Tag: game

  • Where to Find All Legacy Collectibles in 007 First Light and Complete the Game

    Where to Find All Legacy Collectibles in 007 First Light and Complete the Game

    007 First Light has launched, bringing players into action to fight henchmen, operate advanced gadgets, and engage in exciting chases. Set during the early days of James Bond’s career, this game takes players around the world through its story mission.

    As you progress, you’ll find various collectibles scattered throughout the game. One special type is the Legacy collectibles, which pay tribute to previous Bond films. There are nine of these in total, and collecting them unlocks the “A Legacy in Spycraft” achievement.

    All Legacy Collectible Locations

    The game features only nine Legacy collectibles, the fewest among all collectible types, making this a straightforward achievement to earn since it isn’t tied to the main story. They are marked on your HUD with a small white dot, and when you approach and interact with any of these items, they will instantly appear in your Collectibles menu. You don’t need to pick them up physically; just viewing them counts.

    Here’s where to find all nine Legacy collectibles in 007 First Light:

    1. Cruciform Key — Against The Odds

    Located in the camp where you’re rescuing hostages. Head to the center of the camp, find the large white container, and go inside through the open window. The Cruciform Key is just to the right of the large shattered TV inside.

    2. Chess Biography — All The Time In The World

    Exploring the hotel during the chess tournament, go two floors down to the opposite side. Enter the small lounge above the front entrance where people are sitting. The Chess Biography book is on a small table next to the couch.

    Image of the Chess Biography location

    3. Uninvited — Concert Poster

    During the Uninvited mission, infiltrate the gala by stealing someone’s invitation. Once inside the cafe with the large bar, go to the back right corner. You will find the Concert Poster on a table in the back left of the room.

    Image of the Concert Poster location

    4. Blades Club Badge — Knightfall

    While playing Knightfall, reach Webb’s penthouse. The Blades Club Badge is on the bar to the right when you first enter Webb’s penthouse.

    Image of the Blades Club Badge location

    5. Tarort Deck — Time To Die

    During the Time to Die mission, infiltrate Ramon’s villa. After talking to Ramon and exploring the house, go to the bedroom. The Tarot Deck is on the nightstand beside his bed.

    Image of the Tarot Deck location

    6. Jaws Design Spec — Wave Of The Future

    In the Wave of the Future mission, once you arrive in the robotics department and finish the demonstration, explore the area to the left. The Jaws Design Spec is sitting on a black container nearby.

    Image of the Jaws Design Spec location

    7. The Crypto Wallet (Side-Quest)

    During the same mission, progress through the side-quest to the point where you need to sync a wallet to a tower. Carefully shimmy along a beam covered by a blue tarp instead of climbing. Drop onto the small beam and walk across to find the ATAC device on a tiny outcrop.

    Image of the ATAC device

    8. Unnamed Collectible (Specific Location Not Provided)

    While exploring the game, some collectibles are placed in unique spots such as inside buildings or on notable items like a sculpture, but detailed specifics are not provided here.

    9. Additional Items

    Other collectibles include items like certain books, posters, or badges found during various levels, often on furniture or hidden behind objects. Carefully look for them in notable locations as you explore.

    By visiting these locations and interacting with each item, you’ll unlock all nine Legacy collectibles. They are small in number, making this a quick and rewarding achievement to add to your collection.

  • How To Complete All Shy Guy Discoveries in Yoshi and the Mysterious Book

    How To Complete All Shy Guy Discoveries in Yoshi and the Mysterious Book

    In Yoshi and the Mysterious Book, most creatures you encounter are completely new and add to the game’s unique feel. However, there are a few familiar characters mixed in.

    Most creatures you meet are simple and have limited behaviors, but the Shy Guys stand out because they are intelligent and can act independently. This makes exploring their discoveries quite interesting.

    Where Is Shy Guy Initially Met?

    You first meet Shy Guys in the Settled Valley Chapter. They are one of the initial creatures you encounter there, and this level shows most of their discoveries.
    Because of how they behave, you won’t often meet Shy Guys in later levels, as they tend to be tied to specific habitats within each level.

    Every Shy Guy Discovery

    Most discoveries related to Shy Guys are found in the first level where you see them. Here are all the discoveries you can make:

    Discovery How To Find
    Masks Aren’t Easily Munched Try to eat a Shy Guy.
    Caught One Shy Guy Pick up a Shy Guy running away in their initial level.
    Shy Guy Hidden In The Flowers Find the hidden Shy Guy in the flowers during the first level.
    Played Catch! While holding a Shy Guy, throw them to another Shy Guy to play catch.
    Caught Many Fellows Catch at least four Shy Guys in their first level.
    The Shy Guy Stores Food Here In the first level, give a food item (like an apple or spicy pepper) to a Shy Guy and follow them back to their base.
    Found A Hidden Creature There are four hidden creatures in the initial Shy Guys level; finding any of them unlocks this discovery.
    Found A Smiley Flower After returning the Shy Guys to the square, follow the one looking for a Smiley Flower to find and give it to them.
    The Secret Abode Of The Shy Guy! Find the secret area by crouching and walking through a small opening at the bottom of the level’s right side.
    Found All Hidden Creatures! Locate the Crayzee Dayzee, Peckadee, Plumbrella, and Snurfboard by following Shy Guys’ whims — not necessary to return them, just find them.
    Accommodated The Shy Guy’s Request After they return to the square, fulfill their requests, indicated by symbols above their heads.
    Shy Guy Hidden In The Mud Pound the ground in their house to reveal a hidden Shy Guy.
    Caught Every Shy Guy! Find all Shy Guys in the level to complete it.
    Found All Tokens! Discover all hidden Tokens, often concealed inside trees or under tables in houses. Crouch to access hidden spots.
    Skilled At Playing Music Too! Find the instrument in the level and give it to a Shy Guy for them to start playing music.
    They Collect Bunchabee Hives too! Throw a Shy Guy at a Bunchabee Hive to have them pick it up.
    Grabbed The Pitchfork! On the main house, find the pitchfork, then throw a Shy Guy at it.
    Piked With Pitchfork! Hit a Shy Guy holding a pitchfork into an apple to poke them.

    Once you’ve completed all of these, you’ll have uncovered all the Shy Guy discoveries available in the game!

  • How To Complete All Smiley Flowers in Bug Country in Yoshi and The Mysterious Book

    How To Complete All Smiley Flowers in Bug Country in Yoshi and The Mysterious Book

    If you’ve already seen some bugs in the game, the Bug Country chapter of Yoshi and the Mysterious Book will surprise you. It features some of the most challenging bugs in the game.

    There are many Smiley Flowers to find in this chapter. Several creatures have more complex mechanics, making some of the Flower locations a bit harder to reach.

    How many creatures are in the Bug Country chapter?

    This chapter introduces six new creatures:

    • Behedger
    • Swirm
    • Stickiwick
    • Mawstalk
    • Slugarang
    • Wooshwing

    Across all these creatures, there are 25 Smiley Flowers to discover.


    How to get every Behedger Smiley Flower

    Behedger Smiley Flower #1

    This Flower is inside a large jar near a hiding Shy Guy. To collect it, bait Behedger to attack, then leap out of the way so it breaks the jar and releases the Flower.

    Behedger Smiley Flower #2

    Found further into the level with underground water, you need to toss a nearby Little Mouser into a hole in the wall to retrieve it.

    Behedger Smiley Flower #3

    After exiting, have Behedger destroy the first pillar, which reveals a Smiley Flower hidden behind it.

    Behedger Smiley Flower #4

    Use Behedger to destroy the second pillar, which opens a ground-level chest containing this Flower.


    How to get every Swirm Smiley Flower

    Swirm Smiley Flower #1

    Build momentum and run into an extended Swirm near a pond. You’ll be flung underneath it, allowing you to grab the Flower.

    Swirm Smiley Flower #2

    In a deep area with underground water, get flung toward a floating Flower by a nearby Swirm.

    Swirm Smiley Flower #3

    Bounce off multiple Swirms by starting on the right and then bouncing up into an alcove that holds the Flower.

    Swirm Smiley Flower #4

    In a cave with an electrified Swirm, wait until the Swirm on the ceiling is closest, then hit it with an egg to rebound into an upper corner where the Flower is located.


