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  • Who At The Main Outpost Should You Give The Ozen To in Tides of Tomorrow?

    Who At The Main Outpost Should You Give The Ozen To in Tides of Tomorrow?

    A few hours into Tides of Tomorrow, you arrive at the Main Outpost. There, you meet Kass and learn how complicated the Ozen shortage problem really is. The area is crowded with people who are desperate for Ozen, but there isn’t enough to satisfy everyone’s needs.

    Deciding who gets Ozen and who doesn’t isn’t easy. Unfortunately, during this part of the game, it’s part of your job to make these tough choices. Most of the quest focuses on who you give Ozen to, and each choice has different outcomes. Here are all the options and what happens with each.

    Talk With Kass And Obin
    When you reach the area, a Marauder Guard will mention what the last Tidewalker did but will let you in regardless of their behavior. You need to pass him and head over to Kass and Obin, who are arguing under the big “Ozen” sign. Listen to their conversation and contribute where you can. Afterwards, Obin will leave, and Kass will fill you in on the situation. During these dialogue moments, it doesn’t matter much what you say; just agree to help.

    Who Should You Give The Ozen To?
    Kass takes your Ozen for safekeeping and hands you another bottle to distribute at the Outpost. This is the first of three bottles she provides. You can choose who to give each one to. Your options include:

    • Marauder Guard
      Standing next to Kass, this guard without a helmet, with plastic on his face, is one option. Giving him Ozen might upset some Reclaimers.

    • Algae Farm Boss
      Near the closed Ozen shop where Kass and Obin stood, the Marauder woman in charge of the algae farm can receive Ozen. She might keep it for herself, and Reclaimers generally dislike giving her Ozen, as she’s Marauder.

    • Algae Worker
      Inside the algae farm, you can find a worker near the water. If he’s already had some Ozen, he might lie about it, but most Reclaimers approve of handing him the bottle.

    • Beggar
      When you reach the central area, a beggar will approach asking for Ozen for his sick daughter. If you’ve previously given him a bottle, he might claim he has two sick daughters—possibly lying. Still, as a Reclaimer, he might appreciate receiving more Ozen.

    • Chess Players
      On the second level, two siblings playing chess only accept Ozen if you bring two bottles—one for each. Since Kass only gives one at a time, you’ll need to get another bottle, perhaps from the kitchen upstairs, to satisfy them. People tend to be okay with giving Ozen to Reclaimers like these.

    • Dealer
      On the second floor, above the Ozen shop, a Dealer sells Ozen or might accept some for free. Since she charges high prices, Reclaimers usually prefer to keep Ozen away from her.

    • Manford
      To find Manford, first talk to Zabby, who works in the kitchen upstairs. She’ll tell you about her friend. You then check on him by using the key she provides. Giving him Ozen will please the Reclaimers, especially if you bring him some.

    • Jenkins
      Near Kass, stairs lead up to Jenkins, who sits on the floor upset because his Ozen was taken. Giving him more Ozen can help. However, with each Tidewalker, he might appear to be mugged again, yet he’s still a Reclaimer, so sharing Ozen is popular.

    • Yourself
      You can also choose to keep the Ozen and consume it yourself. Keep in mind, though, that this decision might upset some Reclaimers and affect your relationships with them.

    Note: Some options might not be available if the last Tidewalker already handed out Ozen to those characters.

    If you give at least two bottles of Ozen to Reclaimers they favor, you will earn their trust, making them more sympathetic toward Tidewalkers later on.

    Debrief With Kass
    Once all the bottles are given, you return to Kass. The way to reach her is blocked by a crowd, but there’s a zipline outside the kitchen on the third floor that takes you directly to her. During the final part of the level, you have a private conversation where she returns your Ozen and gives you an extra bottle. After this exchange, the level concludes.

    Later, Kass may confront the angry crowd, reaching for her gun. You can choose to intervene or not. Stopping her boosts your reputation with pro-Mankind factions, whereas doing nothing will just make her shoot into the air, with little impact.

    Finally, you speak with Kass again and finish by receiving your original Ozen and a new bottle. With all that done, the level ends.

  • Choosing Your Class in Farever: Completing or Solving?

    Choosing Your Class in Farever: Completing or Solving?

    Choosing your race and class is one of the toughest parts when starting a new MMORPG. These choices influence how other players will interact with you, how you’ll play the game, and sometimes what gear or skills you’ll have access to.

    In Farever, this decision is a bit easier for now because all players are limited to one race. However, you’ll still need to pick a class during character creation. Currently, there are four classes, but Shiro Games has plans to add more as the game gets closer to its full release. The available classes are Warrior, Rogue, Mage, and Priest.

    Please note: Farever is now in Early Access, so details about classes and mechanics may change with future updates.


    Warrior

    Ideal for players who love rushing into battle with a sword.
    The Warrior is reminiscent of traditional melee fighters. They’re great at standing in the front lines, absorbing damage, and dealing hefty strikes. If you’ve played Warrior classes in games like World of Warcraft, you’ll find this class familiar.

    Starting with a Practice Sword and a basic shield, Warriors can equip a variety of weapons, including swords, axes, maces, and spears. Some of these can be dual-wielded, and there are larger, more powerful weapons like the Great Axe that are exclusive to Warriors.

    Combat mechanics: Warriors generate Rage by attacking, which powers up their special attack, Raging Smash—a powerful AoE strike that deals 160% physical damage and pushes back enemies.

    Starting stats:

    • Vitality: 22
    • Strength: 22
    • Dexterity: 15
    • Faith: 15
    • Intellect: 15

    Key skills include:

    • Raging Smash (starts unlocked)
    • Rage (passive) — generates Rage from attacks
    • Charge — dashes forward, with a stun effect (unlocked at level 3)
    • Other abilities like Ignore Pain, Battle Shout, Surging Force, Berserk, and Burst of Anger that enhance damage, defense, and team support.

    Rogue

    Best for players who prefer sneaky tactics and getting the jump on enemies.
    The Rogue excels in damage output by attacking from the shadows, focusing on single targets. Their gameplay centers around stealth and precision rather than tanking or healing.

    They start with a pair of Rusty Knives but can also use daggers, bows, axes, spears, fists, crescents, and throwing stars (with daggers and bows being the optimal choices for this class). Rogues generate Combo Points through their attacks, which are used to execute powerful Finishers.

    Combat mechanics: Rogues use Combo Points and special skills like:

    • Finisher, which consumes Combo Points to dash and deal massive damage
    • Shadowstep, which teleports behind enemies and stuns them (unlocked at level 3)
    • Knives Tempest and Urge to Kill—abilities that deal damage and generate Combo Points, with some skills unlocking at levels 15 and 20.

    Starting stats:

    • Vitality: 18
    • Strength: 18
    • Dexterity: 26
    • Faith: 18
    • Intellect: 18

    Mage

    Suitable for players who enjoy wielding magic from a distance.
    Mages cast spells to deal significant damage without needing to go close to enemies. They are more versatile than some other classes and hold their own in solo play.

    Beginning with an Apprentice’s Grimoire, Mages can also use spellbooks, staffs, spears, and various weapons like throwing stars and shields. Spellbooks and staffs are their main gear.

    Combat mechanics: They use Sparks and conduits to enhance their spells. Key skills include:

    • Spark Beam, a channelled magic attack—that deals continuous damage over 2 seconds
    • Conduits like Shard and Power that enhance their magic mastery
    • Blink for teleportation
    • Overload to trigger random conduits over time

    Starting stats:

    • Vitality: 18
    • Strength: 18
    • Dexterity: 18
    • Faith: 18
    • Intellect: 26

    Priest

    Perfect for players who want to support others with divine powers.
    Priests mainly serve as healers, but they can also deal damage when needed. They are sturdy and capable of both supporting and fighting, making them a flexible choice for groups and solo players alike.

    They start with a Rehearsal Scepter, and can use swords, spellbooks, shields, halos, spears, maces, and crescents. Scepters are exclusive to Priests.

    Combat mechanics: The Priest’s skills revolve around prayers that activate special abilities like Judgement—a powerful attack that releases all prepared prayers. They also have supportive skills like Blessing of Fervor, Beacon of Hope, and Crusader.

    Note: Currently, there’s no option to change classes mid-game, but many players make multiple characters to experience all classes.

    Starting stats:

    • Vitality: 22
    • Strength: 15
    • Dexterity: 15
    • Faith: 22
    • Intellect: 15
  • Should You Fix Divinity’s Machinery and Solve Tides Of Tomorrow?

    Should You Fix Divinity’s Machinery and Solve Tides Of Tomorrow?

