Tag: game guide

  • Where To Find Azure Kelp For Completing a Portal In Hytale

    Where To Find Azure Kelp For Completing a Portal In Hytale

    The world of Hytale is full of danger and mystery. At night, monstrous creatures from the Void emerge, and undead warlocks hide in ruined towers. However, magic isn’t just for these monsters — you can use it both as a weapon and as a tool to make your life easier.

    Besides brewing healing potions or casting fire spells, you can craft magical teleporters that let you travel long distances quickly. To make these teleporters, you’ll need special magical ingredients. One key ingredient is Azure Kelp, which is essential for building a Teleporter. To gather it, you need to visit the Azure Forest, a specific biome within Zone One. The Azure Forest is easy to spot because it features deep blue grass, spiral-shaped trees with blue leaves, and it appears blue on the map.

    In the Azure Forest, look for lakes and rivers to find Azure Kelp. It only grows in water at least two blocks deep, usually at the bottom of lakes or partially submerged. Nighttime is actually the best time to search for Azure Kelp because it glows in the dark, making it easier to spot in illuminated water pools from a distance. The glow and sparkle of the kelp are more visible at night, and fewer Void enemies spawn in the forest during this time.

    To collect Azure Kelp, use the Interact With A Block key to harvest it. Don’t whack it with an axe or sickle, as that will give you Azure Petals instead, which aren’t currently used in recipes. The main purpose of Azure Kelp is to craft Teleporters at an Arcanist’s Table. Once placed, these teleporters allow you to fast travel between linked locations, making exploration and movement much easier.

    If it’s your first time exploring the Azure Forest, remember to gather some Azure Wood from the surrounding trees. You’ll need 100 logs to upgrade the Armorer’s Workbench to Tier Two, so bringing back wood is a good idea. Each Teleporter costs two Azure Kelp, which is quite affordable considering how plentiful the kelp can be and because there are multiple Azure Forests across Zone One.

  • All Achievements and How to Complete Them in HumanitZ

    All Achievements and How to Complete Them in HumanitZ

    Achievements in HumanitZ aren’t about showing off but about gently encouraging you to become a better survivor. Some are unlocked just by surviving long enough in the apocalypse, while others require specific actions that the game doesn’t warn you about. As survival days pass, things can start to blend together, and suddenly you find yourself eating bait for reasons you can’t quite explain.

    This guide is here to help make sense of it all. It covers every achievement in HumanitZ, explaining what each one needs from you and how to achieve them without messing up a good run. Whether you’re aiming for 100% completion or just want to avoid surprises along the way, this list can serve as your achievement checklist.

    ### All Achievements and How to Unlock Them

    Below is a rundown of each achievement, how to unlock it, and some tips to make it easier.

    | Achievement | How to Unlock | Tips to Unlock |
    |—————————-|———————————————————————-|————————————————————–|
    | 100 Club! | Kill a total of 100 Zeeks across any game mode. | Use melee upgrades and lure enemies into choke points. |
    | 3 Days Survived | Survive for three full in-game days without dying. | Get food, water, and shelter early to avoid problems. |
    | 14 Days Survived | Survive 14 consecutive days. | Stockpile supplies instead of constantly looting. |
    | 30 Days Survived | Survive 30 days straight. | Focus on maintenance and repairs, avoid unnecessary fights.|
    | 50 Days Survived | Survive for 50 days in one playthrough. | Automate tasks and minimize risks. |
    | 100 Days Survived | Survive 100 days in a single save. | Play carefully and play smart, treating every encounter as critical. |
    | 500 Zeek Kills | Kill a total of 500 Zeeks. | Farm densely populated areas like towns and use loud weapons when ready. |
    | Don’t Judge Me! | Eat bait directly from your inventory. | Craft bait at a station once, then move on. |
    | Fin-Tastic! | Catch 50 fish with a fishing rod. | Fish regularly during downtime to avoid grinding later. |
    | Fortunate Son | Complete Scenario Extraction in Wave Survival mode. | Play Wave Survival, reach Wave 50, gather all parts, activate everything, then extract. |
    | Holy Carp! | Catch 100 total fish. | Use safe water spots near your base to make it easier. |
    | Kill Ten Zeeks | Kill 10 Zeeks overall. | Use melee weapons early on to save ammo, picking off isolated Zeeks. |
    | Lead The Way | Host a multiplayer game session. | Set up a casual co-op lobby even for short sessions. |
    | Nightmare Week! | Survive seven days on Nightmare difficulty. | Learn enemy patterns and disengage often; patience pays off. |
    | Regular Angler | Catch 20 fish. | Find a fishing rod early and fish between scavenging trips.|
    | The 1k Zeek Kill Mark | Kill 1,000 Zeeks. | Play longer and explore more to find new Zeek groups. |
    | Time Flies | Play for two hours straight in one session. | Manage your food and water, and have a safe base set up. |
    | Worst 3 Days of Your Life| Survive three days on Nightmare difficulty. | Play cautiously, kite enemies, and avoid fighting multiple Zeeks at once. |
    | Yes We Can! | Build any structure or craftable object. | Gather basics and focus on simple structures or items first.|
    | You Died | Die for the first time. | This is unavoidable; learn enemy behaviors early. Turning respawns on can help. |
    | You Reached 5k Zeek Kills!| Kill a total of 5,000 Zeeks. | Play longer, explore often, and farm high-density zones. |
    | Zeek Slayer Status! | Kill 10,000 Zeeks. | Use co-op gameplay with loud weapons in populated areas for quick progress. |

    This list should help guide your progress and make the journey a bit less confusing.

  • How To Use The Book Of Vile Darkness In DND: Tips for Completing and Solving

    How To Use The Book Of Vile Darkness In DND: Tips for Completing and Solving

    As Dungeons & Dragons continues to grow and update, the characters and items within its universe also change. The 2024 ruleset introduces some adjustments to magic items and updates a few famous Non-Player Characters (NPCs).

    Vecna is one of those recurring villains that players generally avoid unless they’re prepared for a dangerous end. Even without him, the artifacts he possesses are just as threatening as the lich himself. One such artifact is the Book of Vile Darkness, which is well-known for serving as a manual to guide others down Vecna’s evil path. Here’s how you can include it in your game.

    Determine the Contents of the Book

    The Book of Vile Darkness is usually bound to Vecna. Removing him from it is a tough task. The details inside are so horrifying that the book isn’t meant for casual reading. Keep this in mind when deciding if your players will get access to it, and what information they might uncover.

    Remember, any good-aligned character who opens and reads the book must make a Charisma saving throw. If they fail, their alignment shifts to neutral evil.

    If you want to introduce a specific evil theme into your campaign, the book is a great place to start. It could contain information on devastating plagues, rituals to summon dark entities, or heinous spells you create. Keep the content appropriate so players feel comfortable opening and exploring the book — include triggers or warnings if needed.

    The book might suggest including items such as true names of fiends or a vile ritual to become a lich, along with other dark spells the Dungeon Master invents. When creating your version of the book, consider what kind of evil details fit your story and where to place triggers so players aren’t caught off guard.

