Max is ten on everything.<br />
<br />
* Some accomplishments require minimum levels in one or more of your core attributes. If yours aren't high enough, use the appropriate drug(s) from your stash to boost them temporarily and try again.<br />
<br />
* Once you've played through all (or even a good portion) of the game, start a new game and create a character with an INT score of 3 (or less). Play.<br />
<br />
* If you want a fun gimmick build, choose Jinxed with a Luck 10 Character (this works for both games). Your luck will override the negative effects of the Perk, but all your enemies will be constantly missing, breaking their own limbs or having guns explode in their faces.<br />
<br />
* It's perfectly possible to finish the last area without firing a single shot.<br />
<br />
* For some reason the AP Ammo doesn't work all that well, and becomes redundant if you're using aimed shots.<br />
<br />
* If you're short of cash, the merchants in San Fran are easy to rob and usually have 5000+ chips a pop. The merchant to the East also contains several items that you can usually only get through quests (Jet Antidotes, Motion Sensors, Super-Tool Kits)<br />
<br />
* Sulik is for some reason awesome with a .223 Pistol, while Cassidy is likewise incredibly good with the Gauss Rifle.<br />
<br />
* If you're sick of Marcus constantly chewing through ammo and blowing away teammates, he is still reasonably effective with a Plasma Rifle.<br />
<br />
* If you're thinking of using energy weapons at all, tag it, as you cannot increase your skill with it using other methods like you can with small guns or melee.<br />
<br />
* Strength really needn't be higher than 7, and that's if you want to be able to handle the heaviest weapons as early as possible.<br />
<br />
* Stealing or bartering is a good tag, from there it's Small or big guns. Small is great early on, but if you survive to the point where you can get at least a light support weapon (NCR occasionally has them), Big weapons will make you the terminator. With a minigun or RPG... fuhgeddaboutit!<br />
<br />
* Conversely, if you've got time, don't forget that you can rest to regain health! Go to your pip-boy and click the bell next to the time, and click "rest till healed"!<br />
<br />
* Partners are also pack-mules. Trade with them until you're fully stocked, then head to market.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Metal_Gear_Solid:_Peace_Walker&diff=7765Metal Gear Solid: Peace Walker2024-03-06T09:14:09Z<p>Ahobday: </p>
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<div>* Do not bother trying to S-rank or no-kill missions your first time around. Even then, there is nothing to be unlocked from S-ranking the Main Ops, and only from some of the Extra Ops.<br />
<br />
* ESPECIALLY do not stress out trying to S-rank boss fights first time round. Just kill the guys and shoot at the vehicle gas tanks.<br />
<br />
* To capture an enemy vehicle, you must eliminate all of its escorts, and then kill or sedate the vehicle's pilot when they stick their head out. If you get spotted, however, you need to damage the vehicle a little until they pop out, but they ONLY pop out when there are no more escorts left. Aim for the red fuel tanks for extra damage.<br />
<br />
* How research points (I forget the proper name) work, because it's not intuitive: You have a set amount of points, the number of which changes depending on your recruits. When you set something to research, some of those points are used up, but they are returned to the pool when the research is complete. So it's not like cash.<br />
<br />
* You unlock Extra Ops as you complete the Main Ops, at a rate of about 1 of each at a time. Finish them all, they unlock new research topics for weapons which come in VERY handy in the Main Ops.<br />
<br />
* You may want to grab a guide for parts of the game, such as which Ops unlock what and <div class="spoiler">that final Zadornov search.</div><br />
<br />
* Finishing a certain project that you get after the first big (BIG) boss battle unlocks a lot more than you might think. To do it, you'll need to get scrap by blowing away certain parts of bosses, and programs by NOT shooting the big red target.<br />
<br />
* Do Outer Ops after you snag a few vehicles. Having an APC or tank will allow you to steamroll the early ones, and you can snag items or blueprints from them.<br />
<br />
* For the post-game bonus bosses (anything with 5 or more skulls), co-op buddies are pretty much a necessity.<br />
<br />
* Playing co-op with a high level person will reduce your trip through the story significantly, especially if they have specific gear designed to capture more enemies.<br />
<br />
* Capturing vehicles can be a slog early in the game. Feel free to return later with better gear.<br />
<br />
* You will unlock higher "ranks" of weapons/equipment after you've found blueprints and met the blueprint conditions. Each rank means greatly improved accuracy/battery life/etc. At the same time, using what you've got will "level up" that specific rank and make it slightly more efficient. Levels are shown as red bars in the Rank icon. Overall there's up to 5 Ranks, each of which can reach Level 3.<br />
<br />
* Don't overlook the Analyser. It really sucks at first, but it's the only way to find the higher skilled personnel once your teams are full. While your intel team can tell you how many B-skill soldiers are in the level (found in the pre-mission info screen), it's only an average since their actual skill levels fluctuate. The analyser will tell you if that B-skill soldier dropped to a C, or jumped to an A.<br />
<br />
* Getting to the very end is worth it, since it adds a ton of context to Ground Zeroes.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Homeworld&diff=7764Homeworld2024-03-06T09:13:45Z<p>Ahobday: </p>