    As you near the final stages of the Tides of Tomorrow story, your main goal will become clear: you need to bring all the factions together. However, making this happen won’t be simple. The choices you make now will influence the ending you get. One of the critical groups you’ll need to persuade is the Mystics.

    To do this, head to the Citadel and have a conversation with them. While making your way to the stage, Nahe will offer you a choice related to Divinity’s Machinery. Fixing it might seem like the easier option, but it might not be the best choice.

    How to Reach the Main Stage

    Much like other areas in Tides of Tomorrow, this part provides two different paths depending on your Tidewalker partner’s success in convincing the Mystics. If they succeeded, you’ll be able to walk directly up to Nahe, who will be talking to some Mystics. If they failed, you’ll need to find Nahe hiding in a Mystic disguise. Either way, you’ll pass through a restricted zone, where Nahe will ask you to repair Divinity’s Machinery if your partner broke it — or she will mention it even if they didn’t.

    Tip: It’s often better to leave Divinity’s Machinery broken. Doing so can give you a stronger position to persuade the Mystics with your own words.

    In the restricted area, use the small caves to sneak past when the Mystics aren’t looking. Collect the two scrap piles along the way. Before jumping down to the next section, use your vision to locate where the previous Tidewalker hid.

    Stealth Mission in the Citadel

    Once inside, you need to hide under one of the two tables, as the soldier will always check the table where the last Tidewalker hid. Crawl to the left side of the area and find a yellow chest ahead. Open it to get some supplies. With the equipment collected, continue forward to locate the machinery and advance toward the stage.

    You can gather plenty of scrap here, and jumping onto a few boxes will earn you a free Ozen. Afterward, proceed to the debate stage.

    How to Restore the Mystic Faith

    Your main task on the debate stage is to lower the Mystic Faith bar into the blue zone. Starting this process even begins before entering the area. If you choose to persuade either the Marauders or Reclaimers first, you’ll get an option to convince Efod. Doing so makes the debate easier later.

    If your Tidewalker partner successfully convinced the Mystics, some of their red faith meter will automatically decrease, helping your cause.

    Here are the key options to choose during the debate:

    • “We’re here to seek your help with the cure.”
    • “I’m a Delta. You can trust me.”
    • “Let Nahe speak.”
    • “The cure uses sacrificial mereid eggs.”
    • “We need your help.”
    • “We’re going to fulfill the prophecy.”
    • (If Efod was convinced) “Efod will help us with the cure.”
    • “We’re here to warn you about Voot.”
    • “Voot has misinterpreted the prophecy.”

    By selecting the right responses, the faith bar will shift into the blue zone. Once there, a parkour escape sequence begins. Make your way out of the Citadel, back to the sea. You’ll see a pop-up message indicating that the Mystics will help you with 200 eggs.

  • Should You Save Nyx During the Marauder War to Solving Them in Tides of Tomorrow

    Should You Save Nyx During the Marauder War to Solving Them in Tides of Tomorrow

    As you explore different parts of the story in Tides of Tomorrow, you’ll meet many characters. However, they mainly belong to three groups: Marauders, Mystics, and Reclaimers. To unlock the best ending, it’s important to gain their support.

    To do this, you must follow three separate storylines, each affected by your choices with that faction throughout the game. To persuade the Marauders, you need to go back to Wrecklandia and do certain things to increase your chances.

    Since your previous decisions can influence outcomes, this guide is still a work in progress as we find all possible endings for this part of the story.


    Where to Find Nyx’s Hidden Members

    When you enter the area, your first task is to find Kass. She can be found easily in the middle of the main area. She will then ask you to locate Nyx’s hidden rebels. Remember, this only happens if you chose to save Nyx from Obin at the start of the war at Obin’s Tower.

    To find these hidden survivors, go behind Kass. You’ll see a small path on your right behind some crates. Enter that area first to gather all items available. Afterward, tell Kass about their location. She will then go to the hideout and close the door behind her.


    Where to Find Nyx

    As Kass heads toward the hideout, she will ask you to find Nyx. From the main area, turn left into a small alley. Follow this path and turn right at the T-intersection. Continue straight, and you’ll be ambushed by Nyx’s guards. During conversation, choose the option “Only on my condition” when she asks for your help. This will open Nyx’s will meter.

    You can then select to help “reclaim the Maelstrom” to lower the red bar. If you have the Troublemaker trait, you can pick the first option on the next choice. If not, choose “You owe me,” and remind her of how you saved her from Obin.

    Keep choosing options until you can say, “I’m your best chance at survival right now.”


    How to Leave the Area Alive

    After talking with Nyx, you’ll do a stealth mission to avoid Obin’s guards. Start by jumping down the small gap in the fence where Nyx’s soldier was standing. Follow the path until you can climb back up, then wait for the soldiers to pass.

    Once they do, crouch, grab some scrap, and follow the same path they took. The soldiers walk in a circle, so if they come back, you can jump onto the platform on your right to stay hidden.

    Before reaching the large red door, you can sneak through the right side and find stairs going up. Climb these stairs, go down the other side, crouch in the left area, and listen for Nyx’s voice again.

    After this, swim across the water to reach the other side, then take the elevator up to the room with Kass and Nyx.


    What to Do With Nyx

    To get the best ending, you want to save Nyx and convince the Marauders to support you. During the dialogue, choose these options:

    • Kass, don’t hurt her.
    • Killing him was still wrong.
    • Help us, and you’ll live.
    • Will you help us reclaim the Maelstrom?
    • That’s not enough. We need an army.
    • Nyx, you have to surrender.
    • Play dead. We’ll pretend we killed you.

    Choosing the last option will greatly boost Nyx’s will meter, turning it into the blue section. Once that’s achieved, you can select “Stop Kass” and leave the area. As you exit, the Marauders will support you.

  • How To Tame Pets in Crimson Desert and What Completing Can Do for You

    How To Tame Pets in Crimson Desert and What Completing Can Do for You

    During your travels through Crimson Desert’s Pywel region, you’ll find that stray cats and dogs are some of the most helpful allies. While they won’t fight enemies or soak up damage like weapons or armor, they save you plenty of time after battles. However, catching and keeping one requires patience and the right snacks to build trust quickly.

    Here’s everything you need to know about finding, taming, and making the most of these animal companions in Crimson Desert.


    How to Tame Cats and Dogs

    You can earn cats or dogs as pets by gradually building their trust through feeding and petting. Each animal has a trust meter starting at zero and needs to reach 100 to become your pet. Trust increases through daily limits on petting and feeding, which reset at midnight in the game. Patience is key.

    Getting Started:
    The first animals you’ll encounter are stray cats and dogs wandering Hernand, the city you arrive in early. This makes it easy to begin bonding before heading further into Pywel.


    Petting

    Petting increases trust by +5 points per interaction, with a daily cap of +25 trust. You can pet each animal up to five times a day.

    • For dogs: Walk up and hold the interaction button when prompted.
    • For cats: You need to pick them up first by holding the button, then press again to pet once they’re in your arms.

    Note that with a cap of +25 trust from petting per day, you’ll also need to feed your pets for faster taming.


    Feeding

    Dropping food near an animal is the quickest way to earn trust and unlock a new pet.

    • To feed: Open your inventory and discard a food item in front of the animal; it will come over and eat.
    • Each pet can only be fed three times per day, so choose your food carefully.

    Different foods provide varying trust boosts. Regular food grants +10 trust, but each animal has a favorite food that can give +35 trust per feeding—enough to tame a dog in a single day if you feed it three times and pet it five times.

    Best Locations and Favorite Foods

    Most cats and dogs can be found throughout Pywel, though each breed has preferred regions and foods. For example:

    • Cats: Found in Hernand (with squid as a favorite food) and desert regions (with eggs).

    • Dogs: Found near Hernand (with sweet potatoes) and Demeniss villages (with lean bird meat).

    Feeding pets at around 10 p.m. in game maximizes trust gain since counters reset at midnight, allowing you to speed up taming without wasting in-game days.


    Claiming Your Pet

    When trust hits 100, a prompt appears allowing you to claim the animal by holding the select button and choosing “Claim.” Your new pet is now part of your companions.

    You can keep up to 30 pets in total, but only one can be active and follow you at a time. Excess pets are stored at Greymane Camp, and you can unregister them via a menu—just remember, unregistering is permanent.

    A helpful tutorial for claiming stray dogs is available through the “The Greymanes’ New Fangs” quest from Chapter 4 onward, guiding you through the process with your companion Naira.


    What Pets Can Do for You

    While animals won’t attack enemies or draw aggression, they excel at looting. An active pet will automatically run across the battlefield and gather items from defeated foes, saving you time.