    How to get every Stickiwick Smiley Flower

    Stickiwick Smiley Flower #1

    Near a green ring, throw Stickiwick’s web ball upward. They will drag the Flower back to you.

    Stickiwick Smiley Flower #2

    In a level-side cave, continually jump and throw Stickiwick’s web ball upward to climb the wall and reach the Flower at the top.

    Stickiwick Smiley Flower #3

    Swing from nearby orange leaves and stick to the wall with the momentum from your leap to reach the Flower under a hook in the rock face.

    Stickiwick Smiley Flower #4

    In a small cave with few walls, swing along the ceiling repeatedly and fling the web ball upward to reach the Flower.

    Stickiwick Smiley Flower #5

    Activate the blue token challenge from a button and collect all tokens within the time limit to make the Flower appear.


    How to get every Mawstalk Smiley Flower

    Mawstalk Smiley Flower #1

    Find the leaf cluster near the top of the level and eat through the leaves to reveal the Flower.

    Mawstalk Smiley Flower #2

    In a hidden underground passage, eat fallen leaves on the ground, which will reveal the Flower inside.

    Mawstalk Smiley Flower #3

    Once Mawstalk grows large enough, find the Winged Cloud in the level. Eating it will grant you the Flower it holds.


    How to get every Slugarang Smiley Flower

    Slugarang Smiley Flower #1

    Catch a nut near the beginning of the level, throw Slugarang at it to spawn the Flower, and leap over it as it returns into the nut.

    Slugarang Smiley Flower #2

    In a secret underground passage, throw Slugarang to hit the nut, bounce it under the water, and catch the Flower on the return.

    Slugarang Smiley Flower #3

    In a small hidden passage, throw Slugarang so it bounces under the water and comes back, catching the Flower.

    Slugarang Smiley Flower #4

    Climb the large tree in the middle of the stage, find a nest at the top, and grab the Flower hanging above it.


    How to get every Wooshwing Smiley Flower

    Wooshwing Smiley Flower #1

    High in the air near a group of Floofly, fly into it with a Wooshwing to grab the Flower.

    Wooshwing Smiley Flower #2

    Near the end of the level, find an area with butterflies. The Flower is held by butterflies that move around; you’ll need to time your grab carefully.

    Wooshwing Smiley Flower #3

    At the highest point of the level, activate the blue token challenge, collect all tokens before time runs out, which will spawn the Flower.

    Wooshwing Smiley Flower #4

    Near the level’s end, find butterflies constantly moving; try to grab the Flower held by them, which may take a few attempts.


    Most of these Flower locations involve timing, using creature mechanics, or solving small puzzles. Keep an eye on environmental cues and creature behaviors to successfully collect all Smiley Flowers in this challenging chapter.

  • The Ultimate Guide to Stats in Subnautica 2: Completing and Solving

    The Ultimate Guide to Stats in Subnautica 2: Completing and Solving

    While playing Subnautica 2, you’ll need to keep track of several stats to stay alive and reach the story’s end. The basic survival stats include health, food, water, and oxygen. Your equipment, like in the original Subnautica, will boost your Pioneer in different ways and are essential for progressing.

    Besides these, the game introduces new elements: Adaptations and BioMods. Adaptations are biological changes your character undergoes to better survive in the environment. BioMods are upgrades for specific machines that add optional features to your Pioneer.

    Since Subnautica 2 is still in Early Access, details might change or be added with future updates before the full release.

    Food, Water, Health, and Oxygen

    Your main concerns outside of the main story are your food, water, health, and oxygen levels. If you’re not in creative mode, you’ll want to keep supplies ready to meet these needs. You can monitor these stats constantly on the bottom left of the screen; they appear as radials that decrease over time—except health, which doesn’t automatically decrease—but oxygen levels are specifically counted down.

    Here’s what each stat indicates:

    • Health: Shows your injury level. Damage happens from fish attacks, poisoning, or entering unsafe areas. It can be restored using first-aid items and some upgraded foods.
    • Hunger: Indicates how hungry you are. It drops if you don’t eat regularly. Restored by consuming cooked or prepared meals made at the Fabricator—raw fish is not recommended.
    • Thirst: Shows how badly you need fresh water. It decreases if you go too long without drinking. Water can be replenished with Water Slugs or craft water at the Fabricator. Future water production methods will be available with a Processor.
    • Oxygen: Tells you how much air you have left when underwater. To restore it, surface for fresh air or enter habitats or underwater facilities with air. Smaller replenishments can be achieved with Air Bladders, oxygen plants, and air pockets in caves.

    Your equipment can be upgraded at the Fabricator after scanning items in the wild and unlocking their recipes. For example, upgrades to your air tank will increase your maximum oxygen. When you die, all stats are reset to max, but you’ll lose any items you were carrying, including food, water, and minerals. It’s best to carry some supplies but not keep your entire inventory with you.

    Adaptations

    Adaptations are a unique new feature in Subnautica 2. When you begin, you’ll be asked to insert your hand into a strange plant called an Angel Comb, which biologically modifies you to better handle pressurized air. This mechanic appears repeatedly through the game. Each interaction with a new Angel Comb grants a specific perk that wasn’t available before.

    You can unlock these early by finding and interacting with the plants—sometimes using tools like a Sonic Resonator to clear infected blooms. The initial adaptations include:

    • Pressure Tolerance: Enables breathing in pressurized environments.
    • Digestion: Allows you to eat local plants and creatures safely.
    • Heat Tolerance: Lets you survive in hotter zones.
    • Axum Vision: Grants the ability to interact with Axum technology.

    Additional adaptations will be added as the game develops. The menu shows spaces for future upgrades, but they aren’t available yet.

    BioMods

    BioMods are another new element. You’ll find your first Bio Lab station at the Welcome Center, and once you get the Habitat Builder, you can build one in your habitat. Initially, the Welcome Center station is your best option.

    When interacting with a Bio Lab, you’ll see options for Active and Passive BioMods. Active BioMods—like Dash or Sonic Echo—must be manually activated and give you abilities like quick dashes or sonar scans. Passive BioMods—such as Sea Skimmer or Bioluminescence—are always active once equipped.

    To unlock new BioMods, you need to scan specific items or creatures using a Bioscanner. This scanner must be upgraded first, as normal scans won’t unlock the BioMods. Each BioMod has its own unlock requirements based on the items you scan.

    Current available BioMods are:

    Active BioMods:

    • Dash: Quick dash in any direction for evasive maneuvers.
    • Pathfinder: Leave a trail behind to backtrack, useful in caves.
    • Sonic Echo: Emit sonar pulses to locate resources (requires scanning the Collector Leviathan).
    • Electric Discharge: Shock enemies to deter predators (requires scanning Electric Geordie).
    • Chum Cloud: Release bait to distract predators (requires scanning Toxic Sponge and Houndgar).

    Passive BioMods:

    • Sea Skimmer: Swim faster near surfaces.
    • Oxygen Control: Consume less oxygen when stationary.
    • Bioluminescence: Glow in dark waters.
    • Camouflage: Remain unseen by predators when still.
    • Water Retention: Better extraction of water from sources.
    • Homing Sense: Detect nearby powered bases.
    • Threat Sense: Sense of nearby threats.
    • Dermal Garden: Grow algae on your skin for hunger restoration.
    • Slow Metabolism: Decrease the rate of hunger decrease.
    • Water Secretion: Gradually filter ocean water to quench thirst.

    New BioMods are unlocked by scanning specific items—using a Bioscanner upgraded for this purpose—so you’ll need to progress in the game to access and unlock all options.

  • Where To Find All Cacti Children & Parents in Far Far West Completing & Solving

    Where To Find All Cacti Children & Parents in Far Far West Completing & Solving

    While playing Far Far West, you’ll come across some very chatty Cactus plants. Depending on which group you find first, you’ll either meet the parent Cacti or their children. The children seem to have lost their parents, and it’s up to you to bring them back together since they can’t find each other alone.

    You’ll notice glowing purple cacti scattered across the desert. You can pick up the children and walk them over to their matching Cactus parents. Here are the locations for every child and parent cactus and where they need to be reunited in Far Far West.

    Every Cactus Parent and Child Location

    Start from the bottom of the desert map and work your way up. The first two are close to where you arrive, so getting started won’t take long. There’s no special quest to accept; simply find each cactus in the environment, pick them up, and carry them.