    Discuss the Consequences

    Using the Book of Vile Darkness comes with serious risks. Here’s what happens to a character who ends up with the book:

    • Their strength increases by two, but they lose two points in another ability score.
    • They develop a disfigurement, which you and the player can decide on. This disfigurement grants advantage on Persuasion checks with evil creatures and intimidation with good ones.
    • They can recall twice as much evil information from the book than usual.
    • They gain a weapon-like power called Dark Speech, which damages both them and nearby non-evil creatures when they speak it.
    • They will be compelled to commit an evil act within ten days of gaining the book; if they don’t, the book disappears.
    • If they die while attuned to the book, their soul is taken by an evil entity, making revival impossible until it’s freed.

    If your players are okay with these consequences, you can then add specific properties or effects to the book to make it even more unpredictable and dangerous.

    Add Your Own Content

    This is the fun part—customizing the book for your campaign. You can modify it to work with fifth edition rules or add new evil effects, such as the classic Vile Damage from the 3.5 edition. Vile Damage is so sinister that it can only be healed on sacred ground, adding a layer of challenge.

    Consider including properties like:

    • Three minor beneficial effects
    • One major beneficial effect
    • Three minor harmful effects
    • Two major harmful effects

    The 2024 Dungeon Master’s Guide offers several artifact options with these kinds of properties. For example, some effects might prevent the user from healing hit points or reduce their ability scores, or prevent them from attuning to other magic items. Use these guidelines to customize the book’s properties and make it a truly unique and dangerous artifact for your game.

  • Where to Find All Tablet Fragments in Dragon Quest 7 Reimagined: Completing and Solving

    Where to Find All Tablet Fragments in Dragon Quest 7 Reimagined: Completing and Solving

    The main story in Dragon Quest 7 Reimagined revolves around finding pieces of various tablets that transport you to different times. You need to help the townspeople with their problems in these past regions. There are four main colors of tablets—yellow, green, red, and blue—and some special ones, each with multiple fragments to collect. Most fragments are earned by defeating enemies, as bosses will drop some, or they may be given by townspeople you’ve helped. However, many fragments are hidden, so you’ll need to explore thoroughly, check your map frequently, and be diligent to find all 71 pieces.


    Where to Find All Yellow Tablet Fragments

    There are three yellow tablet pieces, which are for Ballymolloy, the Roamer Encampment region, and Al-Balad. The first one you’ll get is Ballymolloy.

    Note: Fragments may appear in any order, and the number of pieces needed for each tablet varies.

    Ballymolloy — Middle Tablet

    • Fragments:
      • Shrine of Mysteries: Kiefer gives you this fragment the first time you visit.
      • Estard: In the Cliffside Dwelling, show the hermit the Tome and a fragment. Then go to Estard Underground Path — Basement Level 2 to complete a trial involving moving pieces and defeating enemies.
      • Rainbow Cove: Help Uncle Pike by gathering three bottles outside his house, and then help him fill the bottles at Rainbow Cove to clear the path and complete the trial.
      • Pilchard Bay: Pollock will give you the fragment upon returning from fishing.

    Most fragments are visible on the map. Open your map and scan different floors and interior areas. If stuck, you can ask the Caretaker for hints.

    Roamer Encampment — Right Tablet

    • Fragments:
      • L’Arca: In Mayor’s Home, northernmost house.
      • Institute of Automatry: In the Storeroom in Past Frobisher, accessible anytime.
      • Frobisher: In Central Frobisher, in a specific room.
      • Institute of Automatry: Received from Ambrose after completing a task.

    Al-Balad — Left Tablet

    • Fragments:
      • Poolside Cave: In the underground Level 3 of the past Roamer Encampment.
      • Alltrades Abbey: From High Priestess Jacqueline or after defeating the Cardinal Sin boss, or by battling The Mighty Pip at the Bandits’ Base.
      • Aelous Vale: In Praetors House in the past; the Sanctum of the Cirrus in present day.

    Where to Find All Green Tablet Fragments

    There are only two green tablets, for L’Arca and Aelous Vale, usually appearing quite late in the game.

    Important: Pay close attention to whether fragments are in the Past or Present versions of regions.

    L’Arca — Right Tablet

    • Fragments:
      • The Tower: After defeating the Golem in Ballymolloy.
      • Ballymolloy: After returning from Ballymolloy and speaking with your mom, talk to a merchant in Ballymolloy Watchtower.
      • Emberdale: Found in the castle’s hidden room after saving everyone.
      • Frobisher: Gifted by Ambrose after a task.

    Aelous Vale — Left Tablet

    • Fragments:
      • The Tower: Defeat the Golem.
      • Falls Hollow: In the house at the southern end of the region.
      • Hubble: In Inquisitory, Level 1, while chasing the king.
      • Hubble Castle: After talking to Queen Euphonia.

    Where to Find All Red Tablet Fragments

    Fourred fragments, mainly for the regions of Emberdale, Frobisher, and Hubble. They are scattered across different regions, often after defeating certain bosses or completing specific tasks.

    Emberdale — Left Tablet

    • Fragments:
      • The Tower: On Level 5 before fighting Maeve.
      • Rainbow Mines: Underground Level 3, after returning to Ballymolloy.
      • Estard Castle: In the hidden room, after returning from Ballymolloy.

    Frobisher — Right Tablet

    • Fragments:
      • Burnmont: After defeating the Glowering Inferno.
      • Grotta del Sigillo: In Level 2, in L’Arca.
      • Grotta del Sigillo: At Level 1, in present-day.
      • Grotta del Sigillo: Moving a stone in Level 6 in present-day L’Arca.

    Hubble — Middle Tablet

    • Fragments:
      • Highendreigh Tower: After defeating the boss.
      • Wetlock: In the treasure room after defeating the Ethereal Serpent and recruiting a Slime.
      • The Tallest Tower: Gifted by Sir Mervyn during story.

    Where to Find All Blue Tablet Fragments

    Three blue fragments are for Alltrades Abbey, Hardlypool, and Buccanham.

    Alltrades Abbey — Middle Tablet

    • Fragments:
      • Automaton Stronghold: After defeating Slaughtomaton.
      • Dig Site: Inside a tent, paid entrance.
      • Estard Castle: From the king after informing him about Kiefer.
      • Alltrades Abbey: In basement after defeating boss.
      • Hardlypool: In Mayor’s house, Level 2.

    Hardlypool — Right Tablet

    • Fragments:
      • Pilgrim’s Perdition: Left behind in western area after boss fight.
      • Al-Balad: In a cell in Basement Level 1, accessible after getting a key.
      • Temple Palace: Level 1 of Temple Palace.
      • Roamer Encampment: Gifted when Aishe joins.

    Buccanham — Left Tablet

    • Fragments:
      • La Bravoure Well: In the Southern Well after returning from Alltrades Abbey.
      • Aelous Vale: Inside Praetors House.
      • Sanctum of the Cirrus: Level 4 of present-day Aelous Vale.
      • Well behind the Inn in the past.
      • Divine Shrine: Behind the stone altar.
      • Sea Dragon: On the ship’s floor.

    Where to Find All Grey Fragments

    Grey fragments lead to the Pool of Piety Tablet. They are scattered across smaller areas.

    Note: These regions are smaller, and fragments are available from early to late game.