    However, pets have no loot filter—they’ll pick up everything they can reach, including junk, so you’ll need to monitor your inventory regularly.

    Pets aren’t combat fighters—they can take damage if enemies attack them, and if injured, they won’t be able to loot properly. To heal them, clear the area and use the Healing Force Palm skill.


    Dressing Up Your Pet

    Pets can be outfitted with cosmetic gear like hats, outfits, and armor, mainly for fun and aesthetics. These items are available at Pororin shops—one inside Pororin Forest Village (after completing the “The Unreachable Village” quest) and another in southeastern Demeniss.

    The gear doesn’t provide gameplay advantages; it’s purely for visual customization in photo mode or when collecting gear from defeated enemies.

  • All You Can Complete in MyRise and Solving in WWE 2K26

    All You Can Complete in MyRise and Solving in WWE 2K26

    MyRise makes a triumphant return in WWE 2K26 as the main career mode. In this mode, you take charge of a wrestler returning to WWE after a few years away, aiming to climb back to the top.

    As you progress through your journey, you’ll unlock a variety of rewards, including new superstars, arenas, championships, and more. However, these rewards aren’t just handed to you—they’re earned by following specific storylines and winning matches. This guide explains how to unlock everything in the mode.

    Story Progression Unlockables

    Many items are unlocked by advancing through the storyline. This doesn’t mean all are automatic; your choices significantly influence what you unlock. For example, your decisions on whether to play as a male or female wrestler affect your options.

    Key Factors Influencing Unlocks:

    • Choosing ‘Babyface’ (good guy) options in story events unlocks specific gear, titles, and options.
    • Choosing ‘Heel’ (bad guy) paths grants access to different items and storyline branches.
    • The wrestler’s gender and specific decisions during interviews or promos also impact unlockables.

    Chapter One: Brick by Brick or Burning Bridges

    Completing the initial press conference in the prologue (whether as a woman or man) grants certain rewards:

    • Women’s Archetype Ring Gear and Shirt are unlocked upon finishing this segment.
    • Choosing the ‘Babyface’ option during the initial press conference opens up opportunities for gear, faction cards, and storyline paths related to ‘Justine’ or ‘Moreno,’ depending on your choice.
    • Conversely, selecting the ‘Heel’ route grants access to archetype gear, faction cards, and storylines involving characters like Tavish or LA Cangrejita Loca.

    Chapter Two: Indie Excursion or Archetype Underground

    Your choices here determine your next steps:

    • Going to NXT as a ‘Babyface’ unlocks the NXT Arena and related storyline rewards, including a championship and gear.
    • Rejecting NXT and choosing a ‘Heel’ path grants access to the Shovel Weapon in your storyline.

    Chapter Three: Respect the Process or Reject the System

    This chapter continues to depend on your previous choices:

    • Becoming a ‘Babyface’ and forgiving Moreno or Hector Flores leads to the Archetype Raw Women’s Championship belt and special payback items.
    • Choosing the ‘Heel’ route results in options like the Cody Rhodes Suit or other storyline-specific rewards.
    • Completing storylines as a ‘Heel’ or ‘Babyface’ also unlocks exclusive faction cards, weapon items, and gear.

    Chapter Four: Through the Ringers or Belt and Betrayal

    Decisions here influence your in-ring career and faction alliances:

    • Going to NXT with a ‘Babyface’ unlocks NXT Arena and tag-team gear, along with side plates for your WWE Championship.
    • Rejecting NXT grants access to the Shovel Weapon, with storyline variations involving faction betrayal or alliances.

    Chapter Five: Side by Side or Standing Alone

    Choices in this chapter affect your pursuit of tag titles, alliances, and weapon accessories:

    • Supporting Moreno in tag-team pursuits grants the Raquel Body Suit, Survivor Series Arena, and related weapons.
    • Ditching Moreno or Hector Flores leads to weapons like Pancake Trays or ditching faction cards like Moreno Wyatt Sicks.

    Chapter Six: Face to Face or On the Heels of Greatness

    Your decisions now influence your championship pursuits:

    • Forgiving Moreno results in the Women’s Archetype Championship side plates, the second wind payback, or spirit breaker items.
    • Forgiving Hector or turning heel offers options like the Men’s Beware of the Dog Jacket or Cody Rhodes’ suit.

    Rise Matches Unlockables

    During MyRise, you participate in Rise matches, which are scored with star ratings. The game tracks how many stars you earn, unlocking rewards accordingly. These include:

    • 10 Stars: Unlocks the BCW Arena and Buzz.
    • 43 Stars: Opens the LAW Arena.
    • 46 Stars: Grants access to Chase.

    Tracking your star count is essential to unlock these additional arenas and features, enabling further progression and customization options within the mode.

  • Things to Know Before Completing StarRupture and Solving Its Challenges

    Things to Know Before Completing StarRupture and Solving Its Challenges

    Many open-world survival and factory simulation games are out there, but few combine both genres. That’s why StarRupture is such a unique game in the industry. When you first start playing, it can be challenging to get into, but once you do, you’ll find an entire planet ready for exploration.

    If you enjoy building your base and optimizing production, there’s plenty for you here as well. The game can feel a bit overwhelming at first because there’s a lot of information to absorb, but these tips can help you have a smoother experience and enjoy the game more.

    StarRupture is currently in Early Access, so some features mentioned here might change over time.


    How to Unlock the Map

    When you land on Arcadia-7, pressing the map button won’t do anything initially because the map feature isn’t unlocked right away. You don’t have to play the whole game without it, though. Progression involves satisfying large corporations back on Earth by sending them various crafted items. One of these, the Moon Energy Corporation, will reward you after completing certain orders. Once you reach level three with this corporation, the map becomes available, which you can access by pressing “M” on your keyboard.

    To reach level three, you need to complete two more orders for the Moon Energy Corporation after finishing the tutorial. Right now, the game doesn’t have a mini-map — the full-screen map will automatically show your explored areas once unlocked. You can uncover more by exploring around and removing the fog of war.


    Harvesting Ores and Managing Your Mining Tool

    One of the first things you’ll do in Arcadia-7 is use your mining tool to collect ores and meteorites, which is part of the tutorial. These resources are essential for crafting and building your base. While mining, you’ll notice a heating bar at the bottom of your screen. If this fills up completely, your tool will overheat, making it take longer to cool down. To prevent overheating, press the reload button on your tool just before the bar fills up.


    Switching Characters Anytime

    At the start of the game, you’ll choose from one of four characters. Their personalities influence dialogue but don’t affect gameplay directly. If you accidentally pick one you didn’t intend to, you can change your character at any time using the Regeneration Chamber, which is located on your ship or built in any habitat using 100 Basic Building Materials. These chambers also serve as respawn points, but only one can be active at a time. If you’re heading into a dangerous area, it’s smart to set up a habitat with a new regeneration chamber nearby, so you have a place to respawn.


    Always Keep Plenty of Ammo

    Enemies will respawn after each planet wave, which makes exploration potentially dangerous, but they won’t stop appearing. The only exception is inside fully explored outposts. Since enemies keep respawning in different locations, it’s important to carry a lot of ammunition. Different guns require different ammo types, and during a single expedition, you could use over 500 rounds. Since ammo can be crafted with basic materials, it’s easy to restock.


    How to Unlock Your First Weapon

    You start with your mining laser, which can take out small groups of enemies, but you’ll need a proper weapon for larger hordes. To unlock your first gun, reach level two with Griffits Blue Corporation by completing one of their orders after the tutorial. This unlocks the UPP-7 Pistol, which holds nine rounds per magazine. The game also features more advanced weapons like:

    • MAR-9 “Phantom” (Assault Rifle)
    • SLAMS-12 (Shotgun)
    • M175 “Grim” (Machine Gun)

    You can unlock these by spending War Bonds after upgrading your Equipment Station.


    Dealing with Wave Explosions

    There’s a warning when increased Ruptura activity is detected, signaling an incoming wave. After the countdown, a massive explosion occurs, which can instantly kill you if you’re caught outside or unprotected. The planet remains very hot afterward, causing continuous damage. The best way to avoid this is to hide inside your habitats. Remember, underground caves and abandoned outposts do not prevent heat damage. To prepare, always carry at least one Meteorite Heart and some basic building materials so you can quickly craft shelter if a wave hits unexpectedly.


    Keep an Eye on Structure Lights

    If you’ve played factory simulators, managing multiple structures can be overwhelming, especially as you expand. In StarRupture, each building has a light indicator with three different colors:

    • Blue: The building is functioning properly.
    • Red: The power grid is short on energy; you need more generators.
    • Yellow: Something’s stopping the building from working normally, such as missing input materials or not selecting a recipe.

