All Tips and Tricks
829 tips across 41 games. Each one is a single mechanic and what it costs you. Every link goes to that tip on its game's own page.
Age of Empires II: Definitive Edition20 tips
- Halberdiers barely dent a CataphractAdvancedCombat
Cataphracts carry plus 12 cavalry armor, and plus 16 as Elites, which cuts the Halberdier's plus 32 bonus down to 20 or 16 before anything else applies. Mass Arbalesters or Champions against them instead of reaching for the usual cavalry counter.
- Heresy makes your converted units die insteadIntermediateCombat
That denies the enemy Monk the army it just took from you, a different problem from resisting the conversion at all. Devotion and Faith raise resistance, so the full answer to a Monk push is both halves of it and not either one alone.
- High ground is a 66 percent swing, not 25IntermediateCombat
Units above deal 25 percent extra while units firing upward lose 25 percent, and the two stack into a net two-thirds advantage. Tatars get plus 50 instead of plus 25. The Georgian bonus is buildings only, taking 40 percent less on high ground.
- Sicilian land units shrug off 40 percent of bonus damageAdvancedCombat
It is innate and not a technology, so every counter unit you build against them lands softer than the tooltip promises. The resistance never applies to their siege weapons, which is the one opening a counter push genuinely has.
- A loaded Mongol ram moves faster than Scout CavalryAdvancedMovement
A Siege Ram holds 6 units, and each garrisoned infantry adds a flat 0.05 speed and 10 attack up to plus 0.30, taking a base 0.6 to 0.9. Mongol Drill then applies an independent 50 percent multiplier, and that is what pushes it past a Scout.
- A forward Castle wants 10 to 12 Villagers, not twoAdvancedBuilding
Save the 650 Stone in late Castle Age, escort the group across the map behind your main army, and place the foundation within range of the enemy Gold vein or Town Center. Build with every Villager at once so it finishes before their army reaches your builders.
- A boar that loses sight of you walks back to spawnIntermediateEconomy
Boars walk at 0.8 and run at 0.96 once angered, which is faster than your Villager, so the entire lure rides on your head start. Issue one clean right-click back to the Town Center along a path the boar can see, because breaking line of sight behind trees resets its aggro.
- Deep fish out-gather foraging and match deerIntermediateEconomy
Send Fishing Ships to the deep spots and leave the shore fish alone, because the harvest rate beats land foraging outright and matches deer hunting speed. Shore fish are for a land Villager who happens to be standing nearby.
- Each garrisoned Relic pays 30 Gold every minuteIntermediateEconomy
That is 0.5 Gold a second per Relic sitting in a Monastery, so holding four is 120 Gold a minute arriving with no Villagers on it at all. On a map where gold veins run out, Relic control decides who still has an army in the late game.
- Hand Cart wants 60 to 70 Villagers before you buyIntermediateEconomy
Middle Castle Age is the window, and it adds another 10 percent movement speed on top of a plus 50 percent carrying multiplier rounded to 20 units. Researching it while your economy is still small spends the time without the fleet to spread it across.
- Scouts can push deer under your Town CenterAdvancedEconomy
Three of them accelerate food collection enough that some civilizations advance at 20 pop or transition with only three woodcutters. The cost is the Scout's map exploration for a few minutes, and that is the only part worth weighing.
- Selling 100 Wood returns 70 Gold, buying costs 130IntermediateEconomy
Food sells for 81 and buys at 150, and Stone buys at 169, so the spread eats roughly a third of every trade you make. The Guilds technology halves the Market tax from 30 percent to 15 and turns trading from a last resort into a plan.
- There is no way to buy gold at the MarketIntermediateEconomy
Selling Wood, Food, or Stone is the only route into it, which makes your Market fee a real strategic number. Saracens carry an innate 5 percent fee and cannot research Guilds, and Hindustanis lost Guilds too, though Grand Trunk Road cuts their fee to 10 percent.
- Wheelbarrow only pays off past 14 active farmsIntermediateEconomy
It costs 75 seconds, which is three Villagers of production time you are not getting, in exchange for 10 percent movement speed and a 26.95 percent carrying capacity multiplier rounded to 13 units. Below that farm count the delay is the larger number.
- Empire Wars hands you 27 Villagers and a BarracksNew PlayerProgression
It opens in the Feudal Age with Loom already researched and a working base standing, against Random Map's Dark Age start of 3 Villagers, 1 Scout, and a Town Center. Picking it means the whole build order layer of the game is simply gone.
- Every civilization has two Castle-researched unique techsNew PlayerProgression
One arrives in the Castle Age and sharpens the core bonus or unique unit, and the second lands in the Imperial Age and unlocks a stronger army ability. Both come out of the Castle, so a civ with no Castle up is a civ playing without half its identity.
- One cheat code voids the medals for that whole matchNew PlayerProgression
Typing anything like furious the monkey boy, how do you turn this on, or aegis disables the scenario medal and every campaign achievement for that game. Start a clean match whenever you are chasing a medal, because there is no undoing it mid-scenario.
- Thirty Missionaries farm two conversion achievementsIntermediateProgression
Play Spanish in a custom game against Easy AI with a Post-Imperial start and infinite resources, set the opponent to spam infantry, and convert the waves. That feeds Unexpected at 100 Missionary conversions and Wololo at 1,000 total in one session.
- Conversion rolls on 1.25 second intervals, not instantlyAdvancedHidden Mechanics
Regular units are immune for the first 4 intervals, then face a 38 percent roll each one with conversion guaranteed by the end of the 9th. Scout Cavalry and Eagles stretch that to 8 through 10, and buildings only start rolling at the 15th at 13 percent, guaranteed by the 25th.
- The Definitive Edition AI is not resource cheatingIntermediateHidden Mechanics
It runs true strategic decision-making instead of the scripted resource cheats older versions leaned on, and Extreme plays near-perfect macro with fast counter reactions and no handicap. Losing to it is a macro problem, not a rigged one.
ARC Raiders20 tips
- Cover stops Queen and Matriarch stomp knockback nowAdvancedCombat
It used to travel straight through walls. Live Update 1.36.0 fixed that on July 7, 2026, so a wall behind you now stops the launch. Embark's note covers knockback specifically and says nothing about the damage reports.
- Leading with explosives feeds the Vaporizer's shieldAdvancedCombat
Its reactive shield snaps up against incoming grenades and rockets and absorbs the damage outright. Break line of sight or bait the shield with a cheap throwable first, then put precision rounds into it with something like the Jupiter sniper rifle while it is down.
- The Assessor relaunches and takes the loot with itAdvancedCombat
Its ground phase runs on a timer, so a slow breach means the whole event pays nothing at all. Do not start one unless the squad can clear the overhead Vaporizers fast and go straight into the breach, because the clock does not care that you were busy.
- The Bombardier's rear cylinder is its fastest killIntermediateCombat
It is the quickest route through that armor by a wide margin, so circle behind while a squadmate holds its attention from the front and the fight is over in seconds. Trading shots with one head on is how a Bombardier ends up costing you a full kit.
- Crouch-walking carries you through a Blue patrol coneNew PlayerMovement
Crouching cuts your detection profile enough to cross a patrolling machine's cone as long as you stay outside its inner radius. Sprinting does the opposite and flips anything nearby to Yellow instantly, so the time you save running is time you spend hiding.
- Extraction takes 60 to 90 seconds depending on the typeIntermediateMovement
Cargo elevators and metro stations run about 90 seconds, airshafts 60 to 70, and a key-gated Raider Hatch opens almost immediately on a single-use key. You have to survive inside the zone the whole time, and stepping out cancels the progress entirely.
- Standing still is the only genuinely silent movementIntermediateMovement
The ordering holds even without published numbers: unsuppressed gunfire carries furthest, then sprinting, then looting, then walking, with crouch-walking nearly silent. A held position beats a quiet one whenever you think somebody is listening for you.
- A building does not hide you from a Snitch outsideIntermediateSurvival
It reads you through windows and open doorways, and a Snitch that finishes its alarm calls ARC reinforcements down on top of you. Check the sightlines covering your position before you settle into a loot spot, not after the first shot lands.
- A free loadout switches off your Safe Pocket entirelyNew PlayerSurvival
For the whole raid you have zero item preservation on death, so every scavenged item and every quest item is at full risk. That is the real cost of a scouting run, and it is why a cheap custom loadout is sometimes the safer option of the two.
- Smoke and Ziplines come from Utility, not ExplosivesIntermediateBuilding
They read like Explosives Station items and they are not, so people end up with an escape plan they cannot craft. If your exit leans on smoke cover or a zipline shortcut, put your workshop upgrades into the Utility Station first.
- Ermal does not take coins for anything he sellsIntermediateEconomy
He trades for high-tier ARC components, rare weapons, and scavenged gear instead, and he opens at Raider Level 25 on the lobby floor of the Speranza hub. His stock resets every Tuesday at 1 PM UTC, so farm the materials before the rotation, not after.
- Every weapon upgrade also repairs 25 percent durabilityIntermediateEconomy
That has been true since Patch 1.26.0, and it makes upgrading cheaper than the tooltip suggests. Legendaries sit at the top of the ladder and cannot be upgraded at all, so they are the one class that never collects the free repair along the way.
- Looted weapons average 30 durability, not 50IntermediateEconomy
Patch 1.26.0 cut it, so budget the repair before you take a found weapon back out. A near-zero weapon still shoots perfectly well, which is the trap: one more firefight and it breaks in your hands at the worst possible moment.
- Scrappy stops producing once his storage fillsNew PlayerEconomy
He generates materials on a real-time timer whether you are playing or not, but the output does not stack past his cap, so a week away banks the same as a day away. Collect between raids and the timer starts working for you again.
- Slot a blueprint in the safe pocket the moment you find itNew PlayerEconomy
Only unprotected items are lost on death, and the safe pocket carries one through. Once you extract and learn it at the den the recipe is permanent, so the whole risk window is the walk to the exit. If your pocket is already committed, extract instead of pushing deeper.
- A full respec costs 152,000 coins and cannot be partialIntermediateProgression
The price is 2,000 coins per point you have already spent, so the bill scales with how invested you are and peaks at a full 76-point reset. There is no way to move a single point, so plan the build in the tree viewer first.