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<div>* Ion frigates.<br />
<br />
* Salvage everything you can. You can retire some salvaged ships for RUs, and others are very useful for bolstering the strength of your fleet.<br />
<br />
* Ships are generally strongest in the front, and weakest around the engines. Whenever you can, try to encircle the enemy and even hit them in the rear when possible. Make sure to watch your ships' sixes as well.<br />
<br />
* Scouts are tiny and weak, but if you put them on Evasive tactics in X formation, very little will be able to hit them and they will make fantastic diversions.<br />
<br />
* Never put your capital ships in formation. They'll move far too slowly. You should always put your strike craft (fighters, corvettes) in X formation when moving, Claw when attacking a single target, and Sphere in a major battle. These formations maximize damage and make them harder to hit than Delta/Broad/Wall.<br />
<br />
* Enemy capital ships will often attempt to ram yours when their situation gets desperate. Keep your capitals constantly moving!<br />
<br />
* Steal everything you can.<br />
<br />
* No really, EVERYTHING. Even if it is bad or you want the unit cap back, you can just retire the ship.<br />
<br />
* Stealing also lets you break the puny limits of unit cap. Hello, wall of 100 ion frigates!<br />
<br />
* Stealing the pirates' stuff is probably your best bet for a lot of the beginning.<br />
<br />
* Steal fuel pods.<br />
<br />
* Enough heavy corvettes being healed by repair/support stuff are amazing against anything.<br />
<br />
* If you play multiplayer, build Scouts and ignore all other fighters. Target the enemy. Hit F2, then K, then mash the Z button 4000 times. Your Scouts are now untouchable.<br />
<br />
* If you're playing multiplayer still, that cheat code that the chat room said gave you invulnerability is why your Mothership just exploded. Don't feel bad, just tell everyone else you play that amazing and blessed code. Everyone falls for ACCESS or ESSENTIAL at least once (it was ACCESS for me).<br />
<br />
* Get every multibeam frigate in the game. I think there's 17 of them and they're so much better than any regular ion frigate. <br />
<br />
* Be aware that you can hang around after missions, or delay starting parts of missions. Use this to gather everything you can. Mission 5 is of note(Where you take vengeance)-If you can kill the enemy harvesters, there's something like 10,000-15,000 Resources out there. Not counting stealing, which is also advised-the enemy has a Carrier, and Carriers are stealable with 5 or more Salvagers. You won't get to build one till about 5 missions later.<br />
<br />
* Scouts are far, FAR better than Interceptors. The Speed Boost special ability increases their ability far more than you'd expect, especially when you keep the next one in mind.<br />
<br />
* Fighters make repeated 'runs' to attack and destroy a larger target. Switching to Evasive when a run completes gets them to come about and attack again faster. That's when you switch to Offensive and get them focusing full fire again. For best results, hit Speed Boost in the Evasive phase, to have them set up even faster. Watch the fuel though...<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Mega_Man_9&diff=7763Mega Man 92024-03-06T09:13:01Z<p>Ahobday: </p>
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<div>* You're not that old, it's just hard.<br />
<br />
* Have at least one E-tank before entering the last part of the game. Maybe two. Hell, get the maximum just to be sure.<br />
<br />
* The hornet blaster is the best weapon in the game to easily run through levels with. The hornets home enemies and bring back powerups they drop (this means you almost never run out due to weapon powerups they grab) as well as any other powerups found throughout the stages (except E-tanks.)<br />
<br />
* I have the easiest time starting with either Galaxy Man or Tornado Man.<br />
<br />
* The only shop items worth investing in are E-tanks and the energy balancer. The 1/2 damage item is cool, but not necessary if you have the e-tanks, which are much cheaper.<br />
<br />
* Do not buy the haircut or the Roll costume unless you are going for achievements that require them. They are huge wastes of money, and you take double damage with the haircut (no helmet)<br />
<br />
* You can only hold 1 M-Tank, so don't bother saving up for several. Also, you can find one in Wily's castle, which is the only place you'd probably ever need it, so I wouldn't bother investing anyway.<br />
<br />
* About Wily's castle: Unlike just about every other Mega Man game, there's no second skull in Dr. Wily's castle. Feel free to go nuts with your e-tanks when you get to Wily. Just be a little cautious since you still have to survive through 3 forms. <br />
<br />
* My suggested boss order: Tornado-Magma-Hornet-Splash-Concrete-Galaxy-Jewel-Plug. If you have an easier time starting with a different boss, go ahead with that one but follow the same order after that.<br />
<br />
== Boss Weaknesses ==<br />
The weaknesses aren't elementally aligned like you'd expect. Magma man is not weak to Splash Woman, for instance. The weaknesses are more practical than that:<br />
<br />
Concrete Man is weak to Splash Trident because the trident can destroy all three of his concrete blocks.<br />
<br />
Galaxy Man is weak to the Concrete Block since it freezes his Black Holes.<br />
<br />
Jewel Man is weak to Black Hole Bomb because the BHB sucks up his shield.<br />
<br />
Plug Man is weak to the Jewel Shield because it will block his plug balls.<br />
<br />
Tornado Man is weak to the Plug Ball because it can travel up the walls to attack him when he's airborne.<br />
<br />