    Each child cactus will tell you a clue about their parent, helping you locate where they should go. Use these hints to guide the children to their correct parents.

    Note: When carrying a cactus child, you can’t ride your horse or hold anything else. Be cautious—clear the way, run to your destination, drop the child, and then handle any enemies that follow.

    Cactus Family 1

    The first child, closest to the map’s bottom, is just west of the starting point. There’s a circular pond area where the child is at the edge of the water.

    Next, the second child is perched on a pipe above a river, near the shoreline. Follow the pipes northeast from the bottom of the map, and you’ll see the glowing figure. Climb and maneuver until you can grab it.

    The parent is waiting at the pond near the marauder camp. To get there, go north, cross the river, and head to the map’s center. The parent is situated between the pond and the lake, right at the land’s tip.

    Cactus Family 2

    The second child is found just before crossing the river, perched on a pipe overhead. From the bottom, follow the pipes northeast, and look for the glow. Jump and position yourself to grab it.

    The parent is near a silo with pipes by the shore, on the map’s lower left. To reach it, head southwest along the shoreline. The silo is near the water’s edge with smoke billowing from it.

    Cactus Family 3

    This child is located under a large rock arch, to the north of the map. Head north from the child’s spot, climbing with a hanging rope. Continue upward until you see the arch formed by two stone outcroppings, with the parent sitting to the left beneath the arch.

    The parent is near a cave with skulls and bones. Find the cave to the east; the parent stands outside.

    Cactus Family 4

    Find this child on an island in the mid-desert area. To get there, go to the middle of the map where water cuts through, and locate the water’s edge.

    The parent is located west of the child, near a rocky area close to the shoreline, right next to a broken wooden boat on the shore.

    Cactus Family 5

    This child is positioned in the northeast part of the map, near pyramids. To reach the child, go to the water area slightly north of the map center, jump onto a ledge of one of the nearby outcroppings, and look for the glowing purple cactus.

    The parent is near a pyramid marked by two braziers, southeast of the child’s location. Head toward the pyramid, spotting a cluster of black dots, which indicates the area.

    Cactus Family 6

    The last child is at the very top of the map, near a small, abandoned boat beach. Head up to the highest point of the map; the child is near a broken wooden boat by the shore.

    The parent is located west of the child, just outside a cave with skulls and bones. To find it, draw a diagonal line from the child’s position heading south and west. The parent sits near the cave entrance, on the map’s left side.

    Once all the children are reunited with their parents, you’ll be rewarded with the Cactus Day Joker.

  • All Weapons and Tools You Can Get in R.E.P.O.: Completing and Solving

    All Weapons and Tools You Can Get in R.E.P.O.: Completing and Solving

    In Repo, you can buy various items from the Service Shop to help you during your gameplay, especially as you progress to higher levels. The shop offers weapons for fighting monsters, as well as devices and tools that assist in locating extraction points, valuables, or making objects indestructible.

    Below, you’ll find information about the different weapons and tools available, including their average prices and how to use them. Keep in mind that all weapons and tools have a limited charge that decreases with use.

    All Weapons in Repo

    There are three main categories of weapons at the Service Station Shop:

    • Melee weapons
    • Grenades and mines
    • Guns

    The least expensive options are grenades and mines, which can be especially helpful early on when you don’t have much money. Some melee weapons and guns become more useful starting at level five and beyond.


    Melee Weapons

    Melee weapons are simple to use—just hold the weapon like any item and swing using your mouse, no need to activate or turn them on.

    Name Cost Range Description
    Inflatable Hammer $9,000–$12,000 Not very powerful, but fun and useful against small creatures like gnomes or animals.
    Baseball Bat Starting at $25,000 Easy to use; best when enemies are stunned first.
    Sword Starting at $29,000 An advanced version of the bat but can knock you down if you’re not careful.
    Frying Pan $23,000–$30,000 More damage than the inflatable hammer, but less than a sledgehammer. Ideal mid-tier weapon.
    Sledge Hammer $42,000–$48,000 Very powerful, dealing high damage to enemies.
    Prodzap $22,000–$30,000 A baton combined with a taser; stuns enemies for 3 seconds, good for quick hits.

    Mines and Grenades

    Use mines by holding one, pressing E to activate, and placing it on the ground where you expect monsters to walk. To deactivate, just pick it up and press E again, or store it in your pocket.

    Grenades are thrown or dropped by pressing E. You can deactivate an unused grenade by putting it back in your pocket.

    Warning: Grenades and mines are effective against monsters, but can also harm you and your teammates if you’re not careful.

    Name Cost Range Description
    Human Grenade $2,000 Explodes and damages enemies; only available in the secret shop room.
    Duct Tape Grenade $2,000 Multiple human grenades taped together for multiple explosions.
    Trapzap Mine $3,000+ Sends a shockwave when triggered—place where monsters cross.
    Stun Grenade $3,000+ Throws to stun enemies briefly.
    Stun Mine $3,000+ Deals small damage over about 10 seconds, stunning enemies temporarily.
    Explosive Mine $3,000+ Causes a big explosion when stepped on, good for slow-moving monsters.
    Shockwave Grenade $3,000+ Produces a shockwave that knocks enemies back.
    Grenade $3,000+ Standard explosive; use with caution.
    Rubber Duck $17,000–$18,000 Bounces unpredictably and can damage or stun enemies. Fun but random.

    Guns

    Guns pack the most punch against monsters, especially at higher levels. To fire, hold the gun and press E.

    Name Cost Range Description
    Tranquilizer Gun $15,000–$18,000 Briefly stuns enemies, giving you a chance to escape or finish them off.
    Handgun Starting around $46,000 Basic firearm for shooting and killing monsters.
    Shotgun Starting around $85,000 The most expensive firearm; offers strong firepower.
    Pulse Pistol $14,000–$18,000 Deals 25 damage; knocks enemies back, great for pushing them into pits.
    Photon Blaster $38,000–$48,000 Heavy damage over multiple ticks, effective against large monsters.
    Boltzap $14,000–$18,000 Stuns for 1.5 seconds, dealing minor damage from a distance.
    C.A.R.T Cannon $38,000–$48,000 Mounted on a cart, fires powerful cannonballs.
    C.A.R.T Laser $38,000–$48,000 Attached to a cart, delivers high damage with laser fire.

    Drones

    Drones can be activated by holding and pressing E, and can hover over targets. Use them to modify behaviors or find specific items.

    Name Cost Range Description
    Roll Drone $9,000–$12,000 Makes you roll continuously, ideal for outrunning monsters.
    Recharge Drone $4,000–$5,000 Recharges your weapons or tools without going to the ship.
    Zero Gravity Drone $24,000–$29,000 Creates a moon-like low-gravity environment.
    Feather Drone $15,000–$16,000 Lightens you or objects, making jumping higher or easier to carry heavy items.
    Indestructible Drone $26,000–$27,000 Makes you or items indestructible, preventing damage or loss of value.

    Staffs

    Staffs work by charging and pointing at targets to activate effects.

    Name Price Description
    Roll Staff $22,000–$30,000 Shoots at enemies, causing them to roll away similar to the Roll Drone.
    Zero Gravity Staff $14,000–$18,000 Renders nearby objects floating in the air.
    Void Staff $22,000–$30,000 Creates a force that pulls in enemies and objects, including robots and Semibots.

    Vehicles

    Vehicles, added in the May 2026 update, are driven by a single player. They’re useful for quick map traversal.

    Name Price Description
    Scouter $18,000–$20,000 Compact speedster for rapid movement across the map.
    Hauler $38,000–$48,000 Can carry one Semibot and up to $20,000 worth of valuables.

    Miscellaneous Items

    Other unique tools and items are listed below, activated similarly by holding and pressing E.

    Name Cost Range Description
    Zero Gravity Orb $41,000–$48,000 Creates a field of zero gravity, affecting anything that passes through.
    Phase Bridge $18,000–$20,000 Extends a bridge for crossing pits or reaching high places.
    Duck Bucket $5,000–$8,000 Used in the secret shop, can be placed on big creatures or teammates to annoy them.
    Crystals $5,000–$24,000 Used to recharge other items.
    Leaf Blower $8,000–$12,000 Blows enemies away into pits.
    Defibro $38,000–$48,000 Revives players after death.
    Semibot Walkies $22,000–$30,000 Lets you communicate or spy on areas remotely.