- ARC Raiders never wipes your character on youNew PlayerProgression
Expedition Projects are entirely opt-in. Never finalize one and you keep your character, gear, blueprints, and progress indefinitely, which makes the whole system a choice you make and not a season deadline you have to beat.
- Expedition rewards are the only skill points past levelingAdvancedProgression
Each completed one awards up to five, which is the only route toward the 76-point cap beyond your character level. The cost is total, since finalizing wipes your skill tree, level, coins, and stash, so respec prices stop mattering the moment a wipe is on the table.
- Vault slots are bought per Expedition, not onceAdvancedProgression
Five slots in Expedition 3 gives you nothing in Expedition 4. You buy them again from Ermal every cycle, which turns vault space into a recurring cost instead of an upgrade, and it is worth pricing in before you plan a wipe.
- ARC machines never learn your tacticsIntermediateHidden Mechanics
Combat decisions run on hand-authored behavior trees, so attack patterns stay predictable once you have seen them a few times. The machine learning only governs locomotion. That is what makes heavy units recover from explosions and cross terrain so convincingly.
Ball x Pit16 tips
- Black Hole destroys itself after every single killIntermediateCombat
It then sits on a 7-second cooldown, which makes it a wave-clear tool and not a source of damage. Build it as the thing that buys you space and keep a real damage ball beside it, because a run leaning on Black Hole for DPS stalls the moment a boss appears.
- Erosion shaves current health through every Serpent layerAdvancedCombat
Built from Time plus Wind, it takes 3 percent of current health per hit and pierces infinitely through the mechanical snake's layered protection, which is the fastest answer to that fight. The Makeshift Sisyphus and high-tier Poison melt it the same way.
- Maggot's baby balls cover the Nuclear Bomb cooldownAdvancedCombat
The bomb detonates for 300 to 500 damage and stacks radiation that raises damage taken, then goes quiet for 3 seconds. Every kill it makes triggers Maggot to spawn baby balls, and that flood is what blocks enemies through the gap. No defensive stat does it.
- The Embedded pairs with the one bounce-punishing relicAdvancedCombat
It pierces infinitely until a wall stops the ball, so the Argent Stopwatch and its 150 percent damage on pierce costs you nothing. That relic normally sheds 30 percent per bounce, which is a real tax on any other character and no tax at all on this one.
- The Empty Nester cannot spawn baby balls at allAdvancedCombat
Brood Mother and Maggot builds are dead on that character, which quietly rules out most of the strongest wave-clear packages in the game. What it gets instead is the ability to fire multiple special balls at once, so build around volume, not spawns.
- The Makeshift Sisyphus cannot damage anything on impactAdvancedCombat
That is the whole character, not a drawback to build around. In exchange every AoE and status effect gets a 4x multiplier, so high-tier Poison or a Nuclear Bomb carries the entire run and a collision damage ball contributes literally nothing.
- Cornucopia turns baby balls into a defensive wallAdvancedBuilding
It evolves from War Horn plus Baby Rattle and massively raises baby ball output, filling the screen between Nuclear Bomb detonations until almost nothing gets through. Take it whenever it appears, because the passive is doing defensive work no ball can replace.
- Evolve your pairs first, then fuse the evolved ballsAdvancedBuilding
A fused ball only mixes two movesets that already exist, while an evolved one gets a brand new moveset that is usually stronger than either ingredient. Stacking two evolved movesets into a single ball is how you reach the damage numbers an NG+ run asks for.
- The gold corridor traps workers where the mines areAdvancedBuilding
It is the community-optimized base topology, a narrow lane lined with Gold Mines so nearly every bounce lands on a gold source. Documented builds run 7 mines for 2,500 to 3,100 Gold per harvest, or a 12-mine version reaching 3,000 to 3,500.
- A failed run still pays you a free harvestNew PlayerEconomy
You get one per completed run whether you won or lost, and the Spa sells additional harvests for escalating gold on top. That makes a short dead run worth finishing instead of restarting, and it makes skipping the base phase the only genuinely wasted move.
- Selling resources crashes the rate for about 13 runsAdvancedEconomy
Focus the layout on Stone and Wood, bank 10,000 or more of each, then bulk sell into Gold at the top of the rate, where 10,000 Stone is worth roughly 400,000 Gold and 10,000 Wood roughly 100,000. Stone recovers at about 3 Gold per run, so the cycle needs patience.
- 35 of the 63 achievements are hidden with no hintsIntermediateProgression
Only 28 are visible from the start, and the game tells you nothing about the rest. Most of the hidden set is tied to clearing a biome with a specific character or creating a specific evolution, so a character you never touch is a block of achievements you will never see.
- Characters unlock from housing, not from milestonesNew PlayerProgression
You find a housing blueprint during a run and build the matching structure in New Ballbylon. That is how 20 of the 21 unlock. The False Messiah is the exception, being a PC-exclusive Twitch unlock, so no amount of building will produce that one.
- Fission, Fusion, and Evolution are three different thingsNew PlayerProgression
Fission randomly upgrades the levels of your current balls or passives, and pays gold instead once everything sits at Level 3. Fusion merges two unfused Level 3 balls into one and frees an inventory slot. Evolution combines two specific Level 3 balls into something otherwise unobtainable.
- Fusing below Level 3 destroys both componentsNew PlayerProgression
Balls have to reach Level 3 before they can evolve, and you level one by collecting duplicates. Run two Level 1 or Level 2 balls together and you get a weaker plain combination instead of the evolution, with nothing to show for the pieces you spent.
- Nosferatu wants three pre-evolved balls at onceExpertProgression
A Level 3 Vampire Lord, a Level 3 Mosquito King, and a Level 3 Spider Queen, each with its own multi-step recipe underneath it. That means planning the whole run around it from the first floor, and expecting several Fusion Reactor drops plus tight inventory management.
Barony20 tips
- A decrepit weapon does a fraction of its listed damageNew PlayerCombat
Condition is not cosmetic. Once a weapon drops below worn it is costing you most of its damage output, and the fastest fix is a Scroll of Repair. Blacksmith NPCs on some floors will do the same job for gold if you would rather keep the scroll.
- The Ring of Conflict makes the enemies fight each otherAdvancedCombat
Everything hostile inside its range turns on everything else, which clears a mixed room without you swinging once. Save it for the Ruins and for Baron Herx, where the summoned demons and imps are the part of the fight that actually kills you.
- Leaving the Underworld early strands you back on Floor 19AdvancedMovement
The exit portal drops you onto the normal route with no way back for the rest of that run, so taking it before you have found the ladder costs you the entire detour. Locate the ladder first, then step through.
- Turn and sprint between shots instead of backpedalingNew PlayerMovement
Ranged weapons inflict no knockback unless you are firing Springshot ammo, so enemies walk straight into you while you shoot. Backpedaling is much slower than running forward. Turn 180 degrees, sprint away, spin back to fire, then sprint again.
- Automatons get more boiler fuel from mined rocks than from scrapIntermediateSurvival
Most Automaton runs end before Floor 3 because the boiler runs dry. Rocks dug out of dungeon walls fill it further than basic scrap does, so carry a pickaxe from the first floor and mine whenever the gauge starts dropping.
- Hunger runs on a hidden 0 to 1500 scale and both ends hurtIntermediateSurvival
Most humanoid races start at 1000. Climb above 1500 and you take stat penalties and risk vomiting, drift down toward 50 and you lose stats gradually, and reach 0 and you take continuous damage until you eat. Stuffing yourself before a boss is a real mistake.
- Insectoid spells burn the same pool as Insectoid hungerIntermediateSurvival
Casting drains Energy, and Energy doubles as your food meter, so a caster Insectoid starves faster than any other race. Sweet liquids such as fruit juice and booze restore bonus EN on top of the base amount, which solid bread and meat do not.
- Vampires starve early because Skeletons have no blood to takeIntermediateSurvival
Floors 1 through 5 are thick with Skeletons, and none of them drop blood vials. Hunt Rats and Goblins for anything fleshy, and lean on Bloodletting to cover both hunger and health until you reach floors with warmer bodies in them.
- A failed alchemy mix damages the Alembic, not just the ingredientsIntermediateEconomy
Invalid combinations brew a Potion of Sickness instead of what you wanted, and anything involving Acid can set off an explosion that always degrades the Alembic itself. Experiment with common ingredients while your Alchemy is low and save the rare ones for later.
- Potion of Water duplicates any potion except Acid and PolymorphIntermediateEconomy
Mix Water with the potion you want copied in an Alembic. The base success chance is 50 percent and climbs 10 percent for every 20 points of Alchemy until it is guaranteed at skill 100. One Healing Potion found on Floor 2 becomes an unlimited supply.
- Achievements pay Lore Points that permanently reveal enemy statsNew PlayerProgression
The Compendium spends them on permanent stat entries you unlock per enemy, so reading it is progression and not a checklist. Kills you were making anyway are what fund it, so check in after a deep run and spend before you start the next one.
- Goblins cannot memorize spells, only read them off the bookNew PlayerProgression
They are illiterate, so nothing ever commits to memory. Casting from a held spellbook works but drains that book's durability every time, which makes Goblin Wizard one of the hardest starts in the game. Build Warrior, Barbarian, or Rogue instead.
- Magic skill comes from effects landing, not from mana burnedIntermediateProgression
A school only rolls for a skill increase when one of its spells actually lands an effect, at 1 in 4 odds at skill 0 that lengthen to 1 in 8 by skill 80. A missed Fireball and a Heal cast at full HP each cost you the mana and give the school nothing, so a cheap spell that connects beats an expensive one that whiffs.
- The three Mystic Orbs are worth 40 attribute points togetherIntermediateProgression
Green gives 8 DEX and 8 PER, Red gives 8 STR and 8 CON, and Blue gives 8 INT plus one point of magic resistance. That single point takes 30 percent off every magic hit you take, and Blue is the only orb of the three that grants any. Skipping one because it looked optional is the usual reason Baron Herx ends a run in two Lightning hits.
- There are no skill points, only the things you actually doNew PlayerProgression
Swinging a sword raises melee, casting raises the governing school, and simply holding an unidentified item raises Lore. Your class sets starting skill values, not caps, so any class can eventually learn anything. The growth rate differences are racial.