Magma Man is weak to the Tornado Blow, since it blows out his fire (makes his attacks weaker, too).<br />
<br />
Hornet Man is weak to the Magma Shot since it can take out all three of his hornets in one shot.<br />
<br />
Splash Woman is weak to the Hornet Attack because it can kill her fish and keep going.<br />
<br />
Splash -> Concrete -> Galaxy -> Jewel -> Plug -> Tornado -> Magma -> Hornet<br />
<br />
Splash Woman is also the only boss that takes double damage from the regular Mega Buster, presumably because she does not have legs.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Hearts_Of_Iron_II&diff=7762Hearts Of Iron II2024-03-06T09:12:48Z<p>Ahobday: </p>
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<div>* The manual is available as an 88 page PDF and explains a lot, although it is pretty cheesy to read.<br />
<br />
* When you occupy enemy territory, provinces will have partisan activity that drains your TC really severely. Garrison units with MP brigades attached and set on anti-partisan duty are the best way to stifle the partisans. You can build a million of these divisions; they are super cheap, effective, and worth their weight in gold if you are playing a land war.<br />
<br />
* It might be worth it for you to build nothing but factories in all of your developed provinces for the first year for extra TC later on in the war. It is a tossup, but I almost always do this.<br />
<br />
* As far as intelligence is concerned, you are best served by maxing out your territory with anti intelligence spies, rather than spying on other countries. You will just end up getting aggravated, and knowing what the enemy is researching doesn't really give you much of an advantage. Just keep the spies in other countries as they are at the beginning of the game and never mess with them.<br />
<br />
* If you are going to fight in the ocean, you need to research your naval units early, because they take forever to build.<br />
<br />
* Don't research anything more than a year before the actual research happened in the real world...there is a severe time penalty if you do this.<br />
<br />
* Your instinct may be to spend a lot on battleships in your navy...almost always you should instead focus on aircraft carriers. Your offensive battlegroups will almost always be more effective if they are based around carriers rather than battleships.<br />
<br />
* You don't need as many tanks as you think you do!<br />
<br />
* You don't need as many marines as you think you do!<br />
<br />
* Pay attention to whomever is in charge of your units! My advice is to turn off the auto-assign general feature, otherwise you will end up with Rommel buttfucking partisans in France while some rubber-stamp idiot is getting your tanks killed in Russia.<br />
<br />
* You can promote generals to higher ranks yourself if you want to, but the generals will lose some of their effectiveness. You would be better served letting the game decide when to promote.<br />
<br />
* HQ units are awesome, but make sure that you don't put them in stacks that you are going to use to attack another province with...in fact, keep them 1 province behind the front lines and have an AA brigade attached to the HQ unit. Their effective radius extends all the way to the province your offensive units are attacking, if they attack from 1 province away from the HQ unit.<br />
<br />
* Ground attack bombing really works best on units that are retreating.<br />
<br />
* You are going to eliminate many more enemy divisions by breaking through and encircling than you are by attacking on a broad front!<br />
<br />
* Paratroopers are incredibly difficult to use, develop, and research. You might want to avoid them altogether.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Pacific_Drive&diff=7761Pacific Drive2024-03-06T09:11:47Z<p>Ahobday: </p>
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<div>* Story missions always put you into a "perpetual stability" zone, where the storm doesn't advance until you either open a gateway or activate the last/only stabilisier in the map. Loot accordingly.<br />
<br />
* Maps come in different types, distinguished by the icon on the left side of the junction name. The map type determines which Tier 2 / 3 resources you can find, i.e. you can only find "Salamander Nests" in the mid zone, in a map of type "Marsh".<br />
<br />
* Repair kits (Mechanics', Sealing, Electrical, Light Replacement) stack to 3; if possible, don't leave without a stack of 3<br />
<br />
* Some anomalies can be led away from where you want to be if they're the kind that move<br />
<br />
* Pay attention to the top left of the HUD periodically when walking about since you don't get warned about radiation otherwise normally<br />
<br />
* Prioritize replacing broken tools over say building a new set of doors or you might not be able to scrap things for a while<br />
<br />
* Pre-plan your exit when you enter an area in case you have to leave suddenly<br />
<br />
* The game is legit dark at night and during storms or area anomalies, so be prepared to use some flares when out of the car, if you check wrecked cars frequently you'll have dozens of flares<br />
<br />
* Don't leave your car running, it's headlights on, etc unless you need to since that drains gas and battery. It's slowish but can add up quick over longer outings<br />
<br />
* Sometimes main missions can send you farther than you plan to go, so try to be extra prepared<br />
<br />
* You can't save during a run, rest mode on PS5 can with but otherwise you kinda have to set some time aside from the longer trips<br />
<br />
* You can use med kits while driving.<br />
<br />
* To use the Transfer Trunk effectively hold it while accessing a container and it'll replace your backpack in the UI, which you can still switch to on that screen, so you can load it up directly which is much handier than what it initially seems to be.<br />