    Trackers

    Trackers help locate specific points or loot by turning them on with E.

    Name Cost Range Description
    Extraction Tracker $6,000–$9,000 Guides you to extraction points; display shows distance.
    Valuable Tracker $16,000–$17,000 Finds loot and valuable items; similar operation as the extraction tracker.

    Loot Carts

    Loot carts don’t require activation but are limited; once broken, they’re gone.

    Name Price Description
    Pocket C.A.R.T. $17,000–$18,000 Small cart carried in your pocket for extra storage. Useful when big carts are full or far away.
    C.A.R.T. $40,000–$46,000 Larger cart for holding more items, ideal for bigger maps and teams.
  • Which Race Should You Choose in Conan Exiles Enhanced for Completing or Solving?

    Which Race Should You Choose in Conan Exiles Enhanced for Completing or Solving?

    Choosing your starting character in Conan Exiles Enhanced involves selecting a race, which influences your role-playing experience even though it doesn’t affect your character’s stats. Each race is humanoid and has its own history and traits, adding depth to your gameplay.

    Here’s a quick overview of the races available and some role-playing tips:

    Hyborian: Descendants of Bori worshipers who migrated from the north, they have a mixed appearance, often with tawny hair and grey eyes. They are associated with kingdoms like Aquilonia, Brythunia, Hyperborea, Koth, Ophir, Argos, Corinthia, and the Border Kingdom. They usually worship Mitra or Derketo.

    Cimmerian: Descendants of Atlanteans driven from their homeland after a cataclysm, they are hardy warriors who believe Crom grants them strength. They are linked to Atlantis and tend to have dark hair and watery eyes—blue, green, or brown. Conan the Barbarian is a classic example.

    Stygian: These are ruled by King Ctesphon on the surface and are influenced by priests of Set and the Black Ring of sorcerers. They’re suitable for roleplay involving magic, with appearances ranging widely, often with darker skin tones. They worship Set and Derketo.

    Tribal Himelian: Fierce, loyal tribes living between the Turanians to the north and Vendyans to the south. They have dark hair and sharp facial features and worship Crom.

    Hyrkanian/Turanian: Descendants of Lemurians who escaped slavery, especially the Turanians who fight for their empire on the Vilayet shoreline. They have dark hair and slender builds, worshipping Crom.

    Khitan: Mysterious and powerful sorcerers, little is known about them. They are recommended for roleplayers interested in magic, with long dark hair and whimsical makeup, worshipping Crom.

    Kushite: Inhabitants of the Black Kingdoms, known for their thriving civilizations despite diverse environments. They tend to have darker skin, with braids, locs, and sharp features; they worship Crom.

    Nordheimer: Rulers of the north, typically pale with blond or red hair, depending on whether they are Aesir or Vanir. They are strong fighters with a fierce disposition and worship Ymir and Crom.

    Pict: Constantly fighting, they worship dark gods and are always ready for battle. They have dark hair and eyes with sharp features, worshipping Jhebbal Sag and Crom.

    Shemite: Nomadic and peaceful tribes that blend into civilization, with soft facial features, long hair, and worship Derketo.

    Darfari: Embrace a demonic look to honor Yog, with black hair, horns, and pointed teeth, often with large builds and tanned skin. They worship Yog.

    Vendhyan: Known as the golden kingdom, their people are renowned for beauty and divine-like presence, with golden skin and long hair. They worship Crom.

    Zamorian: Known as master thieves, they are ruthless and clever, with a reputation for survival at any cost. They typically have an unspecified appearance but are affiliated with Zath.

    Zingaran: Sea-traveling traders and fighters, they’re fierce and adaptable, often involved in piracy. Their appearance varies, and they worship Crom.

    When choosing a race, consider how their history and traits fit your preferred roleplay style and which gods align with your character concept.

  • How to Play Every Game in Gamble by Completing and Solving with Friends

    How to Play Every Game in Gamble by Completing and Solving with Friends

    Roulette is straightforward: the higher your chances that the ball will land on the number you pick, the smaller your payout. For instance, betting on red or black gives you a 50/50 shot and pays less than betting on a specific number.

    Gamble With Your Friends doesn’t provide a detailed payout table, but think of roulette as a last attempt to double your money by betting on black or red.

    Top items: Insurance or Angel’s Reel.


    Wheel of Fortune offers pretty good winnings for each successful bet, with small refunds if you lose. It’s fun to play small bets for short periods.

    Top items: Golden Chip or Taser.


    Money Wheel resembles Wheel of Fortune, but instead of aiming for multipliers, you pick a color. Each color corresponds to a multiplier; if you choose correctly, you win that amount. The best strategy is to bet small and often on green or blue, or go big-risk for high rewards by betting on a small chance like 10x.

    Top items: Drink or Devil’s Reel.


    Blackjack is played against the dealer. Your goal is to get as close to 21 as possible. If the dealer hits 21 or beats your hand, you lose. The basic rules are: stand on anything above 15, hit on anything below. If you get 20, consider doubling your bet and hope the dealer doesn’t get 21.

    Top items: Angel’s Reel or Holy Statue.


    Baccarat requires you to bet on whether the player or the dealer will have a hand closest to 9 or if it will be a tie. It’s best to pick one side, like “Player,” and increase your bets after wins until you hit a bigger payout.

    Top items: Insurance or Angel’s Reel.


    Dragon Tower is similar to Penguin Cross. You pick tiles to reach the top of the tower without hitting a dragon eye. The goal is to reach a multiplier of 3x or a jackpot, reclaim losses, or maximize gains.

    Top items: Insurance or Holy Statue.


    Penguin Cross involves strategic choices about when the penguin should cross the ice. The farther it goes, the higher the multiplier, but early losses can be recouped by trying again.

    Top items: Holy Statue or Drink.


    Keno involves choosing from a pile of tiles. You set your bet and select a few tiles. After pressing play, diamonds appear above some tiles. If your selected tiles match, you win. Keep one set of picks throughout; don’t chase after new tiles, as the outcome is random.

    Top items: Drink or Golden Chip.


    Crash is similar to Penguin Cross. You bet and hit “start,” then the multiplier climbs. You must cash out before the crash occurs. If you don’t cash out before the multiplier hits 1.5x or higher, you lose. The trick is to cash out early or risk losing your bet.

    Top items: Insurance or Holy Statue.


    Street Craps is arguably the best casino game. It offers good odds and often results in either a win or a refund rather than a loss. If your first roll is neither a win nor a loss, you get to roll again, aiming to beat the point.

    Top items: Holy Statue or Devil’s Reel.


    Slot machines require you to land certain symbols totaling up to a 10x payout: eye (0.5x), ankh (1.5x), beetle (2.5x), and lotus flower (3.5x). It’s purely luck-based; keep betting small until you hit a 10x payout.

    Top items: Golden Chip or Drink.


    Mine Sweeper is inspired by the classic offline game. You can adjust the number of mines (more mines mean higher payout) and your bet. Tap tiles, and if you hit a mine, you lose; stop early to lock in your profit.

    Top items: Angel’s Reel or Devil’s Reel.


    Duck Race is a traditional racing game. Bet on your favorite duck and watch it race to the finish. Stick with one duck for your bets, as switching later might cause regret if your previous choice wins.

    Top items: Golden Chip or Holy Statue.


    HiLo involves a dial that you can adjust to increase your multiplier. Guess whether the next arrow stops higher or lower than the yellow dial. It’s a game of predicting random results, worth trying if you like gamble-like chances.

    Top items: Holy Statue or Insurance.


    Street Craps is known for its favorable odds, often leaving players with either wins or refunds, especially if they don’t roll a losing number. It’s considered one of the best casino bets for staying in profit.

    Top items: Holy Statue or Devil’s Reel.


    Gamble With Your Friends offers a variety of mini-games and gambling experiences, each with different strategies and payout structures, providing multiple ways to win or lose based on luck, skill, or both.

  • Which Faction Should You Choose in HoMM: Olden Era for Completing and Solving?

    Which Faction Should You Choose in HoMM: Olden Era for Completing and Solving?