- Charisma raises your follower cap at levels 60, 80, and 100AdvancedSocial
You start able to recruit four followers. Level 60 lifts that to six and level 80 to eight, and level 100 adds the Legend bonus that lets you recruit goblins, goatmen, and insectoids whatever race you are. The Dominate spell pushes past the cap entirely.
- Co-op does not scale the dungeon, only the number of mouthsIntermediateSocialCo-op
Enemy count and HP do not change with party size, so four players divide the same dungeon four ways and each gets a quarter of the loot. Dedicated roles and coordinated looting are what close that gap.
- Identify every Mystic Library spellbook before you read itAdvancedHidden Mechanics
The Library carries a higher than normal rate of cursed spellbooks, and a cursed book erases a spell you already know instead of teaching you a new one. Losing your only Heal to one in the Ruins ends the run on the spot.
- Mystic Orbs live in locked Treasure Rooms, not secret levelsIntermediateHidden Mechanics
Since v5.0 the map generator pins one to each of three fixed floors: green on Floor 8, red on Floor 13, and blue on Floor 18. Each Treasure Room is locked behind an Iron, Bronze, Silver, or Gold key that spawns somewhere on that same floor, inside breakables, in chests, or sitting on a table. No key means no orb.
- Sokoban does not softlock, it taxes every boulder you breakAdvancedHidden Mechanics
A boulder wedged in a corner can be destroyed to recover, but breaking one spawns a Labyrinth enemy and cuts the gold reward, and breaking two or more forfeits the Djinni's Brace outright. Plan the full push order before you touch anything.
Border Pioneer20 tips
- A single Demon fireball can no longer wipe a clustered defenseIntermediateCombat
The splash damage was removed, so tight formations stopped being the liability they used to be. The same patch fixed Ghost and Frost Ghost spawn points that were granting unintended pathing speed, and added Afforestation to every Natural Faction Development Pack.
- Killing the Mushmother starts the fight, it does not end itIntermediateCombat
She splits into giant mushrooms on death, so the burst that finished her leaves you with nothing for what comes out. Keep damage in reserve instead of spending everything on the main body. She waits at stage 4-3, where the cold biome begins.
- Stop buying Development cards once a boss is one turn outAdvancedCombat
Cycle the caravan for high-impact Battle cards instead, meaning upgraded single-target towers and heavy traps. Hold your powerful event cards for the fight itself, since there is no way to draw them back once played.
- The bomb is not a hidden mine and needs no manual detonationIntermediateCombat
Enemies can see it and attack it, ranged ones included. A rework took away its chain explosions and compensated with much higher health and defense, so it now blocks a lane and happens to explode. It is no longer a trap you spring.
- The Orc Hero summons, and Charge belongs to somebody elseIntermediateCombat
Charge is an Orc Cavalry ability, and the Cavalry is an ordinary enemy unit, not the boss. Do not plan your walls around a boss ability that does not exist. What the Hero actually does is summon orcs, and the developers have cut how many he brings.
- Nobody agrees where a tent goes, and that is the honest answerAdvancedSurvival
A tent has a 1.5 radius, heals up to five soldiers, and costs two workers. Place it near the fighting and area damage destroys it, place it far away and wounded units spend the fight walking. Treat it as a judgment call about where damage is actually landing.
- A Logging Camp surrounded by trees produces three times as muchNew PlayerBuilding
It yields a flat 2 wood per turn plus 1 more for every adjacent tree tile, so four neighbors takes it to 7 wood a turn for the same 10 food and 2 population it always costs. Where you drop it matters more than how many you build.
- Farmland cards placed beside each other pay a bonus yieldNew PlayerBuilding
That makes scattering farms across the map the expensive way to feed a settlement. Build one dedicated agricultural sector well away from the front lines, where the tiles can touch each other and nothing is going to walk through it.
- The level editor is included, and wave pacing is the hard partIntermediateBuilding
It shipped with the game and got a substantial upgrade during the 1.1.x series. Start by modifying a layout you have already played instead of building from scratch, because adjusting a wave curve you know the feel of teaches it far faster.
- A reroll is paid for in food, and it can bankrupt youNew PlayerEconomy
Skip it entirely while your food production is negative or barely positive, because the card you fish for costs you the turns you needed to eat. Save rerolls for a defensive card you actually need before a specific wave arrives.
- Card upgrades are paid for in population, not resourcesIntermediateEconomy
They apply flat additive boosts, never multipliers, so the documented Mine upgrade adds 2 production plus 2 more per stone while charging 2 population. Some cards upgrade through accumulated experience instead of a payment at all.
- Conscript Militias no longer consume your available populationIntermediateEconomy
That changed in a patch, so older build orders budget for a cost the card does not charge any more. The same pass reduced Orc Cavalry sustained attack while buffing the first hit of its Charge, which moves where their damage actually lands.
- The caravan is your answer to a deck that will not cooperateIntermediateEconomy
It arrives every two to four turns, buys and sells resources, and carries a rotating selection of special cards. You can simply purchase something like a Purification Tower instead of hoping the next Battle pack finally drops one.
- Abandoning a run early forfeits progressionNew PlayerProgression
Viceroy XP is gated behind completing missions, not time played or waves survived, so a short aborted run gives up exactly the account progress it was supposed to be grinding. Any advice about resetting quickly assumes a mechanic this game does not have.
- Early Battle Packs collapse the economy they should defendIntermediateProgression
They glut your hand with expensive, high-upkeep units that drain food and population until the whole settlement fails systemically. Use the free guards you already have for early combat quests and draft Development Packs instead.
- Gig Worker is not bugged, it just wants a temporary unitAdvancedProgression
It needs something summoned, not recruited, such as fairies called up for 40 food and deployed on a story deployment quest. Permanent conscripts and unit-spawning buildings never count toward it however many you send. That is why it reads as broken.
- There are no save backups, so a force-quit can cost you the runNew PlayerQuality of Life
A network interruption does the same thing, and the save loss on macOS is real and acknowledged by the developer, who traces it to macOS permission changes and not to a patch. Back up your save directory by hand, and check the test branch for the macOS-arm build.
- Your hand limit is 12 cards, raised from a tighter capNew PlayerQuality of Life
Patch v0.99.16 lifted it on February 17 and added a discard warning to the interface at the same time. Older advice about ruthlessly pruning your hand was written against the smaller limit and costs you options you can now simply hold.
- The circulating efficiency numbers are from before the 1.1 seriesAdvancedHidden Mechanics
They trace to a community balance breakdown written during v0.99.x shortly after release, and the developers have enhanced both the Mill and the Orchard since. The underlying lesson holds, since cheap clustered buildings still beat expensive ones per worker.
- The Steam Workshop for this game takes maps and nothing elseIntermediateHidden Mechanics
Guides recommending combat log overlays or configuration frameworks are describing content that cannot exist here, because there is no category for it to be uploaded under. If a mod is not a map, it is not on the Workshop.
Burglin' Gnomes20 tips
- The scream is your window, so turn and face itIntermediateCombat
A successful slap knocks you down instead of killing you, and explosives or heavy melee work if you would rather not run. The scream is the tell, so the moment you hear it you already know where it is and roughly how long you have.
- You do not have to wait on the Smacker to fight backNew PlayerCombat
Boxing gloves, pickaxes, the flashlight, and the Marble Gun all work as counters, so use whatever the run has already handed you. Early heists feel hard mostly because players hold off, waiting to craft one specific stick before engaging anything.
- No trick ends a chase once one has startedIntermediateMovement
Leave with an escape direction already chosen instead of picking one under pressure. Treat any awareness above passive patrol as a signal to move, not to hide in place, because distance you build before you are spotted is worth more than any hiding spot.
- The space just behind your cover is where they look firstIntermediateMovement
Put solid geometry between you and the threat, then keep moving instead of settling in behind it. The first hiding spot you reach is the first one anything hunting you will check, and being cornered there costs a second gnome to retrieve you.
- Assume the Old Man sees you whenever nothing is between youNew PlayerSurvival
Detection is binary and never gradual, so treat a clear sightline across a room as the same thing as being seen. Break the line first and worry about noise second, because a pursuer that never had eyes on you has nothing to chase.
- Every kill you did not have to make is Karma paid for nothingIntermediateSurvival
There are three cases worth the cost: a task requires it, you need the drop, or evasion has already failed and something stands between you and the exit. Everything outside those three is escalation you bought without buying anything with it.
- One bad night sends the whole campaign back to Day 1IntermediateSurvival
The severity of that penalty is exactly why a save-management mod is among the most popular community downloads for this game. If losing a long run to a single mistake sounds intolerable to you, that option exists and plenty of players use it.
- Furniture is paid for in raw materials, not a currency poolIntermediateBuilding
A Chair costs 1 Grabble, a Table 2, and the rest sit in the same range, so furniture is something you buy in passing and never something you save toward. Gnomium is the currency that actually gates progression, and the High-Gnome only awards it for tasks.
- Carry slots are the upgrade that changes your run economy mostNew PlayerEconomy
Encumbrance is what limits every early heist, and two more slots means fewer trips back, which means less time exposed inside the house. Nothing else you can buy early moves the maths this far in one purchase.
- Gnomium is awarded for tasks and never found in a houseNew PlayerEconomy
The High-Gnome hands it over for completing what it asked, so searching rooms for it is time spent on something that does not spawn. Tier 2 costs 2 Gnomium, Tier 3 costs 3, and Tier 4 costs 4, each alongside crafted materials.
- Secure your assigned tasks before you go hunting valuablesNew PlayerEconomy
Tasks are what pay the Gnomium your base upgrades run on, and a game over sends every bit of that progress back to Day 1. A run full of high-value loot and no completed tasks has bought you nothing that survives the night.
- A clean heist leaves no record anywhere outside your own captureNew PlayerProgression
Nothing appears on your Steam profile, so there is no external trace of a run at all. If a session is worth remembering, recording it yourself is currently the only durable proof that it happened the way you say it did.
- The game has no Steam achievements, so there is no 100 percentNew PlayerProgression
Fobri works solo, and engine stability and content have come first. Confirmed against the Steam store listing, which shows no achievement block at all. Build your own goals instead: a loot value target, a no-detection run, or a Home Base tier inside a set number of runs.