<br />
* Yes, you can scrap a trunk panel to get inside rather than pry it open with the pry-bar, however this does in fact destroy some of the trunk's contents, so use the pry-bar first.<br />
<br />
* You can change a huge amount of things in the setting, including "how many clicks it takes to install/swap stuff on your vehicle," "what do you lose on mission failure/death," and "does it pause the game when I bring up menus (default: no)"<br />
<br />
* The "Tech tree" is pretty overwhelming initially but IMO the critical ones to shoot for early, other than more storage as needed are:<br />
** Impact Hammer<br />
** Outfiting Station<br />
** Matter Regenerator<br />
** Side Rack<br />
** Side Storage<br />
** Steel doors/panels/bumpers<br />
** Seat Rack<br />
** Auto-Shifter<br />
<br />
* Trap options to avoid early:<br />
** Large fuel can - This does NOT replace/upgrade the small one in your trunk, it's a separate 2x3 inventory item.<br />
** Turbolight engine - You will be unable to get the parts until midgame.<br />
** Liberator - You're better off trying to find one in the field, unless you have the rare resource it requires to craft (5 ThermoSap Crystal)<br />
<br />
* Once you unlock it don't forget about the outfitting station! It's more than just a medium backpack giver, each clothing item bought is permanent and passive.<br />
<br />
* You can generally leave your car running when hopping out; gas is plentiful in the starting zones. Headlights will drain your battery so use your judgement on keeping that on; consider using your interior dome light if you need a visual beacon instead.<br />
<br />
* Most Kits (electrical, mechanical, med, putty) stack to 3 in the same spot, so if you bring one you might as well craft and bring 3 with you instead. Food stacks to 10 and you can eat while driving with the hotkey (v by default).<br />
<br />
* There are several garage items that respawn after every expedition including the car wreck outside that you can break down for basic materials.<br />
<br />
* You probably want to deconstruct/remake your tools if they're below half, especially the impact hammer which is hard to craft in the field. If you don't have a scrapper, the dumpster will give you one for free, so before you go, grind the wreck, deconstruct your scrapper and talk to the dumpster get a free replacement!<br />
<br />
* Even though the tutorial has you use putty to repair, the game actually expects you to re-craft and swap your parts into the repair device once you unlock it. Putty takes chemicals and is moderately valuable so avoid using it on panels and doors; save the putty for your more delicate components.<br />
<br />
* If you find a early liberator in the wild, steal offroad tires and armored panels from trucks rather than grinding them for parts. It takes a moment but firing a single shot disconnects any item and offroad tires especially are helpful to have.<br />
<br />
* Most items or consumables have an upgraded version, which tends to last longer and only takes up slightly more space but what they do isn't always signposted:<br />
** Repairing car part durability (including tyres): Repair Putty -> Blowtorch -> Olympium Blowtorch<br />
** Recharging battery: Battery charger -> Plasma Prod<br />
** Light Source: Road Flare -> Reignitable Road Flare -> Crude Flashlight/Bioflare -> Biolantern<br />
** Get resoures: Scrapper -> Plasma Scrapper, Hammer -> Magnet Hammer, Hand Vac -> Thermal Vac. Upgraded resource tools seem to also get better drops (i.e. the magnet hammer gets more plasma from generators)<br />
<br />
* You can use the hand vac / thermal vac to suck up any drops, not just the ones its used to harvest. Useful to sweep the area (but beware of sucking up smaller Abnormalities!)<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Quasimorph&diff=7760Quasimorph2024-03-06T09:08:36Z<p>Ahobday: Created page with "* Infection only kills you if damage reaches 100%, so if a wound heals before it gets to that point then you don't need antibiotics. You can also either use a merc profile that is immune to infection or mass produce infection-lowering items for free via the ship's crafting menu. * The "stock market" is not an actual market you can use, instead it is a scoreboard for corporation power. A corp's entry on the board will show you equipment with a percentage on each item; th..."</p>
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<div>* Infection only kills you if damage reaches 100%, so if a wound heals before it gets to that point then you don't need antibiotics. You can also either use a merc profile that is immune to infection or mass produce infection-lowering items for free via the ship's crafting menu.<br />
<br />
* The "stock market" is not an actual market you can use, instead it is a scoreboard for corporation power. A corp's entry on the board will show you equipment with a percentage on each item; that is your chance of receiving that items if you do missions or trade with them.<br />
<br />
* Trade is done by barter, you give them what they say they need in the station's info panel to get points, and those points are assigned to give you items from the pool mentioned above.<br />
<br />
* Bodily damage works the same for everyone. If you put a burst into someone and they are bleeding in the inspection menu (right click on the unit) then you can just let them bleed to death.<br />
<br />
* Fire is your greatest friend and enemy. It doesn't damage items on the ground, and it can wipe out a room with a single shot. Just don't be in the room as well.<br />
<br />
* If you find a class/merc/item chip then you are allowed to extract early with it, otherwise you have to finish the mission.<br />