    Apart from your base, exploring abandoned structures and outposts reveals loot and resources, often marked by yellow lights indicating they’re worth checking out.


    Spot Enemy Weaknesses

    While exploring, you’ll face various enemy types. Some are common and easy to defeat, others are rarer and more challenging. Every enemy has a weak spot; for most, it’s their glowing red eyes. Others, like certain crab enemies, have body parts like a tail that shields them. Shooting these weak points will save ammo and make battles quicker, allowing you to explore more in less time.

  • Should You Break Wyll’s Contract in Baldur’s Gate 3? A Complete Guide

    Should You Break Wyll’s Contract in Baldur’s Gate 3? A Complete Guide

    Completing Wyll’s personal questline in Baldur’s Gate 3 can take a lot of time, often almost the entire game. Wyll’s story includes small plot points in the first two acts that lead up to a major choice in Act 3.

    When you reach the outskirts of Baldur’s Gate, Wyll will be given the chance to break his pact with Mizora permanently. However, this choice comes with a significant sacrifice that some players might find too steep. This guide explains how to start this scene for Wyll, the advantages and disadvantages of each option, and how to get the best possible outcome for Wyll and the city.

    This guide contains spoilers for Act 3 and Wyll’s story. Specific quest details are saved for the last section.

    Updated December 26, 2025 by Ryan Thompson-Bamsey: We’ve revised this guide to better explain the steps for breaking the contract and saving a certain character!

    —

    ### How to Break Wyll’s Contract

    An option to end Wyll’s deal with Mizora will appear early in Act 3. Three conditions need to be met for this scene to trigger:
    1. Talk to Gortash during his Archduke ceremony in Wyrm’s Crossing.
    2. After the ceremony, talk to Duke Ravengard while Wyll is in your party. Wyll will comment that something’s wrong with his father. Talk to him again back at camp.
    3. Enter the lower city of Baldur’s Gate.

    If you meet these conditions, Mizora will visit your camp during your next long rest. Make sure you camp inside Baldur’s Gate to see her appear.

    Mizora will reveal that Duke Ravengard is being held captive somewhere you cannot access. She offers to help in exchange for ownership of Wyll’s soul, despite what you may have told her earlier in the game. If you sign her contract, she will reveal where the Duke is held, allowing you to rescue him. If you break Wyll’s contract instead, Duke Ravengard will die before your eyes. However, the actual results can be avoided with careful planning.

    —

    ### What Happens if You Sign the Contract

    If Wyll signs the new pact with Mizora, she will disclose Duke Ravengard’s location (see the “Should You Break Wyll’s Contract?” section for details). The map will mark the prison, and most party members will agree with this choice—including Wyll, despite his past relationship with Mizora.

    There are no gameplay changes from this decision, but it’s not a very good choice for Wyll. His combat skills stay the same, and your party won’t get extra rewards for accepting Mizora’s deal.

    —

    ### What Happens if You Break the Contract

    Choosing to break the pact frees Wyll from Mizora’s control, but this doesn’t happen until the very end of the game. Mizora will say that Ulder’s life is forfeit, but it’s just a bluff. Wyll will actually be free, and Duke Ravengard will not die immediately. Finding the Duke afterward may be tricky, but it’s possible.

    Party members’ reactions are mixed. Some will praise Wyll for standing up to Mizora, while others may feel conflicted about losing Duke Ravengard. Breaking the pact doesn’t cause Wyll to lose his powers, so he can still serve as a Warlock for the rest of your game.

    —

    ### Should You Break Wyll’s Contract?

    Breaking the contract is recommended in every playthrough. It’s possible to do this while also saving Duke Ravengard in the same game, but the quest will be slightly different if Wyll breaks his pact. For help locating the Duke, explore the docks of Baldur’s Gate, often with a spellcaster in your party.

    —

    ### Finding Duke Ravengard Without Witnessing Mizora

    Since Mizora won’t tell you where the Duke is, you must search on your own at the Iron Throne—a submerged prison. Start at the warehouse east of the Dock’s area, inside the Flymm Cargo Warehouse (coordinates: X: -161, Y: -141). Use the basement hatch there to reach a hidden dock with a submarine.

    Persuade or fight the owner of the submarine to use it, then travel to the Iron Throne prison. Keep in mind, entering this location can harm your standing with Gortash and block some diplomatic options.

    In the underwater prison, you’ll have five turns to rescue as many inmates as possible before it blows up. To save Duke Ravengard, head to the eastern wing, unlock his cell, and heal him. Do not let him leave the cell immediately; position some party members nearby before he escapes.

    Once Ulder leaves his cell, Mizora will show up and attempt to kill him. Six explosive spiders will spawn next to the Duke. You can teleport him away with spells like Dimension Door or kill the spiders with your party. Escort Ulder to the submarine, healing him along the way.

    After rescuing the Duke, talk to him at your camp to advance Wyll’s story. Mizora will have new dialogue, which isn’t essential. Wyll will no longer be Mizora’s pawn, and the Duke will be safe. This is considered the best ending for this quest and has no significant long-term effects.

  • Should You Spare or Kill Dr. Giles Rasmussen in The Outer Worlds 2?

    Should You Spare or Kill Dr. Giles Rasmussen in The Outer Worlds 2?

    In The Outer Worlds 2, you can help your team members through companion quests. Inez’s second quest is called “A Most Extraordinary Specimen.” In this mission, she finds out about a facility involved in some wicked practices related to her grafting procedure. You travel to Cloister to look into the matter.

    This leads to an interesting quest where you search a dangerous laboratory for an even more sinister doctor. During your investigation, you complete several objectives. Here is a full walkthrough of the quest, including the outcomes based on your choices at the end.

    Starting the Quest

    The quest starts when you meet a courier at the Undisputed Claim. He is near the entrance to the Value-Added Esplanade and approaches you as you get off the tram. He has a message for Inez, but it’s a video message, so you need to wait until you’re back on your ship to view it.

    Viewing the Message

    Once back on your ship, Inez is nearby the viewing area. Go over and insert the message into the terminal to watch it. It’s from Ortiz, Inez’s old friend, who directs you to a messed-up lab on Cloister.

    Finding the Lab

    The lab is located in the northeastern corner of Cloister. To reach it, you must cross a bridge in the region’s center, which is filled with Zyranium gas. You need the Gas-Energy Deflection Apparatus to survive the gas. After crossing the bridge, you make your way through Auntie’s Choice Forward Operating Base to get to the lab.

    Getting Past the Zyranium Gas Leak

    Inside, the first obstacle is a large Zyranium gas leak blocking your progress. Several methods can help you get through:

    • Hacking Method: If your hacking skill is level 7 or higher, hack the terminal to vent the gas on the left side.
    • Engineering Method: With engineering level 4, you can go through the door on the right, drop into the gas area, and use a valve with your engineering skills.
    • The most straightforward way is to climb onto the yellow pipes next to the terminal.

    After handling the gas, enter a floor vent and crawl through. On the other side, you’ll find a door inside the ice. Inez opens it, leading you to an elevator that takes you down into the lab.

    Talking to Inez

    Upon entering, Inez is in a room with tanks containing creatures. She initially thinks the large one is Ortiz but quickly realizes it isn’t. Before speaking with her, it’s wise to read the terminal in the corner to gather additional information for your conversation.

    Dealing with Hostile Creatures

    After leaving the Ortiz-like figure’s room, you hear the doctor calling for help. He’s trapped inside his office, with dangerous creatures outside, including a fierce Ursopod. It’s your task to help him eliminate the threats.

    There are two ways to handle this:

    • Peaceful Approach (requires Medicine 7): Head left from the fake Ortiz room, descend the stairs, kill the two creatures blocking your path, then enter through the door. Inside, find a cub on a table and a desk with Arctic Ginseng Extract. Use your medical skills to craft a stimulant and activate the machine on the right to open the large door and proceed.
    • Violent Approach: Use weapons and combat skills to fight. Inside the bathroom, crawl through a vent to access the creature area. Then, fight or use other tactics to clear the creatures.

    Confronting Dr. Giles Rasmussen

    After the creatures are dealt with, confront Dr. Rasmussen, who is hiding in his office corner. He is responsible for the terrible activities at the facility. Your dialogue choices will determine his fate.

    Killing the Doctor

    To kill him, choose options that accuse him of lying, being responsible, and justifying your actions. You can say things like:

    • He’s not just a butcher; he’s a liar.
    • Who is his “sponsor”?
    • He’s heard many monsters use that excuse.
    • His subjects suffered greatly.
    • Maybe he’ll grow wings and fly someday.
    • Void him—he’s no failure now.
    • His research caused harm that can’t be justified.
    • Auntie’s only cares about using and discarding people.