- There are five biomes, and the later ones want specific toolsNew PlayerProgression
Suburbs, Deep Forest, Island, Swamp Plot, and Mountaintop each bring their own hazards. What separates the later maps is not that they demand sharper reflexes but that they ask for equipment you have to have brought with you.
- A callout only reaches whoever is standing close enoughNew PlayerSocialCo-op
Voice runs on push-to-talk and is proximity-based, so the distance between your gnome and each teammate decides who hears it. Information does not reach the whole team on its own, which means the person who most needs a warning is often the one out of range.
- Bob is friendly, and he is not the man in the houseNew PlayerSocial
Bob is a friendly NPC and not a threat. Players who hear the name in a stream and assume it means the pursuing human end up avoiding the wrong thing entirely, which costs them loot they could have taken safely.
- Silent voice chat is usually the binding, not the gameIntermediateQuality of LifeCo-op
Check the push-to-talk key in the controls menu before anything else, then treat it as ordinary audio troubleshooting. Confirm the right input device is selected, confirm the game is not pointed at a disconnected interface, and test the mic somewhere else.
- Smashing the place up costs you nothing in KarmaIntermediateHidden Mechanics
Karma comes from killing non-player creatures and nothing else, and each entity carries its own value, so what you kill matters as much as how many. Property damage is loud and risky for other reasons entirely, but it never touches the meter.
- The Mole Disguise is not in the base game at allIntermediateHidden Mechanics
It comes from a cheat mod and not from anything you can craft or find. A Mole entity does exist in the game and that is where the confusion starts, but no disguise item is obtainable through normal play at any Home Base tier.
- Whether talking attracts the Old Man is genuinely undocumentedAdvancedHidden MechanicsCo-op
Nothing first-party confirms that talking pulls enemies, and the community is split. Plan around what verifiably draws attention, meaning what your gnome physically does in the world, and treat any microphone advice you read as unverified.
Castle Crashers20 tips
- A Beefy cannot be juggled at all, so stop tryingAdvancedCombat
Use arrow and magic spam from range, bait him into bombs, or manipulate the Beefy AI instead. The Elemental Infusion combo of Light, Light, Light, Heavy does stunlock them, but it requires an elemental character such as the Green, Red, Blue, or Orange Knight.
- Going Beefy is an offensive window, not a panic buttonIntermediateCombat
For those 10 seconds you deal much more melee damage and shrug off knockback, but you do not get tougher. You actually take fewer hits to kill while beefy. Several obstacles require it anyway, including the Lava World gate and the Industrial Castle front door.
- Only lightweights juggle forever, mediumweights run outAdvancedCombat
Launch a lightweight with a heavy attack, jump after it, and loop Light, Light, Heavy, Heavy in the air indefinitely. A mediumweight instead takes a decaying sequence of LLHH, LHH, LHH, LH, LH, LH before it drops out regardless of your timing.
- Starting weapons are not identical, and several carry a statNew PlayerCombat
The Green Knight's Thin Sword gives 1 Agility, the Blue Knight's Sheathed Sword 1 Magic, the Orange Knight's Broad Ax 1 Strength, and the Red Knight's Mace a 1 percent critical chance. The five weapon effects overall are Critical Strike, Ice, Poison, Fire, and Electricity.
- The Chainsaw's 5 percent crit is worth about 2.6 points, not 8AdvancedCombat
The +8 figure quietly assumes a build that already stacks critical chance. On a typical build the arithmetic lands nearer 6, so raw Strength is the better general pick and the Chainsaw is a specialist choice, not a default.
- The NG Golden Sword wins on raw stats for general playIntermediateCombat
Plus 5 Strength and 5 Magic against 3 Agility beats critical chance almost everywhere. Keep the Gold Skull Mace at 3 Strength and 4 percent crit, and the Chainsaw at 5 Defense and 5 percent crit, for the single-target boss fights where crit actually pays.
- Insane Mode is survivable, and exactly two attacks are notAdvancedSurvival
Most of the roster cannot one-shot you at all, so the fear is misplaced. The genuine ones are specific: Pipistrello's tongue deals 999 damage and a Necromancer critical can do the same. Build Defense against those two and the rest of Insane Mode is survivable.
- Insane Mode multiplies enemy health and damage by roughly tenIntermediateSurvival
A regular Conehead carries 170 HP on Normal and 1,700 on Insane, with its melee going from 13 damage to 130. That is not a difficulty you sample early, it is one you attempt after your build is finished.
- Piggy doubles most food and does nothing for Corn Boss popcornIntermediateEconomy
Fruit, Wedding Crash and Lava World food, and Snow World candy all heal double, while turkeys and burgers heal 1.5 times. He costs 290 gold at the Swamp Village Store in Remastered versions and 585 on legacy consoles, and Insane Mode swaps him for the Buffalo Mace.
- Pink Knight and Blacksmith are still paid on Steam after RemasteredNew PlayerEconomy
Both remain separate 99 cent purchases on PC, and they are only starting characters on Xbox One, PS4, Switch, and PS5. The Blue Knight is one of the four base starting knights and is not part of that pair. The Pink Knight Pack was originally free on Xbox 360 and paid on PS3, which is where most of the contradictory advice comes from.
- An ordinary mid-level boss will not satisfy Conscientious ObjectorIntermediateProgression
On Steam and Remastered the requirement specifies an end boss, so beating something halfway through a level without magic earns you nothing. Only the older Xbox 360 and PS3 wording accepted any boss at all, which is where the confusion comes from.
- Every Magic ability sits on a threshold, and one needs level 50 tooNew PlayerProgression
Five points adds the Magic Projectile, 10 the Air Projectile, 15 Elemental Infusion, and 20 Magic Jump. You begin with 1 free point, so those cost 4, 9, 14, and 19 of your own. A sixth ability, the Drill, wants 15 Magic and character level 50 together.
- Rammy fails Conscientious Objector for you by earning you XPAdvancedProgression
Unequip Rammy and Hawkster before you attempt it, because both attack on their own and Rammy grants you experience when it does. That experience is the signal the game actually checks, so an orb doing the work still counts as you doing the work.
- Your build is complete at level 78, not at 99IntermediateProgression
You gain 2 points per level through 20 and 1 per level after, each attribute caps at 24 invested points, and 96 points fills all four. Levels 79 to 99 only add health, with small melee and magic bumps at 80 and 90, so the grind past 78 is for survivability alone.
- Your maximum health is 69 plus 3 per level plus 28 per DefenseNew PlayerProgression
Health runs on 69 plus 28 per Defense point plus 3 per level, so a level 99 character with all 25 points in Defense sits at 1,066. Each point also gives 1 percent damage reduction and less flinching, so a high level with low Defense still folds.
- Four-player revive needs four characters, not four humansIntermediateSocialCo-op
Four controllers on one system qualifies perfectly well. What it does require is one continuous session, so you cannot drop back to the main menu partway through, though it does not have to happen inside a single level.
- Your orb is swappable, and the Ark is a level not a menuNew PlayerQuality of Life
Enter the large boat on the left side of the Blacksmith level and you are in a real sublevel, not a menu. Every orb you own is displayed there, so it doubles as the only checklist that reflects your own version of the game instead of a published count.
- How you unlock the BattleBlock character depends entirely on platformIntermediateHidden Mechanics
On Xbox 360 you need at least one achievement in BattleBlock Theater, on PC and Steam you need both games on the same account, on PS3 he comes from the Can't Stop Crying Pack DLC, and on Xbox One, PS4, and Switch you buy him for 1,200 gold in the Insane Store.
- The Industrial Castle Beefy Brute drops Cardinal, not OwletIntermediateHidden Mechanics
Guides sending you there for Owlet are describing the wrong orb entirely, and no amount of repeating that fight will produce one. Owlet is in Forest Entrance, which is a different level in a different part of the map.
- The Insane multiplier varies wildly between enemiesAdvancedHidden Mechanics
The Necromancer gets no health increase at all, the Painter and Corn Boss scale 5x, the Undead Cyclops 3x, and the Troll Mother a brutal 30x. Enemies in the Necromancer fight also deal half damage, which is the only reason that fight is survivable.
CastleMiner Z19 tips
- An energy weapon's color tells you its trim, not its powerIntermediateCombat
Iron makes red, copper green, gold pink, and diamond blue, and none of it changes the weapon. Players who call Red the top tier are reading the trim, so a Blue Laser Pistol is the diamond-expensive build and not a stronger one.
- The Bloodstone Pickaxe is the best tool and it is not unbreakableIntermediateCombat
Ten Bloodstone blocks and 3 Diamonds buy you something that mines around four times faster than Diamond and is the only pickaxe that handles Lava and Space Rock. Expect roughly two to three hours of real playtime before it wears out entirely.
- The Undead Dragon force-spawns at 4,000 blocks on odd days onlyAdvancedCombat
It tracks the day counter and not your position, so bring a Bloodstone LMG or a laser assault rifle before the odd day arrives. Being underground when it spawns does not save you, and neither does distance from spawn.
- Hell is 40 blocks down or 3,400 blocks out, whichever you preferIntermediateMovement
Both routes reach the same biome, which means you do not have to make the long walk if you would rather dig. It brings lava pits, unique blocks, and enemies that hit harder and take more damage than anything on the surface near spawn.
- Going underground removes nothing by itselfIntermediateSurvival
Depth alone protects nothing. What keeps you alive is a sealed chamber, because an open cave system underground is still hostile territory and the zombies and skeletons down there path toward you the same way surface zombies do.
- The idle box has to be copper, iron, or bloodstoneNew PlayerSurvival
Zombies dig through grass, dirt, wood, ice, snow, and sand, and the Red variant chews rock as well, so anything softer than metal comes down eventually. Light the chamber too, since skeletons only spawn in the dark, and it will hold for as long as you idle.
- Walking 1,000 blocks raises your threat more than 20 days doesNew PlayerSurvival
Threat scales by how far you travel from spawn, not by how long you have survived. That is the single most important thing to understand about the game: a cautious player who walks a long way is in far more danger than a reckless one who stays put.