<br />
* Your movement stance greatly affects how many calories you are consuming per action.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Warhammer_40,000:_Rogue_Trader&diff=7758Warhammer 40,000: Rogue Trader2024-03-04T08:45:45Z<p>Ahobday: </p>
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<div>(These tips are current as of patch 1.1)<br />
<br />
== TL;DR ==<br />
<br />
* It’s an Owlcat game, so install Toybox as a quick fix for any sort of problems<br />
<br />
* Skill Checks skyrocket in difficulty in Act 3 and continue on doing so for the rest of the game<br />
<br />
* Strong enemies usually have stage gimmicks or a buff that can be disabled using certain powers or attack types ex. the tutorial boss will consume any on screen enemies when it takes enough damage and recover stronger then before<br />
<br />
* “Role Playing” is a core part of the game design, it rewards going all in on one type of alignment over mixing them up<br />
<br />
* Act 3 throws a massive shift in gameplay at you<br />
<br />
* Keep most navigation routes at yellow, it can trigger an event that gives Insight as a reward<br />
<br />
* Insight cannot be farmed aside from the random event<br />
<br />
* The "Secret" ending is much easier to achieve then previous Owlcat games<br />
<br />
== Character Creation ==<br />
<br />
* There is no significant reactivity to homeworld/origin<br />
<br />
* Psyker Origin is basically it’s own unique class, it can synergize with the archetypes or be the main focus for level up<br />
<br />
* Most companions have unique features & abilities you cannot replicate with mercenaries; Cassia especially.<br />
<br />
* For melee DPS, priority is Agility, Weapon Skill, Toughness<br />
<br />
* Strength stat is only important for equipping heavy weapons and power armor<br />
<br />
* Skill checks in the game are balanced assuming characters focus on 2 skills max, and taking the skill training abilities, Act 3 will see skill checks with -50 penalties and higher become common<br />
<br />
== General ==<br />
<br />
* There is no time limit for the main story. Some companion missions will expire if you ignore them too long.<br />
<br />
* There are well labeled points of no return for advancing into the next chapters<br />
<br />
* Early combat is cover based shooting and lasts several rounds. By Act 3 combat is about granting extra turns via abilities/heroic moments and doing extremely high damage attacks to end combat in 1-2 rounds.<br />
<br />
* The game is supposed to pick the best party member to use for skill checks but it will not always do that.<br />
<br />
* Foulstone can be converted into a colony.<br />
<br />
* For high damage with ranged weapons the optimal choice is a heavy bolter; despite the listed damage rate of fire is the most important factor for damage.<br />
<br />
* Ship combat is “optional” except you need it to level up your ship and get better equipment from the vendor. Main quest missions are often gated by a moderate difficulty ship battle to proceed<br />
<br />
* Itemization is not ideal for certain builds. There are no 2h force weapons in the game, and only 2 force swords (for psykers using psy attack). There is psyker specific heavy armor as well.<br />
<br />
* Psykers get the "until end of combat" buffs/debuffs, regular classes get "per round/until next turn" versions, and Grand Strategist set areas that buff allies/debuff enemies inside them<br />
<br />
== Level Up ==<br />
<br />
* You can find a lot of Aeldari and Drukhari equipment in later acts so those talents are useful midgame and beyond.<br />
<br />
* Grenadier will allow party members to use grenades at 0AP, this includes using them during extra turns<br />
<br />
* You don’t need to build out anything in advance except strength requirements for heavy weapons and power armor<br />
<br />
== Act 3 ==<br />
<br />
* The party you take into the final story mission of Act 2 will be the only party members you have for Act 3.<br />
<br />
* High priority skills needed for Act 3 are social skills, and Lore:Xenos.<br />
<br />
* Warp attack abilities are highly valuable as they can dispel enemy buffs on hit<br />
<br />
* The permanent party member debuffs can be cured by turning in plot items found in the area<br />
<br />
== Companions ==<br />
<br />
* You recruit most of the companions by Act 2, an additional 2 in act 3, and then 3 secret companions in Act 4 that can join based on your alignment<br />
<br />
* Companions will not leave you over alignment choices until a specific late game extreme option or siding against them during a pivotal conversation<br />
<br />
* The Space Marine is found in Act 3, his gear is nearby. Despite his power he is a 2x2 size and can get stuck on the map. Toybox has an option to make him normal size.<br />
<br />
* Companion quest outcomes are flagged and will affect the companions moving forward, like “X remembers your advice” in case you want specific good endings you have to make the correct choices early on<br />
<br />
== Colony Management ==<br />
<br />
* Janus has a project that gives you an AI controlled ship ally for space battles<br />
<br />
* The med kits that cure traumas are highly useful for Act 3<br />
<br />
* Save extractiums for xenotech and flogiston early game<br />
<br />
== Vendors ==<br />
<br />
* It is extremely difficult if not impossible to max all vendor reputations, focus on 2 that do not want the same high value cargo at first.<br />
<br />
* Converting excess consumables like medkits and stims into cargo will give a significant boosts to reputation<br />
<br />
* Vendor reputations increase to 35 in Act 4 with new high level equipment available<br />
<br />