    Regenstein — First Grey Tablet

    • Fragment:
      • Burnmont: In the underground level 1 of Burnmont.

    Greenthumb Gardens — Second Grey Tablet

    • Fragments:
      • Faraday Castle: In the dungeon, next to Ambrose.
      • Roamer Encampment (Past): Near jars and a tent.
      • Alltrades Abbey (Past): Basement Level 1 after defeating the boss.
      • Hardlypool: Mayor’s house, Level 2.

    Vogograd — Third Grey Tablet

    • Fragments:
      • Temple Palace: Basement Level 1.
      • Al-Balad: The Giant Urn.
      • Palazzo di Bulgio: Level 2 (requires the magic carpet).
      • The Grand Conjuratorium: In present Hubble, after solving a riddle.
      • Nottagen: Wetlock Treasure Room, behind boss fight.
      • Divine Shrine: Behind the altar.
      • Sea Dragon: Below Decks of the ship.

    Where to Find All Black Fragments

    Black fragments are later in the game and relate to the Malign Shrine Tablet. They are only accessible after defeating a boss in regions connected to later main tablets.

    Past Region: The Beacon

    • Fragment: Defeating Togrus Maximus in Buccanham.

    Past Region: Altar of the Arrival

    • Fragment: In the Altar of the Arrival, near stairs.

    Present Region: Strange Shrine

    • Fragment: Inside the Strange Shrine in Hardlypool.

    Where to Find All Silver Fragments

    Silver fragments are scattered and often appear before you know what to do with them. There are four pieces for the Another World Tablet.

    Sunken Citadel

    • Fragment: After defeating Gracos in the Sunken Citadel.

    Past Region: Pilgrim’s Perdition

    • Fragment: In the Hidden Room after boss defeat.

    Estard

    • Fragment: At the bottom of the well in southeastern Estard, behind the inn.

    King Maximo’s Mansion

    • Fragment: After collecting 50 Mini Medals, the king will give you one.

    Where to Find All Gold Fragments

    The last fragments are for the Yet Another World Tablet—more numerous but manageable.

    • Coral Cave: After defeating the Demon King.
    • Coral Cave: Gift from an NPC.
    • Al-Shallal: Inside the cave, accessible by sailing.
    • Another World (Level 4): Found there.
    • Buccanham Palace: After winning the Testy Road Challenge.
    • Estard Underground Tunnel: Floor of Path.
    • Another World Well: Basement Level 3.
    • Another World Shrine: After defeating the Almighty.

    Collecting the Fragments

    Most fragments are obtained after tough battles, solving puzzles, or unlocking secret doors. Explore thoroughly, check your map, and revisit regions after significant story points. Keep track of what you’ve collected to ensure you don’t miss any pieces, and use the Info tab’s Tablet List to verify which fragments remain.

    You’ll find that the game’s exploration rewards patience, keen observation, and thoroughness, leading to the full collection of all these fragments.

  • Where to Find Every Golden Blood Bead in Code Vein 2: A Guide to Completing and Solving

    Where to Find Every Golden Blood Bead in Code Vein 2: A Guide to Completing and Solving

    In Code Vein 2, like most similar games, dying can be harsh. There’s a risk of losing your hard-earned Haze, which is used for leveling up, if you’re not careful. That means healing during fights is crucial.

    Healing here replaces the concept of Regeneration. As your character levels up, you’ll want to strengthen your Regeneration ability too. Doing this requires finding some rare Golden Blood Beads, which are hidden throughout the game.

    ### What Are Golden Blood Beads?

    Golden Blood Beads are items that upgrade your Regeneration power. They work alongside Golden Nectar—that’s used to add more charges to your Regeneration. The Blood Beads, however, make each use restore more HP.

    Unlike Nectar, Blood Beads don’t show up on your map. They’re much rarer and more noticeable when you find them since they aren’t marked. You’ll need to keep a close eye on your surroundings or follow guides to find them all.

    You can upgrade your Regeneration up to level 13, with each level requiring one Golden Blood Bead. That totals 12 Beads to locate.

    ### Where to Find Every Golden Blood Bead

    There are 12 Golden Blood Beads spread across every region in the game. One of these can only be obtained after finishing the first ending, so don’t worry if you haven’t collected it by the final scene.

    All of these Beads are found in Towers of Regeneration, which look almost identical everywhere. Most are outdoors, but some are tucked away inside dungeons or hidden areas.

    #### MagMell Island

    There’s just one Tower here, located on the east side of the island, south of the main area. It towers over the water, so be careful to avoid falling in.

    #### Sunken City

    In the Sunken City, you’ll find three Towers:

    – One is in the far east, overlooking the water.
    – Another is north of the Refugee Village, accessible via the Mountain Underground Facility.
    – The last is northeast of the Sunken Pylon, reachable by gliding from the building north of it that has a helpful ramp.

    #### Undead Forest

    The Undead Forest holds three more Towers:

    – Above the winding road north of Dam Lakeside, south of Mountain Hamlet.
    – Below the Amusement Park, north of the Abandoned Farm, accessible through a pathway in the Riverport Watch Fort.
    – At the bottom of the drained lake in the Village Beneath The Dam, in an area that’s submerged in the current game time but accessible during free exploration.

    #### Corroded Scar

    In Corroded Scar, there are two Towers:

    – Near the Miners’ Rest Stop, easily reached via the main road.
    – Located below the Old Mill, accessed by traveling through the Riverport Watch Fort.

    #### Insula Carcere

    Inside the prison, there’s only one Tower. After reaching the Upper Prison area, descend the stairs heading west to find the Tower.

    #### Sealed Grounds

    This area contains two Towers:

    – One is in Luna Rapacis, on top of the Sealing Grounds. Reach it by dropping down from the southeast path after entering the Luna Rapacis.
    – The other appears after completing the first ending and returning to the Sealing Grounds in the past. This one is accessed by traveling through the Luna Rapacis via a path that leads down after activating a lever, using a motorcycle.

    All Beads are located in Towers of Regeneration, which generally look the same, making most easy to find around outdoor regions, with some inside dungeons. Every Golden Blood Bead can be found without missing any, including the one only obtainable after the first ending.

  • Where to Find Every Golden Nectar in Code Vein 2: Completing and Solving

    Where to Find Every Golden Nectar in Code Vein 2: Completing and Solving

    Since Code Vein 2 is a Soulslike game, it borrows many of its core features from the Souls series, especially how it manages healing. Players have a limited number of healing charges, which are replenished each time you rest at a mistle. This mechanic is familiar, and it also carries over the upgrading system, requiring specific materials to add more charges to your Regeneration and extend your survival time in the wild.

    What Is Golden Nectar?

    Golden Nectar is the item used to increase the number of times you can use your Regeneration before it runs out. These items are scattered across the map, with different amounts available in each region. Every time you upgrade, your Regeneration needs an extra Golden Nectar, up to five charges. After reaching five charges, further upgrades will continue to cost five Nectar each. The maximum number of charges you can have is 15. Unlike Golden Blood Beads, Golden Nectar are marked on the map as soon as you remove the map jammer in a specific area. They’re indicated by small blue glimmers, giving you a rough idea of where each Nectar is located.