    After this, Inez will shoot him. Loot his body for his keycard and the Mechanical Augmentation. The keycard allows access to grafting parts for Inez, which is a main reward for killing him.

    Sparing the Doctor

    If you prefer to spare him, select dialogue options that portray him as a liar and a murderer, but also show that you’re open to his potential help. For example:

    • He’s a butcher and a liar.
    • What’s his “sponsor”?
    • Many use that excuse.
    • His subjects suffered.
    • Maybe he can help Inez with a graft.
    • This might prove he’s worth saving.
    • His research could help many.
    • It’s a personal choice, Inez—you decide.

    If you spare him, Inez will decide to let him live. He will give you his keycard and open two pods containing grafts: Mantiqueen and Ursopod. You can take both as your main reward for sparing him.

    Visiting Ethel’s Lab

    Regardless of your decision, the last step is to go back to Ethel on Paradise Island, where she’s still in her lab at Fairfield. She will use the grafting parts you collected to give Inez an upgrade. If you killed the doctor, she’ll use the Mechanical Augmentation; if you spared him, you’ll choose between the Ursopod or Mantiqueen upgrades.

    Final Scene

    After the upgrade, you have a brief conversation with Ethel. The quest ends with you receiving either “Half Truths in Advertising” (if you spared Rasmussen) or “Full Measures” (if you killed him).

  • You Can’t Delete Your Character in Where Winds Meet: Completing and Solving

    “Where Winds Meet” is a new free-to-play open-world action role-playing game (ARPG) from NetEase Games. In the game, you create a character, play through the story, and then focus on endgame activities like grinding, dungeons, and raids. A key point to keep in mind is that once you create a character, you cannot delete it—currently, there’s no option to do so.

    Because of this, it’s important to think carefully when setting up your character. Choose the exact look and skills you want from the start, and select the difficulty level that suits you best. If you want to start fresh later on, you’ll need to create a new account.

    Character Creation Guide

    You can customize your character in detail or use preset options. These cosmetic choices don’t have any effect on gameplay, so you don’t need to worry about them changing later.

    You also get to decide the difficulty level of your character. When starting, you can only choose Expert difficulty. If you select Expert and then switch to a lower difficulty, you won’t be able to go back to the tougher setting.

    Note: If you complete the game on Expert difficulty, you’ll earn a special cosmetic badge to show other players that you’ve conquered the hardest level.

    For experienced players familiar with tough games like Sekiro, choosing Expert can provide a challenging experience. If you prefer a more relaxed gameplay, the Recommended or Story difficulty options are better choices.

    Why Can’t You Delete Your Character?

    Currently, players can only have one character in “Where Winds Meet.” Once a character is created, it’s permanently linked to your account. To make a new character, you’d need to set up a new Steam account or access the game on a different platform.

    It’s worth mentioning that players on the Chinese version of the game have been able to have multiple characters per account. The developers are aware of this issue and have indicated they may be working on a fix through their official Discord channel.

  • Should You Side With Svoboda or Alva in The Outer Worlds 2? Completing or Solving?

    Should You Side With Svoboda or Alva in The Outer Worlds 2? Completing or Solving?

    The second major area you explore in The Outer Worlds 2 is Golden Ridge. While there, you meet a man named Abbot Newell, who asks for your help with a few different tasks. One of those tasks is to investigate Zyranium Manufactory VII.

    This factory is located directly north of Matriarch’s Mercy, where you first met Abbot Newell. When you arrive, use the intercom at the front entrance to notify them that you have a Writ of Investigatory from Abbot Newell. This will grant you access inside.

    Let the person on the other end know the Writ is with you, and they will permit entry. Once inside, approach Factor Metadier, who is in the small room to your left as you enter. Use your Writ of Investigatory again to gain access to the elevator and learn more about the situation by chatting with him.

    After that, head through the door beneath the flashing red light and take the elevator down. Once it stops, speak with Proctor Svoboda, who will firmly believe Initiate Alva is responsible for the attack on Auntie’s Choice. You should investigate further rather than accepting her statement immediately, so don’t just agree with her.

    Proceed to talk with Initiate Alva, who is inside a room locked behind a door marked with bloody handprints. Use the intercom to speak with her—she seems to be hiding something. Agree to help her by heading to the Records Repository to look for evidence of her innocence.

    The Records Repository is located slightly north of where Alva is held. Inside, you’ll find a large book titled the records book. Examine it—doing so may allow you to look closer, lick the paper (if you have the Dumb trait), or apply your expertise (if you have the Ex-Convict background). There will be something odd about the records.

    Next, check the terminal in the same room for more details. After reviewing the records, return to Alva. She will be talking to Factor Metadier, and you should report your findings to both. They will direct you to investigate a few more locations.

    One key place is Central Processing, situated south of Alva’s location. Head across the bridge to another elevator that will take you up to Central Processing. There, you’ll encounter numerous enemies—eliminate them to proceed.

    After clearing the enemies, focus on the broken door with someone behind it. If you possess the Brawny trait or have Engineering skill at level 3, you can unjam the door directly. Otherwise, head to the left and around the corner to find a switch on the wall that opens the door.

    Once inside, speak with Archivist Conkling, who is available to answer your questions. Your main goal is to ask if you can reroute launch coordinates from Central Processing.

    Further investigation requires examining exposed wires in the back of the room. Return there after the conversation and inspect them—using Observation 5 skill or the Innovative trait will help you learn more, but a closer look will suffice.

    Another area to explore is Refinement Logistics, located in the northern part of the facility. Find the hatch leading into the Toxic Effluvium Repository; it’s to the left after exiting the main office area. Navigate around to reach it.

    When you reach the hatch, work your way through the area, climbing up to an elevated platform by following the path along and jumping across pipes, then climbing the ladder nearby. Inside, find a blue device on the wall. Examine it using expertise at Explosive 5, a Lucky trait, or just a careful look.

    This room contains multiple computers and machines. Check the one on the wall to the right—the blue device—to gather more information, then you’re finished here.

    Throughout your investigation, you’ll be faced with a choice: side with Alva (whose real name is Marisol) or Svoboda. When you return to Alva, she will reveal that she’s been lying about her identity, and fully believes Svoboda pulled the strings behind the attack.

    You must decide whether to confront Svoboda or blame Marisol. Siding with Svoboda involves rejecting Marisol’s claims and results in killing her, with little reward besides loot. Siding with Marisol, on the other hand, delivers true justice since Svoboda is guilty, and gives you access to her terminal, revealing dirt on Abbott Newell and the Seer. Additionally, Marisol can become your companion after the decision.

    Most players find little benefit in siding with Svoboda, whereas siding with Marisol grants a valuable companion and access to her terminal, aiding in future quests like On the Trail of the Traitor.

    Next, proceed to the Toxic Effluvium Repository. Whether you side with Svoboda or Marisol, you need to access it—Svoboda grants you direct entry, but if you sided with Marisol, you will have to use the villain’s terminal to gain access.

    Exit Svoboda’s office and locate a hatch on the left, which marks the entrance to the toxic repository. Work your way around to it, navigating the area when you reach it.

    Once inside, explore the items on the table and find the terminal behind it. Interact with the terminal to finish your investigation.

  • Should You Give the Pupa to Bradford or Wentworth in Outer Worlds 2?

    Should You Give the Pupa to Bradford or Wentworth in Outer Worlds 2?

    The Outer Worlds 2 is a satire that sometimes seems hesitant to fully show its teeth. With this sequel, it shifts away from simply highlighting the horrors of late-stage capitalism spreading into space, instead emphasizing how different extreme economic beliefs clash with each other.

    But often, reality is more bizarre than fiction. It’s in these moments that the game draws from real life, making its story genuinely funny. For example, amidst all the corporate chaos, who would have imagined a military leadership crisis involving a supposedly intelligent Mantisaur?

    How To Get The Pinching The Pupa Quest

    The “Pinching The Pupa” quest can be started on its own, but it’s usually part of the larger “Invocation Of Inconclusive Innocence” quest. Your task is to deliver a peace message to Durban, the leader of Outpost Opportunity, deep in no-man’s land.

    Durban isn’t quick to accept the message. He’s dealing with many problems, and one misstep—like a missile landing nearby—is not enough to fix everything. However, if you help him with some of his issues, he’ll agree to send the message higher up the chain to Auntie in the name of peace.

    He gives you three tasks to choose from, but for now, we focus on one. Durban mentions that Fort Endurance, further north, has installed a Mantisaur as its leader, sparking a power struggle. Solve that, and the message will be accepted.