- A dragon fireball destroys sand and wood the moment it landsIntermediateBuilding
That makes either one worthless as an outer wall on Hard mode however thick you build it. Use Bloodstone, Diamond Walls, Bulletproof Glass, Space Rock, or Space Goo for anything on the surface that you want to still be there tomorrow.
- Bullets cost materials, so do not spend diamond on surface zombiesNew PlayerEconomy
Crafting ammunition needs a constant supply, and a weak zombie dies just as well to iron or copper. Keep the diamond and bloodstone rounds for dragons and aliens, which are the only things that genuinely need them.
- Gold Loot Blocks never appear in Endurance or Dragon EnduranceIntermediateEconomy
They are real and drop three items each, including laser rifles, a diamond LMG, bloodstone, and explosives, but they spawn underground and on sky islands in Survival, Exploration, and especially Scavenger mode. They are also not a Crash Site feature.
- Trees never grow back, so logs are finite where you standNew PlayerEconomy
Forest biomes do reappear as the world repeats outward, but that is a long expedition and not a renewable supply next to your base. Bank enough wood before you commit to a location, because there is no second harvest where you built.
- Both halves of an energy weapon come from Alien Crash SitesIntermediateProgression
You craft the guns from Space Goo and their bullets from Space Rock, and both materials are found there, which puts the entire top of the technology tree behind finding one. Nothing else in the world produces either material.
- Make the Bloodstone Pickaxe your first goal undergroundNew PlayerProgression
It will not last forever, but it mines fast enough that you spend far less total time replacing tools than you spend crafting it, and it is what opens up Space Rock. Everything else in the deep underground goes faster once it is in your hands.
- MinerZ Potato wants 100 hours, not one unbroken runIntermediateProgression
Progress carries across sessions and never resets on death, and that is what made the achievement reachable at all. Chip at it across normal play instead of planning one enormous dedicated run.
- Only Endurance mode awards achievements, and solo is fineNew PlayerProgression
Survival, Creative, and Dragon Endurance award nothing at all, which is the single most common reason players see no progress after hours of play. Solo Endurance counts perfectly well for the kill, craft, distance, and day achievements, so you do not need a lobby.
- The time-played achievements are not broken any moreNew PlayerProgression
DigitalDNA patched them in August 2025, and Update 1.9.9.8 states plainly that entries like MinerZ Potato now accumulate and save correctly. The same update reduced out-of-memory crashes. Players who call them permanently broken last tested before that patch.
- Host a passcode-protected lobby if you want to idle safelyIntermediateSocial
It is a convenience now and no longer required. If you want to anyway, a locked Endurance lobby with yourself as the only player is the documented method, since a passcode keeps strangers from wandering in and ending the run.
- Endurance cannot be saved, so a crash ends the runNew PlayerQuality of Life
There is no manual save at all in that mode, and disconnecting or closing the game finishes what you were doing. Since Endurance is also the only mode that awards achievements, every long attempt is a single unbroken sitting whether you planned it that way or not.
- The elaborate idling rituals exist because runs used to vanishIntermediateHidden Mechanics
Closing or crashing the game reset the playtime counter for most of this game's life, and players reported losing progress at 30, 33, 89, and even 91 hours. That history is why so much surviving advice reads like a superstition, and it no longer applies.
Far Far West20 tips
- Boing grants no invulnerability beyond its own explosionNew PlayerCombat
Casting it drops an explosion at your own feet, and you are the one thing that blast cannot hurt. Every other source of damage still lands while you hang in the air, so treat it as a mobility enabler and never as a safety net you can lean on.
- Bosses are not broadly immune, only Swap and Corruption failAdvancedCombat
The documented rule is narrower than the blanket immunity people assume. Horsemen cannot be swapped either, but bosses remain fully affected by elemental effects and their combo interactions, so your elemental setup is not wasted on them.
- Rampage no longer appears in the Sheriff Stars weapon poolAdvancedCombat
Hotfix 0.1.1.17 pulled it because it stopped working with the Sheriff Stars rework that Patch 0.1.1.10 introduced. Any build still pairing the two is describing a combination the game will not offer you.
- Swap is a repositioning tool with no invulnerability framesNew PlayerCombat
Treating it as a panic button gets you killed mid-animation, because nothing about it makes you harder to hit. It also does not work on Horsemen or bosses at all, so the escape you were counting on is unavailable in exactly the fights you wanted it for.
- The Voodoo Doll and Frost's Cube are the invincibility spellsIntermediateCombat
The Doll hands invincibility and high speed to allies standing in its zone, and Frostburn added Cube, which turns you or an ally into an invulnerable ice cube. Boing and Swap are the two people wrongly credit with the effect, and Swap does not even function on Horsemen or bosses.
- Patch 0.1.1.3 changed how Nightmare fights, not its multipliersAdvancedSurvival
Elite enemies gained a 75 percent chance to spawn when you trigger a storm, and several encounters changed how they act instead of how much damage they deal. Reading it as a stat bump is what gets squads killed on their first Nightmare run.
- Detonating a gold vein throws away about 55 percent of itNew PlayerEconomy
Mining by hand with the pickaxe returns roughly 36 Gold on Easy where blowing it up returns about 20. Gold also carries a difficulty multiplier running from 1x on Easy to 1.5x on Nightmare, so the same vein is worth more on a harder run.
- No weapon in this game drops in the field, everNew PlayerEconomy
Main weapons come from the Gunsmith for 6 Weapon Fragments plus 300 Gold, down from 500 in the May 2026 update, and utility items need 3 fragments. Searching a map for a gun you have not bought is searching for something that cannot spawn.
- Rolling Jokers for profit loses you roughly 53 Souls a pullAdvancedEconomy
The 394 figure quoted as proof of guaranteed profit is a pull's expected face value, not the average card price, which sits closer to 682 across all 94. Selling a Joker back refunds half, so an average pull liquidates for about 197 against the 250 you paid.
- The traveling trader patrols mission maps and skips Easy entirelyIntermediateEconomy
She is not in Town at all, so a run on Easy will never meet her. Her prices escalate from 45 Gold, and she carries Joker cards including Prime and Mythic tiers, which makes finding her on a higher difficulty worth a detour.
- Bow explosions earned zero XP until Patch 0.1.1.3 fixed itIntermediateProgression
Bow XP now comes from explosive damage and from the number of enemies hit. The flat per-shot rate players remember predates Patch 0.1.1.3 and describes a build that no longer exists. If your bow felt like it never leveled, that was the game and not your play.
- Contagion sounds like a curse and is actually your best XP spellIntermediateProgression
It is an Acid spell that corrodes enemies in a wide zone and applies Contagious. Spell XP scales with cooldown and a per-school multiplier, and Contagion carries a 70-second cooldown alongside a 1.5x multiplier, which makes it one of the fastest things to level.
- The +200 first-cast bonus applies per school, not per missionIntermediateProgression
With five schools' worth of spells equipped, casting one from each at spawn banks up to 1,000 XP before you have fought anything at all. It costs you nothing but the cooldowns, which will be back long before they matter.
- The levels 1 to 100 figure is not a Joker slot countIntermediateProgression
It describes the level range across which slots unlock, widened from 1 to 50 in Update 1, and there was never a 50-slot cap to widen. You get 14 slots on your Hero and on individual weapons, rising to a maximum of 16 through Prestige.
- You start with the Quad Cylinder and Revolver, not the LeveredgeNew PlayerProgression
The Leveredge is an unlock costing 6 fragments and 300 Gold, which catches out anyone following a starting build that assumes it. Your actual kit is those two plus an Ammo Pack, and the tutorial also hands over five level-1 spells: Fireball, Strikes, Thrower, Drain, and Mino.
- Nobody can take your Joker drop any moreIntermediateSocialCo-op
Update 1 made them instanced per player, so you only see your own and every player's drop shares the same rarity. Sharing is now an opt-in through the minimap. The first-come-first-served card scramble was pre-Update-1 behavior and has been gone since.
- Jungle has no secret mission joker and no secret skinIntermediateHidden Mechanics
Its tracked secrets are the 10 graves, three music disc fragments known as Train of Shame, and a waterfall door with no publicly known key. Assuming every map hides a secret joker turns Jungle into hours of searching for something that is not there.
- Most named combos are labels the wiki invented, not game termsAdvancedHidden Mechanics
Only Fire Tornado, Meteor, Needles, and the three Imbuements are likely genuine in-game strings. Names like Acid Storm and Votive Candles were assigned by the community to effects the game never labels, so searching for them in game finds nothing.
- The published Firebeam plus Bubble recipe does not workAdvancedHidden Mechanics
The widely copied version names the wrong Voodoo spell, and the recipe needs one of three specific ones instead of any Voodoo spell at all. It fails silently, with no error and no combo, so the wrong version survives being passed around.
- There are 70 graves in total, 10 on every playable mapIntermediateHidden Mechanics
The number 30 that circulates is a cumulative milestone reward threshold and not the total to find, so treat it as a checkpoint on the way to 70. Grave progress persists across deaths, so a bad run costs you nothing here.
Gamble With Your Friends20 tips
- A Taser charge lasts the rest of the day, and you can split itIntermediateEconomy
Zap a machine's keypad to raise its maximum bet, where a full 10 seconds of contact takes the cap to 5 times normal. You can release early and spend the leftover charge on a different machine, so one Taser can lift two tables partway.
- Baccarat is a race to 9, and V1.0.30 moved its payoutsIntermediateEconomy
You bet on whether you or the dealer lands closest to 9, or on a tie. It rewards locking into consistent predictions and raising bets in slow increments far more than it rewards chasing a sudden loss back.
- Every listed shop price is a starting priceIntermediateEconomy
The price climbs with each purchase instead of staying flat, and rerolling the shop climbs too, from 2 tickets on Floor 1 upward. Budget for the escalation before you commit, because a third rebuy costs far more than the first suggested.
- Shooting your own feet sells an organ for a third of the quotaIntermediateEconomy
It only pays while your balance sits below quota, and each gun harvests 3 organs before it stops working. Losing your mouth blocks speech and some items, an eye darkens that side of the screen, and your body turns you into a ball. The payout scales, so save it for Day 10.