    Every Golden Nectar Location — MagMell Island

    • Golden Nectar #1: Found just south of MagMell Academy, nearby the central mistle.
    • Golden Nectar #2: Located in the southern part of the island, past the ruins.
    • Golden Nectar #3: On the western side of the island, right by the coastline.
    • Golden Nectar #4: Underground, in the East Bay Underground Ruins.

    Every Golden Nectar Location — Sunken City

    • Golden Nectar #1: Just outside the western edge of Josée’s Outpost.
    • Golden Nectar #2: Outside the Seized Substation, at its southern boundary.
    • Golden Nectar #3: In a small courtyard on a plateau north of the substation.
    • Golden Nectar #4: North of the Arcade Ruins, beneath the train tracks.
    • Golden Nectar #5: On the southwest coast, facing the distant island.
    • Golden Nectar #6: Near a submerged bus north of the Sunken Pylon.
    • Golden Nectar #7: Inside the Sunken Pylon, directly in front of the Sunken Plant mistle.
    • Golden Nectar #8: North of the Hill Overlooking Clock Tower mistle and south of the Collapsed Tunnel.
    • Golden Nectar #9: Located in Zenon’s Hidden Lab after entering his Era from Insula Carcere. It’s available in any Era after the first discovery.

    Every Golden Nectar Location — Undead Forest

    • Golden Nectar #1: In the center of the Plagued Village.
    • Golden Nectar #2: Outside the village, south of the Withered Glasshouse mistle.
    • Golden Nectar #3: Near a statue in the Sanatorium grounds.
    • Golden Nectar #4: NORTHEAST of the Sanatorium, by the lake where you first meet Holly.
    • Golden Nectar #5: In Debris Hill, where Lycoris is first met.
    • Golden Nectar #6: In the northwest corner of the Ruined Town.
    • Golden Nectar #7: On the western side of the low forest east of the Ruined Town.
    • Golden Nectar #8: In the low valley south of the Abandoned Warehouse.
    • Golden Nectar #9: Inside a destroyed building in Mountain Hamlet.
    • Golden Nectar #10: North of the Hidden Lab, downhill from the Amusement Park.
    • Golden Nectar #11: Inside the Amusement Park, near the center.
    • Golden Nectar #12: Around the Apartment Complex area, before entering the buildings.
    • Golden Nectar #13: Just before the Riverside Church Ruins entrance, near the mistle.
    • Golden Nectar #14: On the dam walkway overlooking the Village Beneath The Dam.
    • Golden Nectar #15: In the grounds of the Bureau’s Castle.
    • Golden Nectar #16: South of the castle, near the cliff edge, but be cautious of the Moon Envoy if visiting during the Present Era.

    Every Golden Nectar Location — Corroded Scar

    • Golden Nectar #1: West of Forward Base Two, reachable by gliding with the motorcycle, just uphill.
    • Golden Nectar #2: Outside Forward Base Two, to the east.
    • Golden Nectar #3: Near a house west of the Plateau Ruins mistle.
    • Golden Nectar #4: South of Northern Watch Fort, in the middle of the houses.
    • Golden Nectar #5: South of the Miners’ Rest Stop, next to the Tower of Regeneration.
    • Golden Nectar #6: On the western edge of the Abandoned Land area.
    • Golden Nectar #7: West of the Plateau Base Camp mistle, accessible via the northern mine or elevator from Forward Base Two.
    • Golden Nectar #8: Inside Limestone Cave, past the boss arena with Lyle’s enemy.
    • Golden Nectar #9: Beneath the Plateau Ruins, on the lower level, reachable from the Supply Depot Under The Bridge mistle.

    Every Golden Nectar Location — Insula Carcere

    • Golden Nectar #1: Outside the walls, at the southern edge near the entrance.
    • Golden Nectar #2: Just before entering the main prison area, beside the mistle.
    • Golden Nectar #3: Northeast of the Lower Cell Block mistle.
    • Golden Nectar #4: From the Upper Prison Area mistle, head south.

    Every Golden Nectar Location — Sealing Grounds

    • Golden Nectar #1: South of Luna Rapacis in the Present Era, between Josée and Holly fights.

    This covers all the main Golden Nectar locations across the different areas of the game. Each one helps you upgrade your healing ability, making your journey through the dangerous world of Code Vein 2 a bit easier.

  • Exploring Every Zone in Hytale: Completing and Solving Guide

    Exploring Every Zone in Hytale: Completing and Solving Guide

    Different biomes are common in open-world crafting games like Hytale, especially since Minecraft set the trend. However, in Hytale, the idea of a biome is a little different. Instead of just regions, the world is divided into Zones, which are large areas with unique resources and creatures. Within each Zone, you can find several visually distinct biomes.

    Emerald Wilds Zone (Zone 1)

    Emerald Wilds is the main starting area. It’s a grassy region full of trees and plants. This zone is generally safe, especially for beginners, though you might sometimes see hostile animals like bears and wolves. There are also a few Trork camps, which can be dangerous. Since it’s the starting point, you can get by with a simple crude sword and no armor.

    Resources in Emerald Wilds
    This zone provides plenty of materials for building your first shelter and tools. Notable resources include:

    • Copper Ore: Used to craft stronger tools and armor.
    • Plant Fibers: Needed for many recipes.
    • Oak Logs and Beech Logs: Fuel and building materials.
    • Wheat: Useful for health restoration and cooking ingredients.
    • Bloodcap Mushrooms: Turn into blood petals for potions.
    • Hides (Light, Medium, Heavy): Used to make leather.
    • Azure Logs and Kelp: Crafting materials.

    Biomes in Emerald Wilds
    It features three biomes:

    • Drifting Plains: Wide open areas with bright green grass — great for wheat and fibers.
    • Seeding Woods: Similar to Plains but with denser forests, ideal for gathering wood logs.
    • The Fens: Differentiated by their reddish autumn colors, blue Azure forests, and swamp areas. Here, you find Azure Logs, Kelp, and Fen Stalkers.

    Howling Sands Zone (Zone 2)

    This zone is a desert landscape, filled with sand and very little greenery. The danger level is higher due to numerous enemies like Scaraks, Scorpions, and Sabretooth Tigers. It’s best to be equipped with a copper sword and possibly copper armor before venturing into this zone.

    Resources in Howling Sands
    Despite desert scarcity, you can find important materials such as:

    • Thorium Ore and Iron Ore: For weapons and armor.
    • Dry Logs and Gumboab Logs: Fuel and building materials.
    • Stormcap Mushrooms: For stamina potions.
    • Blood Leaf and Tomatoes: Useful for health potions and cooking.

    Biomes in Howling Sands
    The biomes are quite similar, making it hard to distinguish one from another. They include:

    • Badlands: Hills, caves, and bones.
    • Desolate Basin: Features grass, sand, tar pits, and spawners.
    • Golden Steppes: Wide, flat, peaceful desert.

    Whisperfrost Frontiers Zone (Zone 3)

    A snowy tundra full of icy conditions and harsh weather, this zone is less populated with creatures, but the ones present are dangerous, such as Yetis and Polar Bears. Outlanders in Cobalt armor and weapons also roam these lands. You should have at least Iron gear, preferably Thorium, before exploring.