* The Imperial Navy only takes trophies obtained from ship combat, you have to manually add them to cargo from your inventory if they don't appear as cargo<br />
<br />
* Vendor reputations also unlock some colony projects, and other colony projects can boost reputation as well<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Warhammer_40,000:_Rogue_Trader&diff=7757Warhammer 40,000: Rogue Trader2024-03-02T13:23:28Z<p>Ahobday: </p>
<hr />
<div>* You can only improve characteristics and abilities that are in the archetype or origin advancement lists on designated level up spots for them, though you can sacrifice a talent for an characteristic/ability increase. Some Talents provide exceptions to this.<br />
<br />
* There is a limit to how much you can improve a characteristic/ability per Archetype, so bear in mind that you cannot just pump all stats into a single of them from the start. You can level them further in the advanced archetypes.<br />
<br />
* If you want your main character to be a skill monkey you likely need INT. Only the Operative archetype allows that per default, but the Voidborne Homeworld has a talent (Be Smart) that, apart from the main effect, always lets you advance INT (subject to the limit mentioned above) if you want to play something else.<br />
<br />
* Similarly the Forge World Homeworld has a talent that allows the use of INT for dialogue checks instead of FEL, giving you an option to manage those checks even if your archetype does not work with FEL.<br />
<br />
* Psykers can pick more psychic disciplines later (Biomancy/Telepathy etc). You are not locked into just the starter choice.<br />
<br />
* The game automatically uses the party member with the best stats (out of the ones in the selected group) for a check in dialogue and on the map, so your MC does not have to be good at everything (but ofc sometimes you are alone).<br />
<br />
* The first 3 respecs are free, after which they cost more each time. You cannot undo archetype choices, so plan accordingly.<br />
<br />
* The game lets you inspect enemies for their stats/ablities in combat and generally expects you to do this to plan your actions (specially if you're not familiar with the game style/Owlcat games)<br />
<br />
* There are side events where you have to make choices - with linked skill checks/costs and rewards/penalties. You can ask your crew for advice - which generally will alter some or all of the check difficult/costs and rewards/penalties vs if you pick an choice without asking. Sometimes the changes are for the better, sometimes not. You can also turn off the tooltip that shows you the rewards/penalties before you pick a choice - if that's your style.<br />
<br />
* There are some environmental hazards in maps, that can cause damage/injury debuffs to characters in real time movement. Generally the best way to navigate around the hazards is to unlink your party (so they don't all move as a group) and move people through a character at at a time.<br />
<br />
* In chapter 3, some of party members can get a permanent stat debuff due to story events. These can be removed on a per-character-basis, in chapter 3 via side quests, but if you advance past the chapter those stat debuffs are there for good.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Pacific_Drive&diff=7756Pacific Drive2024-02-28T08:44:33Z<p>Ahobday: </p>
<hr />
<div>* Some anomalies can be led away from where you want to be if they're the kind that move<br />
<br />
* Pay attention to the top left of the HUD periodically when walking about since you don't get warned about radiation otherwise normally<br />
<br />
* Prioritize replacing broken tools over say building a new set of doors or you might not be able to scrap things for a while<br />
<br />
* Pre-plan your exit when you enter an area in case you have to leave suddenly<br />
<br />
* The game is legit dark at night and during storms or area anomalies, so be prepared to use some flares when out of the car, if you check wrecked cars frequently you'll have dozens of flares<br />
<br />
* Don't leave your car running, it's headlights on, etc unless you need to since that drains gas and battery. It's slowish but can add up quick over longer outings<br />
<br />
* Sometimes main missions can send you farther than you plan to go, so try to be extra prepared<br />
<br />
* You can't save during a run, rest mode on PS5 can with but otherwise you kinda have to set some time aside from the longer trips<br />
<br />
* You can use med kits while driving.<br />
<br />
* To use the Transfer Trunk effectively hold it while accessing a container and it'll replace your backpack in the UI, which you can still switch to on that screen, so you can load it up directly which is much handier than what it initially seems to be.<br />
<br />
* Yes, you can scrap a trunk panel to get inside rather than pry it open with the pry-bar, however this does in fact destroy some of the trunk's contents, so use the pry-bar first.<br />
<br />
* You can change a huge amount of things in the setting, including "how many clicks it takes to install/swap stuff on your vehicle," "what do you lose on mission failure/death," and "does it pause the game when I bring up menus (default: no)"<br />
<br />
* The "Tech tree" is pretty overwhelming initially but IMO the critical ones to shoot for early, other than more storage as needed are:<br />
** Impact Hammer<br />
** Outfiting Station<br />
** Matter Regenerator<br />
** Side Rack<br />
** Side Storage<br />
** Steel doors/panels/bumpers<br />
** Seat Rack<br />
** Auto-Shifter<br />
<br />
* Trap options to avoid early:<br />
** Large fuel can - This does NOT replace/upgrade the small one in your trunk, it's a separate 2x3 inventory item.<br />
** Turbolight engine - You will be unable to get the parts until midgame.<br />
** Liberator - You're better off trying to find one in the field, unless you have the rare resource it requires to craft (5 ThermoSap Crystal)<br />
<br />