    Temple
    A balanced faction focused on buffing human units, covering all combat ranges. It benefits from strong morale synergies, rewarding a pure, single-faction army. The faction excels in late game but has slow early focus generation and costly building paths compared to some rivals.

    The Temple’s lineup includes infantry, cavalry, ranged, and divine units, each fulfilling specific battlefield roles. They heavily reward support spells and morale enhancements, with units gaining additional benefits from magic enhancements. The mid-game standout, the Lightweaver, is a versatile ranged hybrid that bridges the gap to endgame angels.

    Heroes in the Temple tend toward either combat leadership or divine magic, both strengthening the faction’s buff-centric style. The most impactful early hero arrives with access to high-tier units sooner than usual, giving an advantage in initial map clear.

    Suitability for New Players: ★★★★☆
    It has a straightforward structure familiar to veterans of classic Heroes games. Early game plans are clear, but full effectiveness takes time to develop.


    Necropolis
    An attrition-focused faction based on accumulating power over time. Its Necromancy mechanic raises fallen enemies as Skeleton units after battles, creating a self-replenishing army that grows throughout the game. The faction functions almost like a machine, generating its army passively.

    Units tend to be fragile but sustain themselves through passive effects. Upgrading basic frontline fighters into ranged units dramatically boosts survivability early on. Mid-tier units can heal via life drain, and later tiers include powerful ranged spellcasters. The army snowballs gradually—by mid-game, you’re supplementing with an expanding skeleton horde that costs no gold to recruit.

    Necromancer heroes are the faction’s core engine, especially those investing in the faction’s unique magic, which boosts both skeleton production and combat strength.

    Suitability for New Players: ★★★☆☆
    The snowball mechanic is powerful but requires understanding its conditions—certain enemy types won’t generate skeletons, and the faction feels weak initially. Rewarding once mastered.


    Grove
    A nature-based faction built on a straightforward combat loop: ranged units deal damage while melee units protect them. Multiple ranged tiers ensure consistent damage throughout early game stages, instead of relying on a single powerful unit. A unique teleportation network links towns, adding strategic depth in logistics and reinforcement, especially on larger maps.

    The roster includes ranged units at nearly every tier, maintaining a steady backline presence. Melee units serve mainly as a shield, softening enemies and protecting the backline. The faction’s frontline is intentionally simple, keeping strategies clear.

    Two hero types—combat-focused Wardens and nature-magic Druids—both support a defensive stance, through either frontline protection or spellcasting to control the battle.

    Suitability for New Players: ★★★★★
    Very accessible and intuitive, with the teleport system forgiving early positional mistakes. The early-tier ranged unit provides immediate battlefield traction.


    Dungeon
    A dark elf underground faction centered around a powerful ranged unit that, once upgraded, becomes one of the most effective damage dealers in the game. The late-game features formidable Tier 7 Dragons, pushing the faction’s strength ceiling high.

    The roster is misleading; it contains fragile low-tier units and a few elite units that should take most of your investment. The key is focusing on the highly efficient ranged attacker, which should absorb most of your early expenditure. Minotaurs offer high morale, and dragons serve as the ultimate endgame units.

    Heroes can be either might or magic specialists, benefiting from flexible strategies. Motley, an early hero, starts with an elite ranged unit, providing a strong mid-game setup from the beginning but at the expense of cheap units.

    Suitability for New Players: ★★★☆☆
    Strong potential but demands knowledge of which units to prioritize and when to resist building overpowered armies prematurely.


    Hive
    A demonic, insectoid swarm faction driven by aggression and sustained combat. Units recover health by consuming fallen enemies, allowing them to withstand attrition. A key late-game ability grants enhanced army size following win streaks, and some units can summon replacements during battles, extending fights and enabling resource farming.

    Units are fast and resilient relative to their tier, making prolonged battles less punishing. The Taunt ability, granted by an early Faction Law, allows a unit to attract enemy attacks and control the fight—when combined with patience in developing the Law, it becomes highly effective.

    Hero classes lean toward abilities that promote aggressive, ability-focused builds. While options exist for various playstyles, specific synergies make this faction particularly viable for players who enjoy ability play.

    Suitability for New Players: ★★☆☆☆
    Mechanics are satisfying but complex; the Taunt and sustain system require investment and patience. Not highly transparent for newcomers.


    Schism
    A renegade elf cult that opened a rift to the Abyss, summoning eldritch creatures to its side. Its core mechanic, Abyssal Communion, grows the army in battles following consecutive wins—each victory increases combat bonuses, but a single defeat resets the streak. Many units can summon replacements during fights, making engagements last longer and offering resource farming opportunities.

    The roster includes fragile units balanced by powerful abilities. Mid-tier units with summoning abilities play a pivotal role, and triggering their potential on high-value stacks is key. The late-game Tier 6 ranged unit can clear enemy blockages, and Tier 7 units are immune to magic, enabling unique endgame strategies.

    Heroes are aligned heavily with magic, with specialists capable of clearing map objects through spell damage earlier than most factions.

    Suitability for New Players: ★☆☆☆☆
    Most demanding faction, requiring careful management. Early units are fragile, and its mechanics favor players familiar with strategic planning and patience. Consider other factions first.

  • Where to Find the Grapple in Saros for Completing and Solving Tasks

    Where to Find the Grapple in Saros for Completing and Solving Tasks

    Saros is a game that features different biomes, each with its own set of enemies, environments, and ways to move around. Since it’s a roguelite, every time you start a new run, you’ll encounter variations in the biomes, including different paths, items, and enemy behaviors. Not all sections are open initially.

    Some parts of these areas include platforms glowing with blue light or drones that you need to interact with. Before you can use these, you’ll need to find a specific piece of equipment called the Grapple. This guide covers everything you should know about the Grapple in Saros and where to find it.

    ### How to Unlock the Grapple

    The Grapple is found in the third biome, called Shattered Descent. To unlock it, you’ll need to defeat Bastion first. After that, follow the main path until you reach another Soltari station. As part of the main objectives, you’ll have to interact with a series of consoles outside, which will reward you with the Grapple. Once acquired, it becomes a permanent part of your inventory.

    ### How to Use the Grapple

    The most noticeable benefit of the Grapple is that it allows you to reach any platform marked with a blue light. You can also use it to latch onto stationary drones, which helps you access new areas or collect items that would otherwise be out of reach. This tool can also be useful for progressing through later parts of the game’s biomes.

    Another important feature of the Grapple is that you’re shielded while using it, making you temporarily invincible. This means you can grapple onto platforms or drones even during combat, avoiding enemy projectiles and attacks. In some arenas, including boss fights, you can use the Grapple to move through enemy attacks safely.

    You should take advantage of this mechanic whenever possible. It has a very short cooldown, so you can activate it multiple times without much delay, giving you a strategic edge during fights and exploration.

  • How to Get the Hyacinth Macaw Pet in Crimson Desert by Completing and Solving

    How to Get the Hyacinth Macaw Pet in Crimson Desert by Completing and Solving

    Crimson Desert’s latest update adds several new features for players, including repeatable boss battles, a disguise shop, and some new legendary animals you can make into pets. Among the legendary birds, the most popular is the mechanical Iron Eagle, but if you prefer something a bit cuter and smaller, you can try to find the Hyacinth Macaw.

    If you want to get this bird as your pet, you’ll need to complete a few steps. Here’s how to do it:

    How to Get the Hyacinth Macaw

    First Step: Gather Desert Melons
    The Hyacinth Macaw’s favorite food is Desert Melons. Feeding them will quickly increase the bird’s Trust meter, which is important for making the Macaw your pet. These melons are found in the northwest region of Crimson Desert.
    You can buy Desert Melons from Grocer’s Shops—they sell them for 72 Copper each, and you can buy up to five at a time. If you haven’t explored far into this area, head to the main city just south of Tashkalp. It’s accessible by horseback, following the main roads.

    Tip: Buy at least 12 Desert Melons to start. More could be helpful since other birds might land on the feeder and try to eat the food. Keeping a supply ensures you don’t need to make multiple trips to fill the Trust meter fully.