    Resources in Whisperfrost
    Important resources include:

    • Cobalt Ore, Silver Ore, Gold Ore: For crafting strong gear.
    • Ice Logs: For special crafting.
    • Shadoweave Scraps and Essence of Ice: Used in gear and potion crafting.
    • Cedar Logs and Fir Logs: Building supplies.

    Biomes in Whisperfrost
    There are three main biome types, distinguished mainly by snow cover:

    • Boreal Reach: Dense forests with Cedar and Fir Logs.
    • Frostmarsh Tundra: Less snowy, more life, blending Emerald Wilds and Whisperfrost elements.
    • The Everfrost: Fully snow-covered and highly dangerous, with the most hostile mobs.

    Devastated Lands Zone (Zone 4)

    This is the most hazardous zone, made up of volcanic islands full of fire and lava. You’ll encounter undead skeletons, magma slugs, and even underground dinosaurs. Because it’s so dangerous, you should only go after you have powerful armor and weapons, ideally Cobalt and Thorium.

    Resources in Devastated Lands
    While resources are rare due to the burning environment, some valuable materials include:

    • Adamantite Ore: For formidable weapons and armor.
    • Poisoned Logs, Jungle Logs, Sallow Logs, Bamboo Logs: Various woods for crafting.
    • Cindercloth Scraps and Essence of Fire: Used in resilient gear and crafting.
    • Bone Fragments: For crafting.

    Biomes in Devastated Lands
    There are two main biomes:

    • Charred Woodlands: Covered in ash and burned trees, best for gathering logs.
    • Cinder Wastes: Less burnt, with some grass and plants still present.

    Summary

    Every Zone in Hytale offers its own unique biomes, resources, and challenges. The Emerald Wilds are safe and lush; Howling Sands is a harsh desert; Whisperfrost is a snowy tundra; and Devastated Lands are volcanic and dangerous. Each zone’s biomes are characterized by their environment and the materials you can find there, shaping how you explore and survive in the game.

  • How to Complete the Sequence Puzzle in Aburrey Quarry – Arknights Endfield

    How to Complete the Sequence Puzzle in Aburrey Quarry – Arknights Endfield

    If you’ve been playing Arknights: Endfield for a while, you probably already know that most of the main quests are quite simple. While they include some puzzles, they are mostly about following yellow markers and interacting with highlighted objects.

    However, side quests like Fix the Super Crane at Aburrey Quarry are different. For this quest, you need to find your own way up the crane and solve a sequence puzzle along the way. Thankfully, it becomes easier once you follow the steps explained below.

    How to Reach the Archive

    After finishing the Quarry Rescue quest and talking to the UWST worker, he will guide you to a machine that needs fixing. You’ll need a specific puzzle piece to repair it. Once you’ve interacted with the mechanism, go to the large platform marked with a yellow icon and press the terminal on the right.

    This will take you to the other side, where a yellow marker points the way toward the archives. Continue following the marker until you reach an area with multiple terminals. First, use the rotation terminal three times to access the middle platform. Then, interact with the terminal once more to reach the other side.

    Next, you’ll encounter enemies that you must defeat to rescue another trapped worker. After saving him, he will lead you to a maze, which contains the main puzzle for this side quest.

    How to Solve the Sequence Puzzle

    You can enter the maze by activating the reactive device in front of the entrance to make the lasers disappear. Inside, hit the second reactive device and take the right path. If you accidentally go left, you can use a temporary explosive to hit a reactive device and get back out.

    The next section involves the sequence puzzle where you need to activate four reactive devices in the correct order. Clues about this sequence are found by interacting with a nearby board, which indicates that the sequence starting with “P” is the real one.

    Looking at the wall you just came from, you’ll see “P-4231” written on it. Hit the reactive devices in that exact order to open the archives and retrieve the puzzle piece needed.

    How to Reach the Top of the Crane

    Return to the main area where you began the quest to fix the mechanism. You can either go back the way you came or open a new doorway in the maze area by placing two puzzle pieces facing each other in the center of the tiles, leaving the first row empty.

    Once back at the central mechanism, solve it by placing the puzzle pieces in the positions shown in the reference picture. Afterward, head to the large platform and press the marked buttons to move to the next area. Here, you’ll need to find a way to reach the top of the crane.

    Start by jumping down and activating the nearby teleportation point. Then, activate the reactive device next to it to create a bridge at the top of the crane. Before crossing, activate the second reactive device on the opposite side. Once both are active, follow the upper path and use the jump pads to proceed further.

    Getting to the Crane’s Top

    Jump past the obstacle course and meet Penny, who will quickly ask you to follow her. To do this, jump down on the right side and activate the reactive device connected by orange cables. Then, use the jump pads to climb up to Penny.

    After talking with Penny, repeat the process one more time with three additional jump pads. This will take you to the very top of the crane. At the middle spot, use a nearby temporary explosive to break the hole in the center. The rope here will pull you straight back down to where the quest started.

    Final Step

    Now, rotate the crane one more time and defeat ten Aggeloi to rescue the crew members, which completes the quest.

  • Getting Started in Hytale: Completing and Solving Your First Steps

    Getting Started in Hytale: Completing and Solving Your First Steps

    The world of Hytale is huge and filled with all kinds of magical places to explore, creatures to find, and dangerous foes lurking at night. It can feel overwhelming at first, especially when you’re just starting out and unsure of where to go, what to do, or which loot is worth grabbing.

    We’ll cover everything you need to know — from surviving your first nights in Orbis to defeating whole enemy camps once you’re properly equipped. If you’re wondering what gear to aim for, what Zones and biomes are, or just need help figuring out your next move, we’ve got you covered.

    Note: Hytale is currently in Early Access, so many ores and gameplay features are still being added. The info here might change over time as we learn more and as the game updates.


    First Steps and Exploring Zone One

    When you enter Exploration Mode, you start in a special safe spawn room. Take some Stone Rubble from around the area and then head out into the world. You’ll always begin in Zone One’s Drifting Plains, which is fairly safe. Here, many passive mobs like chickens and cows appear, and at night, skeleton fighters are your main enemies.

    The world is divided into different Zones, each containing a few biomes with unique enemies, animals, and resources. Zone One includes the Drifting Plains, Seedling Forest, The Fens, Autumn Forest, and Azure Forest. Zone Two features the Golden Steppes, Badlands, and Desolate Basin, while Zone Three covers the Boreal Reach, Frostmarch Tundra, and The Everfrost. Zone Four is the Devastated Lands, with Charred Woodlands and Cinder Wastes.

    Start by collecting sticks, rubble, and breaking bushes to gather plant fiber. Also, pick up all the wild berries since they are your first healing items.

    Use your sticks and rubble to craft basic tools like a crude sword, axe, and pickaxe from your inventory’s crafting menu. Build a campfire to cook raw wildmeat from animals into cooked wildmeat, a better food source.

    As you explore, gather wood and stone to start building a small base for protection, especially since nights become much more dangerous. Use the resources to craft a workbench, which unlocks a wider array of items and the ability to craft more workbenches. Once you get a weapon, you’ll also be able to block enemy attacks, helping you fight tougher foes like bears if you keep an eye on your stamina.