- Taser then Golden Chip is the intended pairing, not an exploitAdvancedEconomy
Raise a machine's maximum bet with the Taser, up to 5 times on a full charge, then apply the Golden Chip. The chip bets that machine's current maximum and deducts no money at all, which turns the inflated cap into a free swing at a much larger prize.
- The Time Machine reverses your wins along with your lossesIntermediateEconomy
It rewinds the last 60 seconds and hands that minute back to the day clock, but every result inside the window goes with it. Fire it only when the last minute was a net loss, and never while the team is up on the table.
- The Wheel of Fortune and the Money Wheel are different tablesNew PlayerEconomy
They are not one machine under two names. The Wheel of Fortune sits on Floors 1 and 3, and the Money Wheel on Floors 2 and 4, so a strategy written for one is being applied on the wrong floor half the time.
- Accept the Challenge at the Phone Booth or nothing countsNew PlayerProgression
No game-specific achievement on any floor unlocks unless you took the matching Challenge from the loan shark's Phone Booth before entering the casino. A flawless 24X Plinko drop or a Blackjack win under 10 earns you nothing if the active challenge did not ask for it.
- Banking a huge Day 1 profit does not unlock the next floorNew PlayerProgression
Floor 2 arrives after three days, Floor 3 after six, and Floor 4 after nine, and no amount of banked cash moves that up. Each floor also randomizes which of its games appear, so plan around a category of table instead of a machine.
- Each Stake Holder adds 0.5 to your item multiplierAdvancedProgression
Its payout scales with the current quota instead of plateauing, so the same item is worth far more on Day 10 than on Day 1. Buying it early and holding it is how a run compounds, and selling it back wastes the scaling entirely.
- Lucky 7 wants a 7, and the 11 version did not stickIntermediateProgression
The current build wants a literal 7 and nothing else, so half the advice telling you an 11 counts is describing an older version. Check the roll you actually need before you commit chips to chasing it.
- Three achievements ask you to lose deliberatelyIntermediateProgression
Step Into Fire wants 4 straight losses on Dragon Tower on Floor 3, Straight Down wants 7 straight losing Plinko games on Floor 4, and High Risk Wedge wants 5 straight losing Money Wheel games on Floor 4. Play those on a day you have already banked the quota.
- Tickets belong to the save file, not to your profileNew PlayerProgression
Starting a new save puts you back to a small ticket float, so they are not a permanent meta-currency you can bank across runs. Anything you were saving toward has to be spent inside the save that earned it.
- Lobbies default to Friends Only now, which they did not alwaysIntermediateSocialCo-op
V1.0.11 on May 11, 2026 corrected the default for newly created lobbies, a setting the developers called an oversight. An earlier fix in V1.0.7 had already stopped random people joining your session over Discord.
- You only hear players standing near you, so appoint a runnerNew PlayerSocialCo-op
The game uses proximity chat, which means a call from across the floor never arrives. Groups solve it by assigning one player to move between the tables and relay what the rest of the team physically cannot hear.
- The casino gives you 5 minutes a day, and the clock never pausesNew PlayerQuality of Life
It keeps running while you sit deciding on a bet, which is where most of a bad day goes. Since the V1.0.30 update you can change the timer length or switch it off entirely in the per-save settings, so the pressure is opt-in now.
- A thrown baseball bat steers Plinko balls toward the 24X cupsAdvancedHidden Mechanics
Plinko is physics-driven, so the reload trick will not repeat a result for you. Pick up one of the bats lying around any floor, tap Q to throw it lightly into the pegs aiming at the middle pin on the third row, and it blocks the inner lanes.
- Craps is not an infinite money machine, the save-reload isAdvancedHidden Mechanics
The nickname describes the save-and-reload seed trick and not generous odds at the table, which matters if you were planning to sit at Craps and grind honestly. Other rankings put Blackjack ahead as the more consistent earner.
- Every Mystery Box percentage you have read is a datamineAdvancedHidden Mechanics
No developer post confirms any of it. The community figures put the Quota Gun highest at about 11.8 percent, standard utilities like the Camera, Holy Statue, Time Machine, and Taser at about 7.9 each, upgrades at about 3.9, and two novelty companions at 0.8.
- Loading a save deals you the identical hands in the same orderIntermediateHidden Mechanics
The game seeds card decks and table outcomes per session instead of rerolling them live, so a reload replays what you already saw. That only holds for games the physics engine does not drive, so Plinko and the wheels are unaffected.
Golf With Your Friends20 tips
- Classic mode has no jump until the host switches it onNew PlayerMovement
Jumps are a lobby setting you switch on and not a base ability, so a lobby that never touched them has no jump at all. Check the setting before you plan a route around clearing a wall, because the button does nothing until the host enables it.
- The line that wins in Classic is the wrong line in Speed GolfAdvancedMovement
Par stops mattering and the clock takes over, so the tidy low-stroke line loses to a messy fast one. Plan the route before the hole starts instead of after it, because thinking time is the thing the mode actually charges you for.
- The puck slides instead of rolling, so slopes throw it sidewaysIntermediateMovement
Its flat shape makes it far more sensitive to surface angle than a ball is, and an incline that barely deflects a golf ball can send a puck careening off. Cut your power on slopes and come at the goal as straight on as the hole allows.
- You get one jump per shot and it does not come backNew PlayerMovement
Two with the Double Jump power-up, and that is the whole allowance until your next stroke. Spending it early in a long roll leaves you with nothing for the ramp or the gap that the hole was actually built around.
- A 14 on a 12-stroke limit is the penalty, not a bugNew PlayerProgression
Failing to sink the ball adds an automatic two strokes on top of your 12 active ones. If you want room to experiment on a hard hole, the host can raise the stroke limit to something like 20 in lobby settings before the round starts.
- Dunk and Hockey achievements ask for completion, never parIntermediateProgression
Scoring is about getting the ball in the hoop and not about landing it efficiently, so a tidy low-stroke line wins you nothing. Raise the stroke limit to 20 in lobby settings before you start, because the default runs out mid-attempt.
- Oasis Hole 4 is a par 4, so an ace there counts as an albatrossAdvancedProgression
That is the shortcut for the albatross grind, since a hole-in-one on any par 3 does not qualify. Players report aiming straight at the flag at roughly 75 percent power and restarting the hole after each miss until the count is banked.
- Par is a cumulative total, so one bad hole never ends a runIntermediateProgression
You only need the final score to land at or below the course total across all 18. A birdie on an easy hole cancels a bogey on a hard one, which means restarting after a rough hole three throws away a run that was still perfectly alive.
- Solo counts for every course completion, and it aims betterIntermediateProgressionSolo
Classic, Dunk, and Hockey all unlock the same way alone as in a group. Solo is the better choice for a par run, because other players' balls knock your shots off line, particularly in any lobby with collision turned on.
- Console players cannot play Workshop maps at allNew PlayerSocialMultiplayer
The level editor is keyboard and mouse only, which makes creation PC-exclusive in practice, and the console versions cannot load community courses either. A cross-platform group is limited to official courses however the host is playing.
- Only the host has to own a DLC course, everyone else plays freeNew PlayerSocialMultiplayer
Nobody in the lobby is locked out because they skipped a pack. Players report Workshop maps behaving the same way, with the map downloading for joiners when the host has it subscribed, though Team17 has never documented that rule officially.
- The acorn ball can make a hole genuinely unwinnableIntermediateSocial
It can wedge in geometry it cannot roll out of, and Team17 treat that as a documented community complaint about the shape and not a bug, so there is no fix waiting for it. Pick a different shape on courses with tight gaps.
- The Randomizer only ever changes your opponents' ball shapeIntermediateSocialMultiplayer
It reshapes every other ball in the lobby and leaves yours alone, so it is the swingiest power-up in a close game. Shapes like the cube and the acorn handle so differently that a well-timed randomizer can cost three players a hole at once.
- For the blank controller bindings, try enabling Steam Input firstIntermediateQuality of LifeWindowsLinuxmacOS
Team17 support points at turning Enable Steam Input on in the game's Steam Properties, which is the opposite of the advice that circulates. One thread traced the same symptom to a second input device taking priority in Windows' controller queue.
- Hotseat carries a separate Turn Order setting from online playIntermediateQuality of LifeMultiplayer
Its three options are Random, Lowest Score, and Lobby Order, and they are not the same control as the Simultaneous versus Ordered Turns choice sitting above them, which governs online games only. Changing one does nothing to the other.
- Custom gravity can stay wrong into the following roundAdvancedHidden Mechanics
A Team17 community manager acknowledged a case where it sat at 0.50 and persisted until the game was restarted. If your shots suddenly carry much further or shorter after any lobby with altered gravity, check the value and restart the client before you start blaming your aim.
- No official source says rivers carry your ball downstreamAdvancedHidden Mechanics
The claim circulates widely and is documented nowhere, so do not plan a shot around riding the current instead of taking the reset. The official description covers natural bumps and slopes, rune stones, and hazards including crocodiles and snakes.
- Out of bounds is well calibrated on official courses onlyIntermediateHidden Mechanics
The 1.0 launch reworked the system to stop players being flagged out of bounds when they were not, and on official courses the kill volumes behave. Workshop geometry sometimes triggers a false reset where you land in what looks like perfectly safe ground.
- The Hockey goalie never reads your shot, it just slidesIntermediateHidden Mechanics
It slides along a set path and never reacts to your shot, so it is an obstacle on a timer and not an opponent. Study the route, then time your approach to arrive during the gap instead of trying to outplay something that is not watching.
- The Icosphere and Cylinder balls appear in no source at allAdvancedHidden Mechanics
Neither turns up in a patch note, a wiki, or any independent reference, so treat both as unconfirmed. The per-shape physics claims that circulate alongside them, such as a bauble being heavier, have nothing behind them either.
Halo Wars: Definitive Edition20 tips
- Anders' Cryo Bomb does not freeze aircraft, it destroys themIntermediateCombat
Ground units are held in place, but anything airborne crashes and is gone. Her economy bonus cuts upgrade cost and research time by 50 percent each, and her Gremlin EMPs vehicles while being unable to attack air at all.
- Infantry beats air, air beats vehicles, vehicles beat infantryNew PlayerCombat
The instinct when an opponent masses Scorpions is to match them with tanks, and that is the one response the triangle punishes. Build Hornets instead, because a smaller force of air units will take apart a larger force of vehicles.