    Travel to Fort Endurance and talk to Wentworth, Bradford, and Wojtek (that’s the Mantisaur). This begins the “Pinching The Pupa” quest.

    Note: You can also work on solving a murder investigation here, which is another of Durban’s requests.

    Meeting With Bradford And Wentworth

    Wojtek, the Mantisaur officer, is hard to miss. You’ll see many domesticated animals around Dorado thanks to Auntie’s influence, but Wojtek appears to be a free agent. Interestingly, only Wentworth can seemingly hear Wojtek’s thoughts and communicate with him.

    After speaking with Wentworth, he explains Wojtek wants to bring more Mantisaurs into his ranks. There’s a nest of zyranium-infused Mantisaurs to the east. If you retrieve a pupa from there, Wojtek could raise it as part of Auntie’s Choice. Doesn’t that sound reasonable?

    Bradford, however, doubts Wentworth’s claim that he can talk to Wojtek, but agrees that the pupa could be useful—to investigate its properties and see if they can improve Auntie’s forces.

    You don’t need to choose sides yet; your main goal is to get the pupa.

    Securing the Mantisaur Pupa

    The map marks a large area east of Fort Endurance for the pupa location. It’s within a Mantisaur Den, heavily populated with Mantisaurs. You can try fighting your way through or sneaking past them. To find the pupa, head to the deepest part of the den — further east. Be prepared for a fight and take your time to divide and conquer, especially if you choose to engage.

    At the very end, spot the nest tucked away in a corner, guarded by a Mantisaur. Approach with caution, either stealthily or by taking it down, because alerting the entire den could swarm you.

    Tip: Equip gear that boosts your sprint speed before grabbing the pupa. You’ll need to make a quick escape.

    Once you grab the Zyranium Mantisaur Pupa, the den is alerted, and Mantisaurs will spawn endlessly, trying to overwhelm you. Your only option is to sprint out quickly. Your sprint speed is much faster when in combat, so use that advantage. After escaping, return swiftly to Fort Endurance.

    Who Should You Give The Pupa To?

    Back at Fort Endurance, you have the choice of who to give the pupa. Talk to Bradford for a straightforward handover—no fuss. If you choose Wentworth, he’ll be thrilled, but Bradford will try to persuade you to give her the pupa instead.

    Pro tip: Save your game before handing over the pupa, as a combat situation is imminent.

    If you give the pupa to Bradford, she’ll thank you, giving you “Cleo’s The Hunt,” a special weapon, along with 1,500 bits. Wentworth will be upset and angry at your disobedience, insisting he can still talk to Wojtek.

    Handing the pupa to Wentworth results in Wojtek devouring it immediately, which infuriates Wentworth and ruins his plans to create a Mantisaur army. Ironically, he couldn’t truly communicate with Wojtek after all.

    In either case, you get the same rewards.

    Defending Fort Endurance

    Following your decision, the fort is suddenly attacked by waves of Mantisaurs—dangerous and powerful foes. Make sure to save the game beforehand because casualties could be severe. The attack includes multiple waves of Mantisaurs, mostly like Wojtek, and some Mantiwasps. Stay at the gates, mainly where Wentworth and Bradford are, and do your best to hold them off.

    Wojtek will help defend the fort, so try not to harm him—Auntie’s respect depends on it. Establishing a strong defense will eventually end the attack, completing the quest. Afterwards, you can talk to the surviving characters if you want, but that’s optional.

  • Should You Let Alva Complete Dagmar in The Outer Worlds 2?

    Should You Let Alva Complete Dagmar in The Outer Worlds 2?

    Many companions in The Outer Worlds 2 are charming and sometimes challenging, adding variety but also with their own personal struggles. Aza, in particular, has significant issues.

    It’s clear that Aza isn’t entirely stable. The Glorious Dawn looms large in her life, and its leaders have now decided she should be killed. To her, this is a serious mistake, caused by a traitor within the cult. She wants you to uncover the truth behind it all.

    How To Get The Stabbing At Shadows Quest

    Starting this quest can be tricky. The main requirement is that you’ve already finished Aza’s earlier companion quest, The Dawn Of A Glorious Betrayal. In that quest, she learns that someone ordered her assassination from the leader of the Glorious Dawn, Dagmar, but she doesn’t believe it. She’s the only one the leader, Dagmar, communicates with.

    Once that quest ends, you’ll likely encounter this new quest while traveling with Aza. She’ll approach you for help, signaling that she’s ready to start. Look for a speech bubble above her head after you get the Rift Modulator on Praetor, which is often when she’ll offer the quest.

    If she doesn’t approach you herself, you can manually start it by taking her to any Glorious Dawn camp. Since you’ll need to visit these camps anyway for other parts of the quest, it’s convenient to do so now.

    Which Glorious Dawn Camps to Explore

    When Aza brings up this quest, she’ll mention she needs to contact a friend named Severin inside the Dawn. He might have left a message for her in one of the camps, which are located on both Cloister and Praetor.

    In her previous quest, Aza used a communication device to find out who led the cultists that kidnapped her. You’ll look for similar devices in the camps to find Severin’s message.

    Aza gives a list of possible camps, but only one contains the device you’re after. For our playthrough, the right camp was on Praetor, directly across from Central Control. Head there and interact with the communication device to get Severin’s message, which confirms she should meet him on Cloister. Since secure messages aren’t sent over open lines, this makes sense.

    Note: There’s also a Rift nearby you can open with the Rift Modulator. Doing so can reveal unique weapons emerging from the Rift, though hostile Glorious Dawn cultists may also appear.

    Meeting With Severin

    Travel to Cloister now. Severin, who isn’t near fast travel points, will likely be hiding in the icy dunes, away from main areas. Be prepared for a trek.

    When you find Severin, he appears tense. Aza said he was trustworthy, but not necessarily reliable. Severin reveals that Dagmar, the exalted leader, told him directly that she intended to kill Aza. This infuriates Aza, as she was the only one Dagmar communicated with. She becomes furious and wants Severin to suffer.

    You have a chance to persuade Aza to show mercy by passing a Speech check of at least 11. Without it, Severin and his Protectorate Sentinels will be eliminated.

    Afterward, Aza learns that Dagmar is working with the Protectorate. If she seeks answers, she tells you to return to Central Control on Praetor, where details about Dagmar’s dealings with the Protectorate are likely stored.

    Finding Dagmar

    Head back to Praetor. If you’ve previously completed parts of Tristan’s quests, you might have already been inside Central Control. If not, you’ll need to gain access through one of several ways:

    • Climb over the wall near the containers’ left side.
    • Find the hidden wall in the Tomb of the Matriarch leading directly into Central Control.
    • Talk to a Protectorate soldier at the entrance and pass some Skill checks.
    • Or, just rush in and fight your way through (not recommended due to tough enemies).

    Inside, beware of a powerful Bunker Automech, which hits hard and has a lot of health. Stealth or high Hack skills paired with strong Shock weapons are best for taking it down.

    Your main goal is to find the room on the right of the entrance where soldiers and the Automech gather. There’s a northern door that leads into the same room with less protection. Interact with the terminal inside to see a message from Dagmar, who has sent a kill order against Aza. This confirms that she’s acting against Aza and secretly working with the Protectorate.

    Note: If you visit this station before starting the quest, the terminal will be inactive.

    Next, a monitor turns on showing Dagmar herself, in a Protectorate uniform. She’s a Sentinel, revealing she’s part of the Protectorate and created the Glorious Dawn to mislead the Sovereign about rifts, steering him back to Protectorate control. Aza, of course, plans to kill her for this betrayal.

    Dealing With Dagmar

    To confront Dagmar, locate her office inside Central Control. Even if you’ve cleared out the enemies, more will appear as part of the story. Find a vent and go through it to approach silently. The door to her office is locked, but there’s a small panel on the wall you can remove to crawl through ventilation into her room.

    Aza is eager to kill her, but you have options. If you have a Speech skill of at least 17, you can talk her down. Without that, you’ll need to fight and defeat her.

    If Dagmar dies, you can retrieve Aza’s Advanced Mod Kit from her body. If she survives, she might surrender it. If Aza kills Dagmar, she will take over as the cult’s new leader. If Dagmar lives and Aza refrains from killing other cult members, she might turn away from her violent path altogether.

  • Should You Side With De Vries in The Outer Worlds 2? Completing or Solving?

    Should You Side With De Vries in The Outer Worlds 2? Completing or Solving?

    From the very first moments of The Outer Worlds 2, you’re introduced to Augustine de Vries, an agent of the Earth Directorate and the mastermind behind the Horizon Point mission. After completing that mission, you discover that Augustine’s tough exterior hides her true intent: she has betrayed everyone, leaving you, Niles, and others for dead.