    Setting Up Your First Base

    While not mandatory, having a small base makes survival easier. A simple 5×10 structure is enough to hold a bedroll or bed for respawning, some chests, and the basic workbenches. Most biomes in Zone One feature common woods like Birch, Beech, Oak, and Ash—Birch is especially plentiful, and Ash trees tend to grow larger.

    Most building blocks can be upgraded using the Builder’s Workbench, turning wood into planks, stone into bricks, and creating decorative or structural items like windows, doors, and fences. You can also craft a Crude Bedroll at your workbench, which sets your spawn point and appears as a waypoint on your map.

    If you prefer not to build a base, you can use pre-made structures like abandoned houses or camps found throughout Zone One, then repair or fill in missing parts. Be prepared for potential enemy respawns.

    Gearing Up with Copper

    Once you’ve collected enough stone and wood, start searching for caves to find copper ore—your first major ore, essential for upgrading your gear. Caves are common in Zone One biomes. Make torches from sticks, tree sap, and plant fiber, then explore inside to spot gleams, which indicate ore deposits in darkness.

    Also, gather wild mushrooms—useful later for cooking—and kill rats, as they drop wildmeat and high-quality Light Hide needed for early armor sets and workbench upgrades.

    Deep inside caves, if you dig far enough, you’ll likely find iron ore too. Smelt your copper in a furnace using wood or sticks as fuel to produce copper ingots. These allow you to craft the Armorer’s Workbench, Blacksmith’s Anvil, Chef’s Stove, and start farming with the Farmer’s Workbench.


    Moving Beyond Copper Equipment

    After establishing yourself with copper gear, seek out caves rich with iron ore to craft better armor and weapons. Explore further to find new resources, including Thorium, which is the next step for high-tier gear.

    The main places to find thorium are in Zone Two biomes like the Golden Steppes, Badlands, and Desolate Basin. These areas appear as shades of gold, yellow, red, and brown on the map and feature fewer trees apart from other biomes.

    Caves in these biomes are large sources of thorium ore, necessary for advanced equipment and several upgraded workbenches. Enemies here, such as Venom Sacs-dropping beasts and bosses, are tougher but manageable with proper gear. Remember to bring antidotes crafted at an Alchemist’s Workbench to counter poison enemies like the Scarak Seeker, and arm yourself with bows and arrows for aerial foes.


    Cobalt Ore and Zone Three Biomes

    When you have enough thorium gear, focus on finding caves with cobalt ore — crucial for the third gear tier. Zone Three is north of spawn and includes the Boreal Reach, The Everfrost, and Frostmarch Tundra. Its landscapes feature snow, ice, and cold enemies like Frost Skeletons, Polar Bears, and White Wolves.

    Defeating Frost Skeletons yields Frost Essence, useful for crafting the Ice Crystal Staff and upgrading the Blacksmith’s Anvil. You’ll also find new vegetables like onions and chili, as well as Bloodcap Mushrooms for high-level healing potions.

    Many valuable loot chests and hostile camps like the Ruined Castles and the Outlanders’ bases can be found here. Outlander camps, marked on the map, are good places to gather Shadoweave Scraps, loot, and gear drops, including the Outlander armor and weapons.


    Key Resources in Zone Three

    Once equipped with high-tier armor and weapons, you can start gathering more advanced resources. Caves are filled with Cobalt ore, crucial for the next level of gear and expansions. The biomes also contain tougher enemies, but with upgraded gear, you’ll handle them more easily and gain access to new structures like the Frost Strongholds and the Outlander hideouts, which contain valuable items like Tomato Seed Bags, Iron weapons, and Shadoweave Scrap.

    Keep exploring and collecting resources like Blood Leaves, which are easy to spot against snow and ice blocks. These, along with various enemies and structures, provide the materials needed for ongoing upgrades and progression in the game.

  • How to Solve Skeletons in the Closet Quest in Quarantine Zone: The Last Check

    How to Solve Skeletons in the Closet Quest in Quarantine Zone: The Last Check

    Some instructions in Quarantine Zone: The Last Check can be confusing because it’s difficult to gather clear info about citizens during a zombie outbreak. Sometimes, you might only get a partial name, just a street name, or a vague description of a person.

    Additionally, you need to remember that each day, new instructions are posted on the noticeboard at the compound’s checkpoint. These are posted randomly, so you might not see the same quests on the same days as other players.

    Every completed directive grants you $1,200, making it a good way to earn some easy money for your group, especially since many of these tasks are straightforward.

    One particular quest has caused confusion because a clue in the instructions is intentionally misleading. The quest description states:

    From: Major
    SKELETONS IN THE CLOSET
    Someone kept their entire infected family in the basement on Ash Ridge Street. The infected broke out and the person burned the house down. Surviving records are limited.
    Name starts with “An…”
    Age around 30.
    If you see someone fitting the profile, send them to quarantine.
    Duration: 1 day
    Goal: Target sent to quarantine.
    Rewards: $1,200

    The key thing to note is the age. Look for a survivor around 30 years old. Don’t get distracted by the misleading hint about the name starting with “An”; it’s often false. Usually, the person you’re looking for is named Kevin, though the last name can change — Kevin Wright, Kevin Buyes, Kevin Williams, for example.

    The most reliable way to identify the suspect is by the address. Check the person’s profile picture on the symptom tablet for their street name, which should be Ash Ridge Street.

    Once you identify the right person, scan him to earn your reputation points, then send him to quarantine. After completing the quest, you can choose what to do with Kevin — it’s best to leave him in quarantine until the next day.

  • How to Collect Four Zombie Parts for Stuart in Quarantine Zone: The Final Step

    How to Collect Four Zombie Parts for Stuart in Quarantine Zone: The Final Step

    In Quarantine Zone: The Last Check, your main goal is to keep some of humanity alive after a deadly zombie outbreak. Most of your time will be spent checking people’s symptoms and managing resources at your base. Throughout the campaign, you’ll receive various quests that offer rewards once completed.

    One such quest is called Modern Prometheus. Its success depends heavily on luck, based on what survivors bring in their backpacks. Here’s how to complete this quest and what you earn for your efforts.

    This quest starts on Day 20. Early in your screenings, a survivor named Stuart will approach you. He’s carrying a severed zombie head, which normally would mean immediate execution. But Stuart begs for mercy, claiming he was conducting a mad experiment on a zombie and just needs a few more body parts to finish.

    Your first decision is whether to send Stuart to be executed for breaking the rules or to let him into the survivor camp. He shows no signs of infection or turning into a zombie during your watch. If you choose to kill him, the quest ends there.

    Your next step is to find and gather four zombie parts hidden in backpacks that survivors bring from outside the base. These parts show up on Day 21, so you’ll need to wait until then. Be cautious; it’s critical to prevent a zombie outbreak inside the survivor wing. If a new zombie bites someone, Stuart could be killed, ending your progress.

    When zombie parts appear, interact with the table to take them. Each limb costs $100, since you can’t remove them without a penalty. You can also choose to mark the survivor who brought the parts as infected and send them for liquidation, which is another rule violation. Keep in mind, organs obtained from lab procedures or carcasses from liquidation do not count toward this quest — only zombie parts from backpacks matter.