- Special abilities are manual, on Y or on RNew PlayerCombat
Most units have one and several do not, and some only appear after you research an upgrade. The Warthog Ram and Marine grenades work from the start, while the Scorpion canister shell and the Ghost ram boost both arrive through upgrades you have to buy.
- The rocket upgrade takes the grenades off your MarinesIntermediateCombat
The upgrade swaps the grenades out instead of adding to them, so you trade anti-infantry burst for anti-vehicle damage. It is a sidegrade and not a free improvement, and it is easy to miss until your Marines stop clearing infantry the way they used to.
- A base opens with 3 slots, not the 7 you see in build guidesNew PlayerBuilding
It reaches 7 through two paid tier upgrades that add 2 slots each, and both factions follow the same progression under different names. Minibases have far fewer, with the Covenant Minibase supporting a single structure.
- An Advanced Reactor is two Reactors occupying one slotIntermediateBuilding
Upgrading an existing one for 1,200 resources outputs the power of two from the same space, so two Advanced Reactors reach Tech 4 on two slots instead of four. Tech 4 is the UNSC ceiling, and the Covenant stops at Tech 3 whatever they build.
- The Covenant runs all its tech through a single TempleIntermediateBuilding
Only one can exist at a time, so there is no parallel path to rush. Building it costs 500 resources for Tech 1, then you raise tech by upgrading the Temple itself through Age of Doubt at 1,000 and Age of Reclamation at 2,000 to reach the ceiling of Tech 3.
- Upgrading a Citadel adds slots and no tech at allIntermediateBuilding
Covenant tech comes from the Temple and its Age of Doubt and Age of Reclamation upgrades, and nothing else touches it. Keep the two investments separate when you plan a build, because paying for a tier expecting a tech level leaves you stalled.
- Cutter's real bonus is structural, not a resource trickleIntermediateEconomy
His starting base is already a Fortress and every new base he builds starts as a Station instead of a Firebase, so he gets extra building slots from the moment he expands. That head start compounds, so expand earlier with him than you would otherwise.
- Each Reactor costs 250 more than the one before itNew PlayerEconomy
Each one costs more than the last instead of scaling flat, and you start the match at Tech 0 and not Tech 1. Two Reactors therefore buy you Tech 2, not Tech 3, which is the miscount that wrecks a rushed tech plan.
- Every Supply Pad on a Forge base starts Heavy, saving 225 eachIntermediateEconomy
He opens with the upgraded Supply Pads other leaders have to buy, so his early income is ahead immediately and does not compound slowly. Forge players rush tanks for exactly that reason. His Leader Power is Carpet Bomb.
- Supplies are the only thing you ever actually spendNew PlayerEconomy
Tech and Population gate what you are allowed to build and are never spent, so Supplies pay for every structure, unit, upgrade, and Leader Power in the game. One number funds everything, so an early Supply Pad pays back further than anything else you can build.
- A Skull does not exist until you finish its hidden kill quotaIntermediateProgressionSolo
Each mission hides one, such as killing 100 Grunts on Alpha Base or 50 Banshees on Dome of Light. Only once the quota is met does the Skull flash on your minimap, and only for a brief window, so you need a unit close enough to reach it in time.
- Steam achievements here earn you nothing on Xbox LiveNew PlayerProgression
The Steam version is not tied into Xbox Play Anywhere, so it carries its own set that unlocks the same way and tracks entirely separately. This is not a delay you can wait out. Only the Xbox One and Windows 10 versions share a list with each other.
- Automatic difficulty climbs past Legendary and the AI does cheatIntermediateSocial
Automatic runs on a numeric scale where roughly 25, 50, 75, and 100 match the four named settings, and it keeps rising past 100 as you win. Higher settings give the AI documented resource gathering from around 133 percent up past 200, plus build speed and damage.
- The display options are in the menu, so skip the launch optionsNew PlayerQuality of LifeWindows
Windowed, Fullscreen, and Exclusive Fullscreen are three separate settings the game offers natively. You do not need Alt and Enter or a command line flag to get out of fullscreen, whatever the workaround guides suggest.
- The texture and anti-aliasing bugs were patched, so verify filesIntermediateQuality of LifeWindows
Switching texture quality between Low and High used to leave textures rendering wrong, and a separate bug blocked 16x anti-aliasing on cards that support it. Both were fixed officially, so there is no workaround left to apply on a current build.
- Stealth Pylons belong to Halo Wars 2, not this gameIntermediateHidden Mechanics
There are no neutral cloaking structures at all in Halo Wars, so a strategy built around hiding an army in a radius is describing the sequel and its Banished Cloaking Generator. The comparable building here is the Watchtower, which does the opposite job and reveals cloaked units.
- The final mission puzzle is three pairs, activated counter-clockwiseAdvancedHidden MechanicsSolo
You take them in order, 1 then 2 then 3, and Serina calls out each interlock as it drops. The widely circulated 1-4, 2-5, 3-6 clockwise pattern describes six individually numbered doors that the mission does not contain.
- The stuck progress tracker is real, and the popular fix is folkloreAdvancedHidden Mechanics
That tracker has a well-reported history of sticking below 100 percent, so you are not imagining it. The widely repeated remedy of deleting local save data and hard resetting could not be verified against any documented source, so treat it as a guess.
Hunt: Showdown20 tips
- Carrying a bounty lights you up to 150 metersIntermediateCombat
It lasts 5 seconds per token you picked up, or 10 for a solo running Magpie, and the duration belongs to the carrier and is never shared across the team. The 75 meter figure people quote belongs to Dark Sight Instinct, a different thing entirely.
- Scrapbeak's wire will trap you in the room with himIntermediateCombat
His concertina wire blocks doorways and bleeds you for walking through it, which turns a fighting retreat into a death. Bring a fire bomb or fusees so you can burn a way out, and do it before you commit to the fight and not after.
- Shoot the lanterns before you spend your own fireIntermediateCombat
The Spider's lair has them in and around it, and putting that fire on the ground costs you nothing at all. Her fire weakness is real, but the claims that the lair always has wall lanterns and that fire specifically halts a regeneration phase are documented nowhere.
- Shooting an Immolator is what makes it explodeNew PlayerCombat
Bullets and bladed weapons detonate it for heavy fire damage to you and anyone standing nearby, and it kills more new players than anything else in the bayou. Switch to dusters or blunt melee, or throw a Choke Bomb to neutralize it without a detonation.
- The Uppercut draws from the standard Long ammo poolAdvancedCombat
Pairing it with a Martini-Henry or a Sparks gives you one combined reserve, which is its real advantage over raw damage. It does not work with Special Long rifles like the Mosin, Berthier, Lebel, or Krag, and not with the Springfield 1866, which runs Medium.
- Extraction points do not drift open and closedIntermediateMovement
The one thing that flips them is The Chariot Tarot Card, an event consumable that toggles which points are locked. Identify two routes before you engage a boss anyway, because that card can close the exit you had been counting on getting out through.
- An enemy in the radius stops your extraction countdownIntermediateSurvival
Sources disagree on whether it resets to zero or halts and resumes, so plan for the reset, since assuming the worse case never costs you anything. Either way a started extraction is not an escape you have already earned, and a late push can take the whole countdown.
- Banishing runs over three minutes, not a quick token grabNew PlayerSurvival
Your position is broadcast to the entire map for that whole stretch, which is long enough for a team on the far side to cross it and set up on you. Plan the defense before you start the channel, because there is no planning it while the timer runs.
- Hunt Dollars you loot are lost unless you extractNew PlayerSurvival
Death takes the hunter permanently along with every weapon, tool, and consumable, and any Blood Bonds picked up in that run go with them. You keep 50 percent of the XP earned and nothing else. New accounts are exempt entirely until Bloodline Rank 15 under Trainee Mode.
- Your loadout is a 5 point budget, not two slotsNew PlayerBuilding
Update 2.8 replaced the old large and small weapon slots, and every weapon now costs 1 to 5 points by size and power. You still have to fill at least two weapon slots, and the Quartermaster trait pushes the budget to 6 points, which is enough for two Size 3 weapons.
- A toolbox restocks tools and never consumablesIntermediateEconomy
It only refills what is depleted, so the bombs and shots you burned through stay burned. Ammo box resupply also dropped from 2.5x to 2.0x in Update 2.8, which makes what you carried into the match matter considerably more than it used to.
- Three ammo types cannot be bought at all any moreIntermediateEconomy
Update 2.8 reclassified Dum-Dum, Explosive, and Spitzer as Scarce, so they never appear in your loadout menu and have to be found in sealed boxes during a match. If your loadout screen looks like it is missing ammo options, that is intentional and not a bug.
- A Caged Boss Target arrives already banish-readyIntermediateProgression
You skip the kill phase entirely and go straight to banishing for exactly 1 Bounty Token, with the location on your map from mission start. The banish is still a timed channel and not an instant grab, so you stay committed and exposed while it runs.
- Any trait unlock rank you read is only a snapshotIntermediateProgression
Fanning alone has sat at rank 87, 36, 17, 13, and now 12 across its patch history, while Quartermaster has been 24, 45, 51, 22, and now 1. Ranks 63 to 100 also grant no new traits at all, only Hunt Dollars, so you hold full trait access well before Prestige.
- Prestige pays out at all 100 levels, not once at the endAdvancedProgression
Most levels let you take 2,000 Hunt Dollars or a 10 percent XP boost. The reset costs you your Bloodline rank, your Hunt Dollars down to 8,000, and every unlocked piece of equipment, trait, and hunter, while statistics, Legendary unlocks, and Blood Bonds survive it.
- Retiring at level 25 has not been possible for yearsIntermediateProgression
Level 50 is the only threshold, and it is also the max level. Retirement removes that hunter permanently and pays a flat 10,000 Bloodline XP, which is exactly what makes Convalescent Home and its 25 retired hunters such a long grind.
- Scarce traits come off the map, never from the shopIntermediateProgression
The blue-marked ones like Shadow and Catalyst drop from Trait Spurs in the world or from boss rewards. Ghoul, Conduit, and Whispersmith are ordinary purchasable traits despite being listed as scarce all over the place, and Tomahawk merged into Assailant in 1.15.