* Once you unlock it don't forget about the outfitting station! It's more than just a medium backpack giver, each clothing item bought is permanent and passive.<br />
<br />
* You can generally leave your car running when hopping out; gas is plentiful in the starting zones. Headlights will drain your battery so use your judgement on keeping that on; consider using your interior dome light if you need a visual beacon instead.<br />
<br />
* Most Kits (electrical, mechanical, med, putty) stack to 3 in the same spot, so if you bring one you might as well craft and bring 3 with you instead. Food stacks to 10 and you can eat while driving with the hotkey (v by default).<br />
<br />
* There are several garage items that respawn after every expedition including the car wreck outside that you can break down for basic materials.<br />
<br />
* You probably want to deconstruct/remake your tools if they're below half, especially the impact hammer which is hard to craft in the field. If you don't have a scrapper, the dumpster will give you one for free, so before you go, grind the wreck, deconstruct your scrapper and talk to the dumpster get a free replacement!<br />
<br />
* Even though the tutorial has you use putty to repair, the game actually expects you to re-craft and swap your parts into the repair device once you unlock it. Putty takes chemicals and is moderately valuable so avoid using it on panels and doors; save the putty for your more delicate components.<br />
<br />
* If you find a early liberator in the wild, steal offroad tires and armored panels from trucks rather than grinding them for parts. It takes a moment but firing a single shot disconnects any item and offroad tires especially are helpful to have.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Horizon_Forbidden_West&diff=7755Horizon Forbidden West2024-02-28T08:40:55Z<p>Ahobday: </p>
<hr />
<div>* Some items in the Junk category are useful. Pristine Skulls can be traded for other animal bones.<br />
<br />
* If you want to upgrade something, just create a job for it whenever you're at a workbench and it'll automatically show you where to find the nearest components that you need.<br />
<br />
* A few areas will be inaccessible to you at first and will only become available after certain plot-related upgrades, so it does help to progress the story.<br />
<br />
* Purgewater disables many elemental attacks and also reduces a machine's resistance to elemental attacks.<br />
<br />
* Many sidequests offer good weapons and armor this time around, so it does also help to complete them as they appear.<br />
<br />
* You're invincible while performing a Valor Surge and so can also use it to escape explosions, machine charges, and environmental damage.<br />
<br />
* Unlike Zero Dawn, the game world persists after completing the main story, so there's nothing that can be permanently missed.<br />
<br />
* If a weapon looks at all interesting, just grab it! Weapons are cheap, and most have a unique combination of ammo types.<br />
<br />
* Green weapons stay relevant much longer than in Horizon Zero Dawn, and blue weapons can remain situationally useful the whole game.<br />
<br />
* You only need to get within 40 steps of a campfire to unlock it for fast travel (i.e. you don't actually need to go up to it and use it), so sometimes it's worth making a detour during exploration to unlock a campfire for future use.<br />
<br />
* Herbalists in settlements sell pouch upgrade materials, with the furthest southwest settlements having the full variety for sale.<br />
<br />
* Animal skins and bones sell for a lot, so hunting easy game like peccaries and owls as you see them is a good way to keep your cash flow positive.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Pacific_Drive&diff=7754Pacific Drive2024-02-28T08:39:28Z<p>Ahobday: </p>
<hr />
<div>* Consider fabricating replacement car parts instead of using repair putty. Repair Putty should be saved for mid-run. The components for replacement are far more plentiful, and it becomes even more efficient when you get the <div class="spoiler">Matter Deconstructor</div>.<br />
<br />
* Some anomalies can be led away from where you want to be if they're the kind that move<br />
<br />
* Pay attention to the top left of the HUD periodically when walking about since you don't get warned about radiation otherwise normally<br />
<br />
* Prioritize replacing broken tools over say building a new set of doors or you might not be able to scrap things for a while<br />
<br />
* Pre-plan your exit when you enter an area in case you have to leave suddenly<br />
<br />
* The game is legit dark at night and during storms or area anomalies, so be prepared to use some flares when out of the car, if you check wrecked cars frequently you'll have dozens of flares<br />
<br />
* Don't leave your car running, it's headlights on, etc unless you need to since that drains gas and battery. It's slowish but can add up quick over longer outings<br />
<br />
* Sometimes main missions can send you farther than you plan to go, so try to be extra prepared<br />
<br />
* You can't save during a run, rest mode on PS5 can with but otherwise you kinda have to set some time aside from the longer trips<br />
<br />
* You can use med kits while driving.<br />
<br />
* To use the Transfer Trunk effectively hold it while accessing a container and it'll replace your backpack in the UI, which you can still switch to on that screen, so you can load it up directly which is much handier than what it initially seems to be.<br />
<br />
* Yes, you can scrap a trunk panel to get inside rather than pry it open with the pry-bar, however this does in fact destroy some of the trunk's contents, so use the pry-bar first.<br />