    Once zombie parts are collected, talk to Stuart at the survivor camp. He’ll need to work during the night on his experiment, allowing you to progress the next day. Make sure Stuart doesn’t leave with the rest of the survivors by pressing the S key when assigning survivors on Day 21. It’s best to keep only Stuart in the camp if he’s working that night, to ensure he stays focused.

    On Day 22, an alarm will sound, alerting you to zombies in the survivor camp. Quickly use your pistol to eliminate the undead threat. If any survivors were left nearby, they might be under attack during this chaos.

    After clearing out the zombies, you’ll discover Stuart’s experiment was successful but cost him his life. In his tent, you’ll find $500 and a black case, which contains a collectible. It’s a severed zombie head—gross but necessary if you’re aiming to collect everything in the game. Collecting this item marks the end of the Modern Prometheus quest, after which you can resume the survivor screening process.

  • Where to Find All Overseer’s Logs in Fallout 76: Completing & Solving

    Where to Find All Overseer’s Logs in Fallout 76: Completing & Solving

    In Fallout 76, your Vault’s Overseer serves as your narrator, introducing you to the wilds of Appalachia through scattered logs. These logs tell the story of her journey after Reclamation Day, describing interactions with factions, experiments, and emerging dangers in the post-apocalyptic world.

    Tracking down these logs enhances your exploration skills and unravels the game’s deepest secrets. Here’s a guide to help find each log and complete your collection.

    Note: Some logs are easier to find during certain quests.

    Overseer Log Locations

    The Overseer, initially sent on a mission from Vault-Tec, left her previous vault to explore Appalachia alone. Collect all 18 holotapes to piece together her story.

    Log # Map Region Location Description Image
    1 The Wayward Shop, intersection of Routes 86 & 88 Given by the Duchess. Located across from the Overseer’s Camp. Log 1 Location
    2 Flatwoods, church used by Responders On the right side of the entrance. Log 2 Location
    3 Morgantown Airport, second floor Inside the airport. Retrieve the keycard from a corpse in basement to access the second floor. Log 3 Location
    4 Charleston Fire Department reception On the edge of the Forest region. Log 4 Location
    5 Top of the World Dome, elevator area In front of elevator doors; voice of Rose comes from here. Log 5 Location
    6 Abbie’s Bunker (Mire region) Marked as “Abbie’s Bunker” on your map. Found by the door before entering. Log 6 Location
    7 Camp Venture, in the Mire Inside the camp. Access via a terminal or lockpick the door, with the password in the basement. Log 7 Location
    8 Fort Defiance, third floor After completing “Recruitment Blues,” use your ID card for access. Located in the main building, in front of the elevator. Log 8 Location
    9 Camp McClintock Located on the main building’s interior in the Forest region, near the lake. Log 9 Location
    10 Charleston Capitol Building, DMV section To the east, on the left side upon entering. Also part of “Recruitment Blues” quest. Log 10 Location
    11 Fort Defiance, fourth floor After completing “Recruitment Blues,” gain access with ID card. Located in front of the elevator. Log 11 Location
    12 Grafton, Toxic Valley Next to the red AI Grafton Mayor, in the Mayor’s office at the intersection of Trading Post and Voting Building. Log 12 Location
    13 Near Site Alpha Silo In a small shack north of the Radio Array, east of the BBQ Shack, west of the Sugar Grove facility. Log 13 Location
    14 Site Bravo, south of Palace of Winding Path Near the Site Bravo elevator, south of the Palace, west of Monongah Power Substation. Log 14 Location
    15 R&G Processing, Site Charlie At the railway intersection near Spruce Knob, on a table outside the Mountainside Bed & Breakfast. Log 15 Location
    16 Site Alpha, after a nuke Active only after a nuke and located on a metal shelf across the elevator. Located north of the site. Log 16 Location
    17 Mountainside Bed & Breakfast, near Site Charlie Outside, on a table north of Site Charlie in the Savage Divide. The building is bright yellow. Log 17 Location
    18 Vault 76 Inside Vault 76, easily accessible, or retrieved later from Pennington. Log 18 Location

    Most logs are tied to specific landmarks or quest progress, making some easier to access if you follow certain quests along the way. For instance, logs on Fort Defiance or the Capitol Building become available after completing related missions. Other logs, like the one in Vault 76, are accessible once you’ve exited the vault or can be retrieved from outside.

    Happy hunting!

  • Where To Find Toilet Paper in Fallout 76 and How to Complete and Solve It

    Where To Find Toilet Paper in Fallout 76 and How to Complete and Solve It

    An apocalypse can drastically change how we value everyday items. One of those items is toilet paper, which we often take for granted in our daily lives.

    In the world of Fallout 76, toilet paper isn’t always a must-have, but it can be useful. It’s considered a junk item that players can scrap to obtain cloth. If you find yourself in a situation where you need cloth for a project, searching for toilet paper could become a unique quest.

    Where to Find Toilet Paper

    You can find toilet paper in almost any residential area in Fallout 76. Any building with a bathroom is a likely spot, as toilet paper is usually on or near the toilet.

    Locations with a higher concentration of toilet paper are scattered fairly evenly throughout Appalachia. However, the central part of the map, from north to south, tends to have more places to find it. These areas are your best options for locating toilet paper quickly.

    Name Location
    Red Rocket Mega Stop Northeast
    Van Lowe Taxidermy (Lewisburg) Center/South
    Whitespring Resort (Cabins) Center/East
    Big Al’s Tattoo Parlor Center/North
    Overseer’s Home Center
    Garrahan Estate Center/South

    You can fast travel to these locations on your map for convenience. However, exploring on foot and searching bathrooms in smaller areas along your route may help you gather more toilet paper.

  • Where To Find the Staff Room and Flushing Terminal in Arc Raiders

    Where To Find the Staff Room and Flushing Terminal in Arc Raiders

    Arc Raiders offers numerous quests that guide players through main story progressions during raids. Each quest directs you to specific locations on designated maps. Even after completing these quests, the developers frequently add new ones, often every month.

    The “Stench of Corruption” is a notable example, added with the Cold Snap update. When you accept this quest, your first task is to visit the Staff Room located in the Departure Building at Spaceport. After completing that step, you’ll need to find a Flushing Terminal inside the tunnels.

    Where to Find the Staff Room

    Once you accept “The Stench of Corruption,” your first objective is to reach the southwest entrance of the Departure Building at Spaceport. You can identify this building by looking for red outlines near the center of the map. Head to the smaller southwest section of the building to find the entrance.

    Inside, take the hallway to your left. Soon, you’ll see a barred door on the left with a sign that says “Staff Room.” You must breach this door to enter and complete the quest objective. Sometimes, the door might already be open if someone else has looted the area before you. To make sure you’re in the right spot, look for the “Staff Room” sign on the wall.

    Inside the Staff Room

    After entering, go down the stairs and move straight ahead until you reach the second clothing rack on your right. Interact with this rack to complete the first part of the quest. Be sure to pick up the key that drops from here, as you’ll need it later.