    Second Step: Liberate Giant’s Yard Outpost Camp
    Next, head to Giant’s Yard Outpost, located to the far east along the Red River, just south of the Redtree Forest. The camp is controlled by the Wolf Trackers faction. It has a small enemy force that’s not too hard to deal with.
    You need to reduce the camp’s control bar from 100% down to zero. This forces the enemies to flee. You can do this effectively by shooting explosive arrows at their guard towers, destroying the towers and killing the soldiers from a distance.

    Hyacinth Macaw Location
    The area with the Hyacinth Macaw can be tricky because it shares the space with many tropical birds that might try to eat your melons, and its flight path can be unpredictable. After some testing, a good spot to place the Sotdae (the offering perch) is on the cliff northeast of the camp, to the right of the large wooden tower shown in the game. Several spots along this cliff work, but you should stay in the general area to ensure the Macaw sees your offering.

    Timing doesn’t seem to matter much, but people have had better luck during daytime, especially between 8:00 A.M. and 2:00 P.M.

    Waiting for the Bird
    Getting the Macaw to land might require multiple attempts or waiting about 45 minutes. When it finally lands on your feeder and starts eating, it will need at least seven Desert Melons to fill its Trust meter. Once filled, you’ll have the option to “Take In” the Hyacinth Macaw, officially making it your pet.

    Pet Details
    The Hyacinth Macaw doesn’t provide any unique benefits like other pets might—mainly, it can gather materials or loot from enemy corpses. The main distinction is that it is the largest parrot in the game.

  • How to Complete Patch 7.5 Mounts and Minions in FFXIV

    How to Complete Patch 7.5 Mounts and Minions in FFXIV

    Patch 7.5 has been released in Final Fantasy 14, introducing new mounts and minions for players to collect and enjoy. Most of these new additions are connected to the latest patch content.

    We are still gathering details on each mount and minion, as they haven’t been fully datamined yet. We will keep updating this list as more information becomes available on how to obtain these new items.

    Here’s what we know so far:

    Every Patch 7.5 Mount and How to Get It

    • Alexandrian Axe Beak
      Can be purchased with 600 Faux Leaves from the Faux Commander in Idyllshire, earned through Faux Hollows. Alternatively, this mount is also available for purchase on the Market Board.

    • Alsvid
      Currently unknown how to obtain.

    • Inflatable Mogcraft
      Currently unknown how to obtain.

    • Rocket Punch
      Currently unknown how to obtain.

    • Wings of Legacy
      Achieved by completing the sidequest “The Wing Spirit Cometh,” which is unlocked after obtaining the Wings of Ruin, Wings of Resolve, Wings of Eternity, Wings of the Knighthood, Wings of Death, Wings of Mist, and Wings of Nihility mounts.

    • Wings of Nihility
      Rewarded after defeating The Unmaking (Extreme) Trial.

    Every Patch 7.5 Minion and How to Get It

    • Caprino
      Available as a reward from The Clyteum Dungeon. It can also be purchased on the Market Board.

    • Junior Jinbei
      Can be fished up along the Thavnairian Ocean Fishing Route on the Ruby Route. It is also available on the Market Board.

    • Little Blue Viking
      Earned as a Level 15 reward from PvP Series 11.

    • Little Red Viking
      Currently unknown how to obtain.

    • Senor Otter
      Currently unknown how to obtain.

    • Musical Paca
      Currently unknown how to obtain.

    • Sweetkit
      Currently unknown how to obtain.

    • Wind-up Prishe
      Likely a reward from the “Echoes Of Vana’diel – Windurst: The Third Walk Alliance Raid” activity.

    We are working to gather more details on the remaining mounts and minions, and will update this information as soon as possible.

  • Completing All Side Jobs in Mouse: P.I. for Hire

    Completing All Side Jobs in Mouse: P.I. for Hire

    In addition to the main cases Jack Pepper is handling in Mouse: P.I. For Hire, there are fourteen side jobs you can take on for extra rewards. Make sure to talk to everyone around town, especially between missions, to find these opportunities.

    Anyone with a side job will have an icon above their head indicating they want to talk. Be sure to speak with each person multiple times, as some may have more than one side job active at the same time. Two side quests need to be started mid-mission, and they are easy to spot, so don’t overlook them.

    Show Some Culture, Jack

    Your first side job begins when you chat with Tammy, who hangs out on the main street across from the bar. She tasks you with taking a photo of the Opera House because she has never seen it herself.

    While progressing through this mission, the game will prompt you to capture the photo at the right moment, making it straightforward. The crucial shot is just as the Opera House is burning, near the end of the main mission, when you are climbing across balcony seating on fire. As you do, Jack comments on snapping a pic of the burning stage and audience below. After capturing the photo, complete the main mission and return to the P.I. Office to give Tammy her photo for 100 coins.

    Blueprints Please

    Tammy also assigns you a second task in this mission: retrieve blueprints for her. Unlike the first job, you’ll need to explore off the main path to find these blueprints. Near the end of the mission, you’ll discover a typewriter between a ladder on the right and a locked door on the left.

    To complete this side job, go through the locked door, but be aware you’ll only get one chance to open it before it locks you out. It’s highly recommended to save before attempting. Inside, you’ll find a fan activated by pulling a switch, which you can use the Tail-a-chopper to glide up into the platform with burning barrels. The blueprints are inside a suspended train car, accessible by jumping onto it, and there is a nearby wall you can blow up for an additional figurine. When you have the blueprints, finish the level and speak with Tammy again at her new weapon upgrade workshop.

    The Things We Keep

    After completing the Cheesball Sub main mission and returning to the office, Wanda, the reporter at the Little and Big Bar, offers a new side job. She asks you to find clues about her missing friend during your upcoming main mission.

    While exploring, find the first box of the “thingies” in the abandoned mansion within the mines. It’s located near a crate under a path visible from the edge. After collecting it, jump into the hole in the center of the room to progress.

    The second box is inside the mines, in a room with a dining table, fireplace, and a wall to break. Before heading through the destroyed wall, look to the left in the hall to find a small envelope on the floor near a cart. After collecting it, finish the main mission and return to the office to speak with Wanda for your reward.

    The third box is on top of a sunken boat in the wetlands after defeating the cultist boss. It’s beside the water, accessible once you defeat the enemies and reach a small square area with a giant painted heart and dagger on the wall. Use the grappling hook to reach the platform nearby and jump onto the boat. Return the box to Wanda when back in the office.

    Imported Goods

    Once you have two main missions—the Opera Ruins and Wallop Bay—you’ll receive a side job from Stilton, who asks for a rare item from the Wallop Bay Customs office. The area appears later in the mission; you’ll recognize it when Jack mentions customs.

    Head to the office courtyard, marked by a water tower, and defeat the enemies there. Proceed to the eastern corner and lockpick the crates in front of the door. Inside, activate the switch to start a fan over water. Use the Tail-a-chopper to glide up the fan’s windstream to reach a platform with burning barrels. The blueprints are inside a suspended train car nearby. You can also blow up a wall for a figurine collectible. Once you have the blueprints, return to Stilton in the office to complete the job.

    They Call It “Azurro Burgerro”

    After delivering the Wallop Bay blueprints, talk to John Brown again for another side job—this one at the bar. He wants you to cook a special burger, which requires finding a ‘hole in the wall’ with a plank sticking out in the Opera Ruins, which you can see when looking up. The spots is at the very top of the main chamber, on the western wall.

    Use the grappling hook in the room to reach the platform near the hole, then jump across. In the room, you’ll find a set of skeletons on fire and a hole in the ground leading to stairs. Head down the stairs and cook the burger at the prompt, holding the button long enough to burn it. Once burnt, take it back to John for your reward.

    Fishy Business

    Following the Opera Ruins side quest, talk to John again to get a Wallop Bay task. Travel there and find canned herring—after defeating the mini-boss that destroys a three-story building with the Loose Cannon weapon, head to an area with a pharmacy and other buildings.

    Find a marked area with a giant white heart and a dagger spray-painted on the wall. Look up and spot a hole in the wall with a plank. Reach the area by using the grappling hook or defeating enemies to access the buildings. The herring is in a small square between buildings, atop a sunken boat after defeating the cultist boss. After collecting it, return to John with the herring.

    Imported Goods (continued)

    Once you deliver the herring, John gives you another task: find a letter in a courtyard with a water tower, which involves defeating enemies and lockpicking a door to reach a room with collectibles. After securing the letter, return to Wanda in her office to complete her quest.