<br />
* You can change a huge amount of things in the setting, including "how many clicks it takes to install/swap stuff on your vehicle," "what do you lose on mission failure/death," and "does it pause the game when I bring up menus (default: no)"<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Balatro&diff=7753Balatro2024-02-27T11:24:53Z<p>Ahobday: </p>
<hr />
<div>* You can play 5 cards even if not all of them count towards the points. e.g. if you play 2 pairs, you can play a 5th card as well. This is a useful way to discard some cards from your hand without using a discard.<br />
<br />
* The jokers at the top of the screen apply their effects in order from left to right. So e.g. if you have a "+4 multiplier" joker, and then a "x1.5 multiplier", you probably want the +4 to the left and the x1.5 to the right, so it multiplies a higher number, etc.<br />
<br />
* The cards you play are also triggered in order. If e.g. you have a joker which triggers when you play a specific card, you might want to have that specific card earlier or later in the played hand.<br />
<br />
* Here are what packs and cards in the shop do:<br />
** Celestial (planet cards): upgrade hands so you get more chips and a higher multiplier when you play that hand.<br />
** Arcana (tarot cards): modify cards in your deck.<br />
** Spectral cards: modifies cards in your deck, often where the reward is paired with a punishment.<br />
** Standard pack: lets you add some cards to your deck.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Balatro&diff=7752Balatro2024-02-27T11:20:19Z<p>Ahobday: </p>
<hr />
<div>* You can play 5 cards even if not all of them count towards the points. e.g. if you play 2 pairs, you can play a 5th card as well. This is a useful way to discard some cards from your hand without using a discard.<br />
<br />
* The jokers at the top of the screen apply their effects in order from left to right. So e.g. if you have a "+4 multiplier" joker, and then a "x1.5 multiplier", you probably want the +4 to the left and the x1.5 to the right, so it multiplies a higher number, etc.<br />
<br />
* The cards you play are also triggered in order. If e.g. you have a joker which triggers when you play a specific card, you might want to have that specific card earlier or later in the played hand.<br />
<br />
* Here are what cards in the shop do:<br />
** Celestial (planet cards): upgrade hands so you get more chips and a higher multiplier when you play that hand.<br />
** Arcana (tarot cards): modify cards in your deck.<br />
** Spectral cards: modifies cards in your deck, often where the reward is paired with a punishment.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Balatro&diff=7751Balatro2024-02-27T11:15:41Z<p>Ahobday: </p>
<hr />
<div>* You can play 5 cards even if not all of them count towards the points. e.g. if you play 2 pairs, you can play a 5th card as well. This is a useful way to discard some cards from your hand without using a discard.<br />
<br />
* The jokers at the top of the screen apply their effects in order from left to right. So e.g. if you have a "+4 multiplier" joker, and then a "x1.5 multiplier", you probably want the +4 to the left and the x1.5 to the right, so it multiplies a higher number, etc.<br />
<br />
* The cards you play are also triggered in order. If e.g. you have a joker which triggers when you play a specific card, you might want to have that specific card earlier or later in the played hand.<br />
<br />
* Here are what cards in the shop do:<br />
** Celestial cards (planets): upgrade hands so you get more chips and a higher multiplier when you play that hand.<br />
** Tarot cards: modify cards in your deck.<br />
** Spectral cards: modifies cards in your deck, often where the reward is paired with a punishment.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Balatro&diff=7750Balatro2024-02-27T11:11:22Z<p>Ahobday: </p>
<hr />
<div>* You can play 5 cards even if not all of them count towards the points. e.g. if you play 2 pairs, you can play a 5th card as well. This is a useful way to discard some cards from your hand without using a discard.<br />
<br />
* The jokers at the top of the screen apply their effects in order from left to right. So e.g. if you have a "+4 multiplier" joker, and then a "x1.5 multiplier", you probably want the +4 to the left and the x1.5 to the right, so it multiplies a higher number, etc.<br />
<br />
* Here are what cards in the shop do:<br />
** Celestial cards (planets): upgrade hands so you get more chips and a higher multiplier when you play that hand.<br />
** Tarot cards: modify cards in your deck.<br />
** Spectral cards: modifies cards in your deck, often where the reward is paired with a punishment.<br />
<br />
[[Category:Games]]</div>Ahobdayhttps://beforeiplay.com/index.php?title=Balatro&diff=7749Balatro2024-02-27T11:09:37Z<p>Ahobday: </p>
<hr />
<div>* You can play 5 cards even if not all of them count towards the points. e.g. if you play 2 pairs, you can play a 5th card as well. This is a useful way to discard some cards from your hand without using a discard.<br />
<br />
* The jokers at the top of the screen apply their effects in order from left to right. So e.g. if you have a "+4 multiplier" joker, and then a "x1.5 multiplier", you probably want the +4 to the left and the x1.5 to the right, so it multiplies a higher number, etc.<br />
<br />
* Here are what cards in the shop do:<br />
** Celestial cards (planets): upgrade hands so you get more chips and a higher multiplier when you play that hand.<br />
** Tarot cards: modify cards in your deck.<br />
** Spectral cards: also modify cards, but with a bigger reward and usually some punishment as well.<br />
<br />
[[Category:Games]]</div>Ahobday