    Where to Find the Flushing Terminal

    The next part requires you to find a Flushing Terminal inside the Spaceport tunnels. You can see these tunnels by switching the map layer. The best entrance is just above the Departure Building, where the tunnels extend outward.

    Enter the tunnels through this point. Once inside, go down the ramp. To your right, you’ll see a small room with computers. Interact with these and use the key obtained earlier from the Staff Room to complete this step. Keep in mind, these steps are meant to be done in one continuous run, so you don’t need separate loadouts; you can complete the quest with a basic setup.

  • How to Reach Galaxy News Radio Station in Fallout 4 by Completing Challenges

    How to Reach Galaxy News Radio Station in Fallout 4 by Completing Challenges

    One of the missions in Fallout 4’s Creation Club is called The Good Fight. This mission is special because it lets you visit the Galaxy News Radio station in the Capital Wasteland. If you’re familiar with Fallout, you’ll recognize this place from Fallout 3.

    But you’re not just visiting for nostalgia. Talon mercenaries have taken over the station, and your goal is to free it with help from some Good Fighter mercs. Here’s a full guide on how to start this mission and complete each step.

    Starting the Mission

    To begin, head to the Lynn Pier parking structure. There, you’ll find a few Gunners near a Vertibird helicopter.

    Once you arrive, note that these Gunners are not friendly—they will shoot on sight. Make sure to eliminate them.

    After defeating the Gunners, find the pilot’s body at the top of the parking structure, close to the helicopter. The pilot holds a note called Sparrow’s Note. Loot this note and read it in your Pip-Boy. It explains what happened to the pilot and instructs you to take the helicopter to the Capital Wasteland to rescue the Galaxy News Radio from Talon Mercs. Interact with the aircraft to set off on your journey.

    Defeating the Talon Mercenaries

    After landing, enter the GNR building through the double doors, then go down the stairs and through the door leading to the Plaza.

    At this point, you’ll see markings on your map indicating Talon mercenaries scattered around. You don’t need to hunt each one individually. Attack any one of them, and all will start fighting you, while the Good Fighter mercs will support you.

    You must kill all the hostile mercenaries. Expect reinforcements coming from different directions, so be ready to handle multiple enemies at once. Crouching behind cover is recommended for these fights, especially if you aren’t at a high level.

    Entering the Galaxy News Radio Station

    Once the plaza is clear, go inside the main GNR building—the same spot where the Talon mercs originally stood. Inside, fighting resumes as you head toward the studio, climbing stairs and eliminating any mercenaries in your way.

    On the top floor, you’ll face the boss: Hatton. He’s wearing impressive armor. The fight occurs in close quarters, so use a suitable weapon for tight spaces. Hatton isn’t too tough to defeat.

    After winning, head to the room with computers—there’s a terminal there. Interact with it and choose ‘shut off transmission’ to turn off the beacon.

    With the transmission ended, the mission concludes.

    Post-Quest Actions

    After finishing, you can speak with some of the Good Fighter mercs to recruit them for your settlements.

  • How to Identify the Poisonous Plant in Arc Raiders by Solving the Puzzle

    How to Identify the Poisonous Plant in Arc Raiders by Solving the Puzzle

    Since Speranzans are forced to live underground in Arc Raiders to avoid ARC threats, most of their food production also takes place beneath the earth. They grow all their crops inside special greenhouses that don’t need natural sunlight. Sadly, because of the destruction above ground, the variety and number of crops are very limited.

    Only the hardiest plants can survive naturally, and few of those that are cultivated in labs have managed to endure the destruction or be replicated. It’s possible that a new source of food or medicine is growing in the Dam Battlegrounds. Lance is looking for a brave Raider to collect a sample so he can test it.

    Where To Find The Potentially Poisonous Plant

    A new type of plant is part of Lance’s quests. You unlock this quest after completing the previous one given by Apollo, called Building A Library. You must finish this quest in one game session; if you don’t, your progress resets. The target location for this quest is the Dam Battlegrounds.

    Head to the swamp area on the western side of the map and go to the Old Battleground zone. Look for the large Baron Husk in the middle of all the debris.

    Note: You can break open the Baron Husk’s main body to find loot such as ARC Alloys and ARC Flex Rubber. However, you need to attack it first and then run back quickly, because it will explode and catch fire before you can loot it safely. If caught in the fire, you could take heavy damage.

    Near the main part of the Baron’s body, you’ll see some knee-high plants with three red-orange flower clusters on top. The specific plant you need is just beneath the Baron Husk’s body. Interact with the flower to gather a sample for Lance. When you’re ready to turn in the quest, go back to Speranza’s clinic and speak with Lance. As a reward, you’ll get some XP, a Vita Shot, and five Antiseptics, which are used to upgrade your Medical Lab and craft healing items.

  • How to Fix the Celeste Generator Using Completing and Solving in Arc Raiders

    How to Fix the Celeste Generator Using Completing and Solving in Arc Raiders

    After the Power Up event in Arc Raiders, Celeste is trying to restore the power in Speranza. Since the city is underground, most of its infrastructure, technology, and systems depend on electrical and solar power.

    If the power isn’t working properly, the residents will eventually lose light and energy. Their greenhouses and food supplies could die or get damaged, and medical technology needed to save injured people will become useless. Celeste needs a Raider to go to the Dam Battlegrounds and help repair what’s broken.

    How to Find and Fix the Generator

    This part of Celeste’s mission happens in Dam Battlegrounds, unlocked after completing her previous quest, Power Out.

    Start at the Power Generation Complex on the northern edge of the map. Enter through the left side of the building if possible. If you go in from the right, you’ll still find the Generators — you’ll just need to walk across the entire building first.

    Tip: Watch out for Ticks. They often appear in the Generator room, hanging from beams and walls. You’ll hear them make a mechanical chirping sound, or you can check high-up spots to avoid surprises.

    The Generator room is on one of the lower floors on the left side of the building. It’s close to the entrance, large in size, and has bright teal flooring. Look for the generator with yellow wires in front. To repair it, you’ll need four wires, which you can bring from your stash or find inside the Power Generation Complex.

    Since the area is filled with electrical and tech loot, wires are easy to find either on their own or by recycling materials like Power Cables. Even if the area has been looted, you’ll likely find some wires in containers because they are not highly sought-after.

    Bring the wires to the broken generator, interact to repair it, and complete the first objective. Next, locate the Ventilation Shaft and the Power Switch inside it.

    How to Find the Ventilation Shaft and Turn on the Power

    The Ventilation Shaft is near the center of the Power Generation Complex. You can reach it in a couple of ways:

    • Exit the Generator Room through the right door, walk down the hall, and take the first door heading north.
    • If you came outside, drop onto the staircase inside the building from its top, near the North Complex Elevator. Be ready for some fall damage, which can be easily healed with a Bandage or edible items like Moss or Agave.

    Before entering, make sure no Sentinel is lurking inside the shaft. Then, go to the power boxes just below the first set of stairs. Interact with the yellow-orange box in the corner to turn the power back on. With this done, all four objectives are complete.

    Return to Speranza and talk with Celeste at her shop to turn in the quest. You will receive experience points, a Helmet variant for the Radio Renegade Outfit, five Medium Gun Parts, and three Advanced Electrical Components.