    Perfect Bog Fondue

    John also asks you to help him find a fondue recipe. Progress through the mines to meet the Old Cheeslegger, who offers to help if you gather three ‘thingies’ for him.

    The first is located after re-entering the mines: see a crate near a path at the edge, just before a hole in the center of the room, which you must jump into to proceed. The second is inside the abandoned mansion in the mines; find a box of thingies on a table before breaking through a wall. The third is on a sunken boat in the wetlands, after defeating the cultist boss—the box sits beside the boat. After collecting all three, speak with the Old Cheeslegger near police cars at the end of the level to finish the quest and return to John for your reward.

  • Where to Find Every Baseball Card in Mouse: P.I. For Hire Completing & Solving

    Where to Find Every Baseball Card in Mouse: P.I. For Hire Completing & Solving

    Baseball cards are among the hardest items to find in Mouse: P.I. For Hire because of their small size. However, they’re definitely worth the effort to find, even if you don’t plan to complete the game fully. This is because they get added to your deck when you play the mini-game involving Baseball Cards.

    You will encounter Baseball Cards in every mission, but they are usually hidden and difficult to spot. Since they are the most common collectibles in the game, aim to find two to four in each mission.

    All Baseball Card Locations

    Like other collectibles, you can buy any Baseball Cards you miss after completing the mission where you first saw them. But since in-game money is limited and you also need funds for the Baseball Cards mini-game, which costs $50 per round, it’s best to find as many as possible for free. Collecting these cards will help you in the mini-game; winning 20 rounds grants you an exclusive weapon that can’t be unlocked otherwise. Additionally, there’s an achievement for gathering all the cards if you’re aiming for 100% completion.

    The Vanishing Act

    Player & Location Image Reference
    Charlie Pepper – After you find the armor pack, go upstairs to the back of the room. The card is near an ashtray on a small table at the top of the stairs.
    Joel Blunt – After using the typewriter during a small ambush following a car wreck, go upstairs, then break a window on the second floor to access a balcony. Inside, on a small table amidst mouse skeletons, you’ll find the card. Joel Blunt

    Gumshoe In The Opera

    Player & Location Image Reference
    Austin “Cur” Bunz – Inside your office, after setting clues, look in your dresser drawer in the bedroom for this card. Austin Bunz
    Joe Judy Gain – After defeating enemies in the room with the typewriter, find the card on a table near the wall you’re supposed to blow up. Joe Gain

    Bandel’s Laboratory

    Player & Location Image Reference
    Mama Jody Gain – In the projector room where you encounter goons, defeat all enemies, then crouch under the platform. The card is on a small table inside. You can also get it during your second visit to this room, before or after fighting Betty again. Mama Jody

    A Bit Of A Scene

    Player & Location Image Reference
    Jedidiah Wetters – After the initial shootout, head down a stairway to the left towards police cars. The card is on the ground there along with a Heal-D Bottle. Wetters
    Timmeh Rattycum – Inside a cell on the far eastern side of the cell room, where a small bat guard is stationed. Rattycum

    Cheesball Sub

    Player & Location Image Reference
    Daniel “The Rat-ta-Train” Cruz – Inside a locker room hanging from a clothespin, accessed after unlocking a door on the tracks area. Cruz
    Joshua Diaz – After manipulating a piano to reach a hidden area atop train cars, jump into a narrow space with the card and some cash. The trampoline nearby makes returning easy. Diaz

    Saltwater Cambozo

    Player & Location Image Reference
    Johnny “Blaze” Sweets – Underwater, beneath the platform with a hanging fish during the Wallop Bay mission, dive into the water to find the crate with the card. Remember to surface in time! Sweets
    Marian Bunz-Twarog – Inside a water tower, accessible via a warp pipe after dropping into the courtyard with enemies. The card is on a window sill inside. Bunz-Twarog

    Damp Evidence

    Player & Location Image Reference
    Donny Mekesz – Inside a water tower accessed through a warp pipe in the wetlands, the card is found by going upstairs in the warehouse, then ascending through a water tower using a warp pipe. Mekesz
    Marian Bunz-Twarog – In a water tower where you drop into a courtyard after fighting enemies, the card is sitting on the sill of a window you observe upon entry. Bunz-Twarog

    A Bit of Curd And Pepper

    Player & Location Image Reference
    Jake “Saucepan” Black – On the third floor above a door in the Opera Ruins, reachable via a sequence of jumps from the back right corner of the room and using your tail-a-chopper to navigate blocked areas. Black
  • Where to Find Every Newspaper in Mouse: P.I. for Completing and Solving

    Where to Find Every Newspaper in Mouse: P.I. for Completing and Solving

    There are many different collectibles to find in Mouse: P.I. For Hire, and one type is Newspapers. These look exactly as expected, each with a random headline and a brief story from Mouseburg’s world.

    There are 38 Newspapers in total, with around two to four usually found during each mission. If you miss any — except for those on the last mission — you can buy them at the shop near your P.I. Office. However, money is limited, so it’s best to locate as many newspapers as possible yourself and use the shop as a backup.

    All Newspaper Collectible Locations

    • During each mission, you’ll find several editions of the Mouseburg Herald. Some are in plain sight where you proceed with the story, but most are hidden off the main path and require exploration.

    The Vanishing Act

    Mouseburg Herald Edition and Location Photo Reference
    No. 32186 “Small-Time Actress Found Dead” — In a locker to the right when entering the greenroom after showing Wanda’s ID. Image
    No. 32138 “In The Wake Of A New Fad: Race To The Left” — Picked up from Betty’s kitchen after talking to her. Image

    Gumshoe In The Opera

    Mouseburg Herald Edition and Location Photo Reference
    No. 27611 “Dark Clouds Over Shrewthicket” — Found on a table upon entering the Opera building. Image
    No. 27611 “Mossman, or Mossdream?” — On a chair next to the stuntman after he teaches you Double Jump. Image

    Bandel’s Laboratory

    Mouseburg Herald Edition and Location Photo Reference
    No. 27752 “Smoke, Mirrors, and A Lot Of Fun” — In a room upstairs after defeating goons and in the same room where you get the Devarnisher. Image
    No. 27208 “The Future Is Now” — On a desk after defeating Betty, near Igorrr’s area. Image

    A Bit Of A Scene

    Mouseburg Herald Edition and Location Photo Reference
    No. 28196 “The End Of The Crime Families” — On ground behind some trash cans after the train shootout. Image
    No. 26087 “Worker Strikes In Effect” — In an apartment kitchen after jumping onto the balcony using a trampoline. Image

    Cheeseball Sub

    Mouseburg Herald Edition and Location Photo Reference
    No. 26002 “Boy Eats Bad Book” — Inside an office on a desk after defeating enemies near the subway tracks. Image
    No. 28593 “The Burdens Of Blue Betty” — In a small hidden area beneath crates in a room after defeating enemies with a large construction hole. Image

    Saltwater Cambozo

    Mouseburg Herald Edition and Location Photo Reference
    No. 27774 “The Magnificent Cheesehead?” — On a picnic table near a hanging fish at the start of the mission. Be sure to kick the fish for an achievement! Image
    No. 26786 “Yet Another Mousessful Bust” — On a wooden crate on a platform accessible after using the grappling hook. Image
    No. 32212 “Ruckus, or Ruse: The Clergyrow Snatchings” — On a table in a room before proceeding through a breakable wall in the underground basement. Image

    “Once Upon A Time…” by Tinsel Bros.

    Mouseburg Herald Edition and Location Photo Reference
    No. 27790 “Mouseburg’s Puddle Scandal” — Inside a bar after clearing the street and unlocking it. Image
    No. 28800 “The Haunting of the Wensleydale Wraith” — Inside a bathroom on the skeleton’s lap after a shootout in a mansion whose paper has an error on its number. Image

    Damp Evidence

    Mouseburg Herald Edition and Location Photo Reference
    No. 65488 “Mossman Lives” — In a bedroom of a house in the Far Wetlands after entering through a hallway. Image
    No. 30355 “Paradise Moist” — On a bench outside a mansion after defeating enemies on the porch. Image

    Additional Locations

    • Near the start of the game, on a picnic table just after the big fish hanging in the waters.
    • Inside various rooms, often on desks, crates, or in hidden corners, typically after completing certain tasks or explorations.