    Now, you’ve tracked her down to Greater Tranquility Station. De Vries is still determined to stop the alliance between Auntie’s Choice and The Order. She plans to assassinate their delegates to prevent the two from joining forces. But you don’t have to worry about her plans; your main goal is to bring her to justice.

    ### Preparing For The Fiends In High Places Quest

    Before jumping into the main story, it’s important to get ready. Once you complete this mission, you can’t return to Greater Tranquility Station, so make sure you’ve done everything you need to beforehand. Be confident in the companions you bring because you won’t be able to change them after landing.

    You also won’t be able to leave the station once the mission starts, so finish any side tasks, especially companion quests, before you begin. How you handle Seer Wiley in On The Trail of a Traitor will influence enemy behavior during this quest — if you saved the Order members, Wiley will have sent de Vries station codes, giving her control over the station’s automechs. If you have enough Hack skill points, disabling the automechs becomes easier, making the fight simpler.

    Bringing Niles along will significantly influence the final showdown with de Vries. He has a long-standing grudge against her and is unlikely to be sympathetic. Consider whether you want to have him as a companion, depending on how you feel about Augustine.

    ### Exploring The Greater Tranquility Station

    You start at the station’s landing zone, where a ship belonging to Augustine is parked opposite yours. If you have the Scrapper Perk, you can interact with the satellite on her ship. Otherwise, there’s little to do here — just head inside.

    Once inside, you’ll meet a soldier you can talk to. Failing skill checks here means fighting, but otherwise, you can download the Greater Tranquility Station Targeting Protocol from a terminal, which will be useful later. Grab the station fuse and insert it into the nearby console to activate the platform that takes you to the first station section.

    #### First Section

    This part features a large room with enemies and automechs. Using the Targeting Protocol, you can make the automechs target everyone, including enemies, which might help you in the fight. You can also disable the automechs completely with enough Hack skill, preventing them from attacking altogether.

    A traitor in this area will have a keycard for Greater Tranquility Maintenance Access, so pick it up to expand your exploration. There’s a hidden door on the east side of the lower section that only high Observation skill or a companion like Tristan can open, revealing a small room with useful items such as the Tranquility Staff Log and Erica Wang Pitchball Card.

    From here, you can either use the maintenance card to access the area below or hack a console further ahead — both routes lead to the same destination: another fuse station. Use Tactical Time Dilation to slow down a nearby fan and walk through it to retrieve a fuse if needed. Slot the fuse into the console before crossing to the second station section.

    #### Second Section

    This area contains no enemies initially, offering a chance to gather items from lockers and examine the environment. The vendor mech here offers valuable items like an Advanced Decryption Key and Black Hat, which lets you hack automechs from afar — if you’re skilled enough to open his door, you can take them for free.

    Proceed across the platform, which requires a fuse to operate. Use an extra fuse found in an open room or one you brought with you; in some cases, you might find a fuse near a moving fan, which you can slow down with Tactical Time Dilation. Use the fuse to activate the platform further along the station.

    In the next room, you’ll face Verachnid Mines. Quickly eliminate these before they destroy themselves. Take note of notes from Mechanist De Soto explaining their purpose and use the Gas-Energy Deflection Apparatus to avoid poison.

    Cross the platform to reach the final station area.

    #### Final Section

    This large, ominous space is filled with red mist and massive machines you can’t approach. Before proceeding, pick up the Siri Xie Pitchball Card from a container and examine any notepads if you have the necessary Skills. Climb the stairs, where you’ll be immediately detected and forced into a ranged battle. Long-range weapons like Snipers will be very effective here, but it’s not necessary to defeat all enemies right away — it will make the final phase easier.

    Before climbing, hack the assembly line consoles behind the stairs to disable automechs, limiting the number that can spawn during the boss fight. Use your Hack skill points to disable some or all bays. Then, activate the bridge by removing fuses on each end, opening the lower rooms where these fuses must be placed. Use Tactical Time Dilation to walk through fans and insert the fuses.

    Afterward, the bridge will connect both sides. Clear out remaining enemies in the area, then proceed through the door into the elevator for the last phase.

    ### Confronting De Vries

    Once you step into the final room, you’ll hear a debate between delegates. Save your game here, as your conversation choices will heavily influence how things unfold. Augustine quickly focuses her attention on you, and you’re free to kill her at any time. She’s not a tough opponent but listening to her explanation may reveal her motivations.

    She tells you about the rifts destroying the Arcadia star system and claims the rift modulator is necessary to control them. In her view, only the corrupted version of The Order can be trusted to manage it — she believes their current state is misguided, and that preventing a peace deal now is the only way to truly prevent mutual destruction.

    If Niles is in your group, he’ll strongly urge you not to trust her. If you’ve spoken with him about Augustine beforehand, he’ll try to calm you down. You can also remind him of the advice you gave him earlier in the game; he’ll reference it directly, affecting his responses.

    You have two choices: support Augustine or oppose her. Supporting her will lead to her killing the delegates and leaving her plans in your hands, ensuring no future peace between the factions. Opposing her will require killing Augustine, preventing the delegate assassinations, and possibly setting the stage for an alliance between Auntie’s Choice and The Order if you assist both factions enough. This won’t be a full peace but will extend the ceasefire and set up future negotiations.

    ### Escaping The Greater Tranquility Station

    No matter your choice, the station’s rift begins to expand, gradually consuming the station itself — a disastrous outcome. Aza, even with her fascination with the rift, advises caution. Before escaping, make sure to collect any loot dropped by de Vries, including her unique Sniper Rifle, The Simplifier, which has an effective range of 25,000 meters, near-perfect accuracy, and a multi-level zoom scope — a truly formidable weapon.

    The escape route becomes considerably faster as the station starts to collapse. New paths open as the station is torn apart, allowing a direct shot back to your ship. Quickly board your ship and watch as the station is swallowed by the expanding rift.

    Looking into the sky afterward, you can see the enlarged rift on any planet — a strange, striking sight.

    With de Vries’s story wrapped up, two new planets are unlocked for travel. If Niles survived, be sure to talk to him; depending on your decisions, he’ll have feelings and thoughts he might want to share.

  • Can You Save Audra in The Outer Worlds 2 Through Completing and Solving?

    Can You Save Audra in The Outer Worlds 2 Through Completing and Solving?

    Companion characters are a core part of any party-based RPG. Obsidian is well-known for crafting memorable companions, and in The Outer Worlds 2, there’s a diverse cast of characters for you to meet. Each companion has their own set of quests that help develop their stories both narratively and through gameplay.

    Niles Abara is the first companion you’ll meet during the game’s opening mission. He becomes your ally after you’re stranded in space for ten years. That time in deep space is enough for him to have some regrets, and he needs your help to resolve those before focusing on the mission ahead.

    Unlocking The Pressing Cares Quest

    Niles’ initial companion quest, called Pressing Cares, can be started very early but isn’t obvious. It isn’t discovered simply by talking to an NPC or marked on your map. Instead, Niles himself must offer it, which only happens when he’s in your party as you explore.

    The quest usually triggers after you’ve spent enough time exploring Fairfields. Being close to Augustine de Vries might remind Niles of his past. When the opportunity arises, a dialogue icon will appear above his head, signaling that he’s ready to talk about it. To start the quest, just speak with him. Niles had a partner named Zebulon during his time away, who he left behind after a dispute. Zeb wanted to escalate attacks on the Protectorate, but Niles kept his cover, causing him to disappear suddenly. Now, Niles wants to make amends.

    Meeting With Zeb

    Zebulon is located further north than Fairfields, in Westport—a city that was flooded and abandoned by the Protectorate after an invasion. Interestingly, Westport is not on the west side of the map but on the east, making it the largest settlement on the southern island and a recognizable landmark.

    You won’t find Zeb in the city itself but in the flooded area nearby. To reach him, you’ll need to navigate past the Bridge of the Reverent, which might require sneaking in from the northeast corner of the map. Here, you’ll find a sunken ship, which you can access if you have P.A.L.E. boots—these allow double jumps and are obtainable through a specific quest called A Final Death for Gravity.

    Once on the northern island, head to the landing pad near Zeb’s hideout. Guarded by Protectorate soldiers, you’ll want to be discreet, although direct combat is also an option, which won’t impact the quest’s outcome.

    The Subversives, Zeb’s group, are found in a cell behind the landing pad, away from patrols. You can take your time here, but be aware that most of Zeb’s subordinates have been killed—only Audra remains alive. She has the cipher they stole, but she refuses to leave because she plans to blow up the Protectorate ship with herself aboard, making it look like a maintenance accident.