    Many newspapers are tucked away now, but most can be found with a bit of extra exploration around the level, rewarding attentive players with glimpses into Mouseburg’s stories and lore.

  • Where to Find Scrap in Tides of Tomorrow and Completing Challenges

    Where to Find Scrap in Tides of Tomorrow and Completing Challenges

    Although Tides of Tomorrow is mostly straightforward when exploring, you’ll still need to talk to many non-player characters (NPCs). Since the game takes place after a disaster, regular money has no value here. Instead, most transactions involve scrap, an item you can find all over the islands.

    Having enough scrap is crucial for survival, as you’ll need it to trade and get other resources like ozen. Because scrap tends to accumulate slowly, it’s important to keep collecting it regularly.

    Best Ways to Collect Scrap

    Explore Every Corner
    While wandering through different areas, look carefully in secluded spots that lead to dead ends. These hidden places often contain piles of scrap or trash cans filled with scrap. Each time, you’ll typically find between 1 and 10 scrap, but collecting these small amounts adds up quickly and forms your main scrap source.

    Collect Scrap from Water Piles
    When traveling by boat, watch for shiny yellow-glowing patches on the water—they’re scrap piles. You can run over these to gather scrap swiftly. Sometimes, these piles are hidden behind narrow pathways or behind obstacles, so stay alert when cruising.

    Search for Chests
    After exploring a few islands, you’ll come across chests located at specific spots. These chests may contain scrap or ozen, provided the player you follow hasn’t already taken them. You can tell what’s inside by checking the bottom of your screen when selecting a character. Chests are a quick way to get a large amount of scrap when you’re running low.

    Where to Use Scrap

    The primary purpose of scrap is to purchase ozen from vendors. In the early stages of the game, ozen is quite cheap. However, in later stages, it can cost between 80 and 100 scrap per bottle. It’s wise to save enough scrap to buy at least two bottles, as most players use ozen found in chests during the late game.

    You can also deposit scrap into a merchant’s scrap pot, which reduces the cost for the next player who wants to buy ozen by offering a discount.

    Knowing when and where to spend your scrap is key, especially since in the early game, you might find yourself with hundreds of scrap but no immediate use for it. Save your resources for important purchases, like ozen, and don’t waste them recklessly.

  • Winning at Baseball Cards: Solving Challenges in Mouse: P.I. For Hire

    Winning at Baseball Cards: Solving Challenges in Mouse: P.I. For Hire

    When you first enter the main hub area of Mouse: P.I. For Hire, which is your office, you’ll unlock several features. This includes a shop where you can buy ammo and missing collectibles, a weapons upgrade workshop, and a bar where you can relax and play Baseball Cards.

    Baseball Cards is just what it sounds like. It’s baseball, but instead of a ball, bat, and mitt, you play with a deck of playing cards. The game plays similarly to traditional baseball—the goal as a batter is to hit home runs, while as a pitcher, your aim is to throw the ball and prevent the batter from scoring. It’s tougher than it sounds.

    How to Play Baseball Cards

    If you’ve tried playing before, you know it seems simple but can be quite challenging. The same mouse is always your opponent, with a deck that’s heavily upgraded, making it hard to beat until you get some new cards. Your objectives can change during the game, so it’s important to understand what you need to do at each stage.

    Note: You do not earn Tokens for a tie; Tokens are only awarded when you win a match.

    You always start as the batter. You’ll play five rounds batting, then switch to pitch for five more rounds. The total is ten rounds. During batting, your goal is to hit home runs; during pitching, you try to stop the opponent from scoring.

    Unlike real baseball, there are only two innings—one batting and one pitching. The game ends after those two innings. Striking out doesn’t affect your score apart from the points you earn during batting. You will always play all ten rounds, five as batter and five as pitcher.

    This order matters because it lets you see how many points your opponent can score before your turn ends. For example, if you score 5 points during your turn, and your opponent can only score 4, you win. If you score just 1 point, you need to prevent them from scoring any points to win.

    How to Get More Cards

    To build a strong deck before spending money, complete missions and find collectibles. Typically, each mission has two or three collectibles, which you add to your deck when found. If you miss them, you can buy these collectibles afterwards from the shop in town, but you’ll have to pay for them.

    The shop also sells booster cards for your batter and pitcher, but they’re expensive and not necessary. It’s better to save your money for collectibles. The cards you get from missions usually have enough high stats to be effective, so extra booster cards aren’t essential.

    How to Score Home Runs

    When you’re batting, your main goal is to hit home runs. This means hitting the pitch and making your players (cards) travel around the bases back to home plate. Once a player crosses all three bases and reaches home, you earn a point.

    Any players left on the field at the end of your five rounds are discarded once a new inning begins—they won’t earn any points.

    Your success depends on both the card you play and what your opponent plays. Since you can’t see their cards until both are chosen, you need to pick your best option. There are three card types to pay attention to:

    Card Type Explanation
    Batters These are your players when batting. They display two numbers. The top is for Power Swing, the bottom for Speed Boost. Power Swing decides if you hit the ball; Speed Boost determines how far they run.
    Power Swing An extra point added to the batter’s Power Swing number. You can play one per turn, but not both Power Swing and Speed Boost cards on the same turn.
    Speed Boost Adds extra points to the batter’s Speed Boost number. Like Power Swing, only one boost card can be played per turn.
    Pitchers These are your players when pitching. They have two numbers: Pitch Focus and Fielding Play, which influence whether you strike the batter out and how your fielding affects hits.
    Pitch Focus Adds points to your pitcher’s Pitch Focus. Only one per round, cannot combine with Fielding Play.
    Fielding Play Adds points to your pitcher’s Fielding Play. Only one per round, cannot combine with Pitch Focus.

    Each round, you can play one batter card and optionally boost either Power Swing or Speed Boost. If you believe your batter’s stats are already high enough, you might skip boosts, but boosting is recommended because your opponent tends to have strong pitching stats, and you’ll draw more cards each turn.

    For hitting, your batter’s Power Swing needs to be higher than the opponent’s Pitch Focus. If it’s exactly equal, a coin toss determines the outcome. If your Power Swing exceeds their Pitch Focus by three points or more, you score an automatic home run. Achieving those high numbers boosts your chances of scoring.

    If your Power Swing isn’t higher, you’ll strike out, and all your cards will be discarded for that round. A successful hit moves your batter the number of bases on the bottom, plus any Speed Boost. The pitcher can reduce this movement by subtracting their Fielding Play from your batter’s speed, and this applies to any runners already on bases. High Fielding Play can even prevent your batter from advancing or cause them to stay on base.

    To maximize home run chances, prioritize high Power Swing for your players. Speed is secondary—most low-speed batters tend to have high Power Swing stats, and vice versa. Boosting your high Power Swing batter’s Speed can help them reach the bases faster.

    How to Stop the Batter from Scoring

    Defensively, your goal is to prevent the opponent from scoring. Just like batting, your pitcher has three card options: the main pitcher card and two optional boost cards. Focus on playing a pitcher with the highest Pitch Focus possible. If the Pitch Focus is over 8, enhancing your Fielding Play will also be important, especially if there are runners on base.

    Even if the opponent doesn’t hit, any runners on bases will still attempt to steal bases based on their Speed minus the Fielding Play. It’s crucial to assign some Fielding Play value to slow their advance.

    If they hit a home run, everyone on the field scores, regardless of speed, so don’t assign a low Pitch Focus to your pitcher without boosts. Having a Pitch Focus below six is risky unless you boost it.

    Once you get the hang of it, stopping your opponent is generally easier than scoring points yourself. Pay attention, play your best cards, and even scoring two or three points during your turn can give you an advantage.

    Inside the Prize D-Spenser

    Besides the satisfaction of winning, the game offers a reward for winning Baseball Cards matches. This requires winning 20 matches—more than just one—since you need 30 wins to unlock the associated achievement. Once you do, you’ll receive 20 Tokens to use on the Prize D-spenser located at the bar corner.

    Inserting tokens will unlock the X1 D-Mousifier, a powerful ray gun, which is a great addition to your weapons collection. This also unlocks the achievement called “Everyone Loves Raygun.”