    Convincing her to abandon her plan is possible with multiple dialogue options involving Engineering, Explosives, or Speech checks. Niles also supports her decision. Afterward, she will thank you, and you can inform Zeb of what happened.

    Returning to Zeb

    When you reconvene with Zeb, he will ask where the Subversives are. The scene quickly shows the Protectorate ship exploding. While there’s an Explosives check involved, it’s obvious what has occurred. Expressing sympathy is recommended to keep your character’s integrity intact.

    Zeb acknowledges the sacrifices and recognizes that the cipher’s recovery was worth it. He begins to mend his relationship with Niles and offers you an old mod kit, which he had kept for Niles years ago. This completes the Pressing Cares quest.

    Using Niles’ Field Tinkering skill, you can immediately apply the mod kit, which changes his appearance and allows you to switch between different upgrades as needed.

  • Can You Complete Willem’s Quest in Vampire: The Masquerade?

    Can You Complete Willem’s Quest in Vampire: The Masquerade?

    Since the start of Vampire: The Masquerade – Bloodlines 2, it’s clear that your character is quite powerful, especially after learning more about The Nomad. With this strength, most early challenges are fairly easy to handle.

    However, once you reach the To Founder On The Lethe quest, the real challenge begins. You will face many more enemies, and you’ll need a solid strategy to succeed.

    ### How To Get To Founder On The Lethe Quest

    This quest focuses on uncovering the meaning behind the mark on your hand. Before starting, you need to make some progress in the main story. After defeating Benny and becoming the sheriff, you must first stop a masquerade breach at the Atrium.

    After defeating Ysabella at the Atrium and talking with Ryong, you can exit Weaver Tower and meet Tolly at the bottom. He introduces the quest and instructs you to find Willem at the South Main Street Parking Lot. When you arrive, you’ll need to fight through many anarch enemies.

    > Tip: It’s best to stay on the rooftops while heading to the quest marker, since the entrance is only accessible from above.

    Before starting, unlock certain abilities, because the main difficulty of this quest is facing groups of enemies that include two or more elites at once. Fighting these groups directly usually results in failure. The recommended skills to unlock are:

    | Ability | Description |
    |———————|————————————————————————————————–|
    | Cauldron Of Blood | Boil an enemy’s blood to attract others, helping you avoid combat if needed. |
    | Possession | Take control of an enemy, forcing them to attack their allies. Beware – detection turns them hostile. |
    | Bladed Hand | Instantly kill smaller enemies or reduce an elite’s health by half with a quick strike. |
    | Blood Salvo | The strongest ability, allowing you to take out multiple elites with a few hits. |

    > Note: You can complete the quest with other abilities, but using this combination makes things much easier.

    ### How To Reach Willem In The Parking

    Head to the roof marked with a blue icon. Here, you’ll meet some anarch enemies guarding the entrance. Use the Cauldron of Blood ability on an adversary on the left side of the roof; this clears the way to enter the parking lot.

    The parking lot has two floors filled with enemies. On the upper level, you can possess an elite enemy to turn them against their allies, which helps clear out groups including elites, since they’ll keep fighting until they’re defeated.

    Repeat this process on the lower floor, but it’s recommended to possess a commanding enemy with a ranged weapon, since they survive longer and can take out more enemies before falling. After clearing both floors, proceed through the door to reach the staircase.

    ### How To Find Willem In The Plastic Factory

    Once inside the plastic factory, follow the simple path to an open area. Cross to the opposite side and climb the stairs twice to reach Willem. He’ll put you into an illusion, but you can choose “Is everything all right?” to get a positive response from him.

    > How To Break Willem’s Illusion

    Willem’s illusion traps you within the factory three times. Each time, you face different challenges: the first two are combat-based, and the third is a puzzle.

    In the first challenge, you’ll see Sabbat enemies. Use possession on the large elite in the area to eliminate most foes quickly. Once the enemies are dealt with, feed on the remaining ones to reveal Willem, who then causes the next illusion.

    The second challenges involve puppets. These don’t have blood, so you can’t feed on them, and they attack in waves. Move around constantly, attacking the puppets to survive. After defeating all the puppets, feed again to reveal Willem for the final illusion.

    The last challenge is non-combat. Use your Heightened Sense to follow the music. When you get close to a music player, use telekinesis to attack it, moving toward new sources as the sound moves. Follow the sound to reach the room where you first encountered Willem’s illusion.

    Once there, attack Willem directly to break the illusion. Although Sofia’s wishes to save him aren’t possible, you can choose comforting dialogue options:
    – “I can help you, Willem.”
    – “There is still hope for you.”

    After the explosion, the sequence includes several flashbacks, and the quest ends.

  • What Should You Do With Benny in Vampire: The Masquerade? Completing or Solving?

    What Should You Do With Benny in Vampire: The Masquerade? Completing or Solving?

    As you explore Seattle in Vampire: The Masquerade – Bloodlines 2, you’ll find yourself repeatedly working as the go-to person for various tasks in the vampire world. As you advance in the game, new main quests keep opening up, each demanding different actions from you.

    Some quests may have multiple endings based on your decisions, which can influence how your playthrough concludes. One example is the Star Of Cold Aspect quest, where you get to choose what to do with Benny at the end.

    How to Start the Star Of Cold Aspect Quest

    To begin this quest, you need to progress quite far into the main story. It’s a main quest, so it’s impossible to miss. First, you must enter the Weaver Tower and climb to meet Prince Ryong. Once you gain her trust a bit, she’ll ask you to meet her at Makom Bar the following day. Before that meeting, rest at your haven and go through Fabien’s initial flashback. Once you finish the flashback, you’ll wake up at your haven, and the quest will start.

    Finding Benny and the mess he left behind

    After meeting Prince Ryong at Makom Bar, she will tell you about the mess Benny left near the back entrance of the building. She asks you to handle it. To locate the mess, take the path on the right where Ryong was sitting—this leads you to the same place where Fabien’s flashback happened, where you’ll find a corpse against a large truck. Interact with the body to pick up Benny’s scent, then use your heightened senses to track his trail. This trail leads you to the bottom of the map behind the Glacier Hotel, where you’ll have to fight some Anarchs.

    How to Find Benny

    After defeating the Anarchs near the Glacier Hotel, check a nearby dumpster with a marker to find another body inside. This person will tell you Benny is hiding at his haven, an auto repair shop marked on your map. Head to this location, which is the next step in your quest.

    Entering Benny’s Haven

    When you arrive at Benny’s haven, the front door will be locked. Use your heightened senses to see scratch marks leading to the roof of the shop, where you’ll find a window. Climb through this window to meet Max, who will tell you Benny’s location. You can also choose a dialogue option to comfort him by saying, “You are not to blame.”

    Reaching Benny’s Location

    Follow the quest marker to an area called the Western construction site. The site will be filled with Anarchs, but you don’t have to fight them all. Instead, sneak past and use distraction tactics, like throwing a bottle or using abilities to lure enemies away. Using a special ability that makes enemies’ blood boil and attracts others around them can be especially helpful here.

    Once you’ve diverted the enemies, get close to the door and trigger a dialogue. This will highlight Benny’s trail when you use your heightened senses, showing it in white.

    Reaching Benny in the Construction Site

    Follow the scent into the building, descending a few floors to find Benny trapped behind a cement wall. Several enemies will be present — the best approach is stealth. Use gas cylinders scattered around to take out multiple enemies at once if you can group them together. Against tougher enemies, these cylinders are your best bet.

    At the bottom of the building, you’ll confront Benny, who is covered in cement. Approaching him triggers a fight. Benny will be your first boss fight in the game, with his HP bar displayed at the top of the screen. You must reduce his health three times to defeat him. He mainly uses two attacks: a claw slash after a charging move and a jumping kick followed by a slash. Benny can also dash to your location if you’re too far away, so stay alert.

    To defeat him efficiently, look for blue objects like guns in the environment with your heightened senses. These can deal significant damage. When phase two and three begin, four Anarchs will spawn and attack. It’s wise to draw their focus onto Benny first, letting them weaken each other, and then deal with the remaining enemies. Benny’s third-phase stomp attack deals massive damage in an area, so keep your distance during this move.

    What to Do After Defeating Benny

    Once Benny is defeated, Katsumi will arrive and give you a choice: either take Benny to Ryong or leave him with Katsumi. Choosing to take Benny with you doesn’t lead to a fight with Katsumi, but she will become angry. Leaving Benny with Katsumi will disappoint Ryong, but your decision may influence the game’s ending. Regardless, you will become the Sheriff of Seattle. You can also choose to say, “Alright. Let us talk,” which will earn a positive reaction from Katsumi.