- The Chariot's 5 minute cooldown is shared by everyoneAdvancedSocial
Once any team plays one, no other Chariot activates anywhere for five minutes, so carrying a second is wasted equipment weight. Playing it costs you 1 Health Chunk and swaps which extraction points are locked, and it only works in Bounty Hunt.
- There is no cumulative threat meter behind the crowsIntermediateHidden Mechanics
It is a two-stage alerted-then-triggered system and nothing else, despite how widely the meter idea circulates. If crows scattered and you were certain you were far enough away, the likely culprit is a Stick you stepped on, which is its own separate trap.
- Three tarot cards do not do what the internet saysAdvancedHidden Mechanics
The Tower kills monsters within 65m and sets you on fire instead of marking players, The Fool copies your last used card and never fakes a bounty signal, and The Empress grants traits instead of spawning hazards. All 14 arrived in Update 2.5, not with Road to Hell.
I Am Bread20 tips
- The baguette hitbox registers best at its extreme endsIntermediateCombat
Swing in wide rotational arcs instead of jabbing forward, since the forward jab is what most players default to and why their combos die. Keep the multiplier alive by never letting more than a few seconds pass, and work dense clusters such as stacked plates and shelves of bottles.
- The toaster slot stays shut until all three orbs are goneAdvancedCombat
Two sit on top of it and one underneath, and the third is the one people never find. Focus everything on the orbs and ignore the Rye Fighters entirely until the path is clear, since nothing you do to them opens the slot any sooner.
- A buttered face against a wall gives you zero tractionIntermediateMovement
You slide straight down and lose the entire climb, so a butter run and a vertical section do not mix. Check which side is coated before you commit to a wall, because there is no partial grip to salvage once you are sliding.
- Bouncing off a wall in Zero Gravity costs you nothingIntermediateMovement
Only thrusting burns fuel, so a bounce that redirects you toward the goal is free distance. Let it happen instead of correcting, because the correction is the expense and the wall is doing the work you were about to pay for.
- One shelf-to-floor drop can cost 40 percent of the cracker's IntegrityIntermediateSurvival
Cheese Hunt swaps edibility for an Integrity meter that falls on hard impacts and not on dirty surfaces. Stick to flat ground, skip wall climbs you do not strictly need, and treat every descent as something to control instead of something to survive.
- One trip to the floor can cost 30 percent edibilityNew PlayerSurvival
Edibility starts at 100 and drains on floors, water, ants, and moldy surfaces, while clean countertops, shelves, tables, glass, and ceramics are all safe. The cost of a fall scales with how long you take climbing back, so plan routes that never touch the ground.
- Whether extra corners drain grip faster is genuinely undocumentedIntermediateSurvival
No guide or developer post addresses it either way, so confident claims in both directions are guesswork. What is well established is the other half: releasing everything and resting recovers the meter, so plan pauses instead of tuning corner counts.
- A flawless-feeling run that grades A+ lost it somewhere specificAdvancedProgression
Three culprits account for almost all of them: a few seconds of unnoticed floor contact in Story, a single micro-collision you did not feel in Cheese Hunt, or one thruster correction too many in Zero Gravity. The thresholds are punishing by design.
- Bagel Race is the one mode with no meter to protectNew PlayerProgression
Its scoring is purely time-based, with neither edibility nor integrity in play, so being fast is the whole requirement. The Kitchen Bagel Race is the quickest to finish and the most accessible A++ in the game if you want one on the board early.
- Picky Eater needs a room that actually offers two heat sourcesIntermediateProgression
Levels differ in how many they contain, so attempting it in the wrong room is unwinnable and not merely hard. The Bathroom has a hair dryer and a wall radiator, and the Lounge has a heater and the TV, which makes those two the documented candidates.
- Starch Wars and the TF2 level are one-off levels, not modesNew PlayerProgression
Bossa categorizes both as bonus content, and neither carries per-level variants or A++ ratings. That is why the achievement list gives Starch Wars a single unlock and the TF2 level none at all, so there is no completion tree hiding behind either.
- The TV only becomes a heat source once the bowling ball breaks itIntermediateProgression
You cannot toast on an intact screen however long you sit there. Pushing that bowling ball means climbing high shelving first, which drains your grip meter hard, so budget the stamina before you start instead of arriving at the top with nothing left.
- The Walking Bread asks you to ruin toast, not to survive on crumbsAdvancedProgression
Toast the slice fully first, then drag the finished toast across dirty surfaces until edibility reads near zero, and only then trigger completion. Trying to creep through a level on low edibility from the start is the wrong shape of run entirely.
- Set a locked side view before starting a vertical sectionIntermediateQuality of Life
Repositioning the camera mid-climb costs grip time you cannot spare and invites disorientation halfway up. The Garage pegboard and the Garden fence are the two places this matters most, since both punish any pause you take to fix your angle.
- The grip buttons follow the bread's corners, not fixed positionsNew PlayerQuality of Life
Each button owns a corner relative to the slice's current orientation, so every flip rotates the assignments under your thumbs. Watch the on-screen corner highlights instead of memorizing a mapping. PlayStation pads also carry a documented bug that inverts R1 with L1 and R2 with L2.
- Grip the skateboard's underside and it rises on its ownExpertHidden Mechanics
Balancing on top of it legitimately almost never works. The player-documented method is to approach from underneath and take the underside with two corners, which makes the board levitate, then ride it while it sits at roughly 45 degrees to the floor.
- Magic Marmalade only appears after you have failed a level twiceIntermediateHidden Mechanics
It shows up on the third attempt and not before, so a first run will never find one however thoroughly you search. Sources describe it as a glowing object and not specifically a golden-lidded jar, and whether taking it blocks an A++ grade is documented nowhere.
- Story levels are numbered 1 through 7, with no weekdays attachedIntermediateHidden Mechanics
The idea that Monday is the Kitchen and Sunday the Petrol Station traces to an uncited description of the mode as built around a week. No source attaches a specific weekday to a specific room, so a guide ordering levels by day is inventing the order.
- The flight effect only triggers on small, light objectsAdvancedHidden Mechanics
Community testing has confirmed pens and pencils, small utensils, bottle caps, toy figurines, and loose screws and nails. The lighter and smaller the object, the stronger the effect, and heavy items such as books, plates, and tools do not trigger it at all.
- The refrigerator sandwich version of the TF2 level never existedAdvancedHidden Mechanics
A description circulates widely in which you build a sandwich inside a fridge while avoiding waking a sleeping Heavy. It contradicts the developer's own patch notes and every piece of contemporary press coverage, and appears to originate from an uncited sentence on Wikipedia.
Mini Motorways20 tips
- A house on an adjacent road makes a driveway, which is freeNew PlayerMovement
Cars do not slow down passing one, so feed houses directly onto the road you want them using. The mistake is putting a spur of road between the house and the main street, because that spur turns a free driveway into a real junction that taxes every car going by.
- Cars do slow at a three-way junction, and have since 2021IntermediateMovement
They did not at launch, which is where the T-junction trick came from, and the developers called that a bug and fixed it on August 24, 2021 while raising base intersection speed slightly to compensate. Merging at 45 degrees instead of 90 does not buy it back.
- Cars take the shortest route and never look at how busy it isNew PlayerMovement
Build a bypass longer than the jammed road it parallels and every car keeps using the jam. A bypass only pulls traffic when it is genuinely shorter. The routing cost is unpublished and is not a plain tile count, since a diagonal covers about 40 percent more ground.
- Deleting a congested intersection does not flush the jamAdvancedMovement
Cars already routed over the road finish their trips, but no new car will enter it, so what you have done is cut the destination off from everything upstream. That is the opposite of a free clearing trick. Ghost in this community means the leftover road, not the cars.
- The penalty attaches to the junction, not to the turnIntermediateMovement
Nothing shows the approach angle changing the cost, only whether the tile is a junction at all. That means the way to keep traffic moving is to have fewer junctions and not gentler ones, and two roads that never meet cost you nothing whatsoever.
- Trains and boats are moving traffic, not terrainIntermediateMovement
Terrain means trees, mountains, and water. Train stations arrived with the Miniversary update in July 2023 on London, Mumbai, and New York City, the Copenhagen Metro brought lines back in March 2025, and ferry terminals debuted with Hong Kong in December 2025.
- A deleted road stays on the map until its cars are finished with itIntermediateBuilding
It lingers as a faded temporary segment, and only once the cars routed over it are done does the asset return to your inventory. How long tracks trip length and network complexity, not a fixed number of days, and building a bypass first shortens it.
- A roundabout draws 3x3 but only checks five tiles to placeAdvancedBuilding
It looks at the center and its four orthogonal neighbors, so a building sitting on a diagonal corner does not block you. Existing road does not block you either, since only buildings do. That is why dropping dummy road tiles early reliably holds a junction open.
- A tree blocks spawns exactly the way a road tile doesIntermediateBuilding
That makes standing trees free blocking you already own. It also means running a road through one destroys it and opens that square up for a house or destination, so clear trees deliberately and never incidentally while routing.
- One road tile does not reserve a 6x6 area around itselfAdvancedBuilding
A destination needs a clear lot of three tiles by two, or three by four for a double, so a single tile only denies the placements that would actually overlap it. Paired or staggered diagonal tiles are what close ground off, plus a two-tile border around destinations you rely on.
- Tunnels and bridges consume road tiles equal to their lengthNew PlayerEconomy
Motorways do not, and that difference is why the two feel interchangeable until you are suddenly out of road. Check you have enough regular tiles left to actually finish the connection before you place the bridge, or you will have spent the upgrade on a gap you cannot close.
- Expert Mode stops offering upgrades after the eighth weekIntermediateProgression
You get the full library through the first eight weeks, with the one restriction that you cannot pick the same upgrade type two weeks running. From week nine onward the game hands you standard road tiles and nothing else, so bank the infrastructure you need before then.
- Infrastructure placed in a Challenge never counts toward totalsIntermediateProgression
The developers have confirmed that Daily and Weekly Challenge placements are excluded from cumulative achievements, and so is anything built in a challenge that hands you unlimited upgrades. The Steam client also caches the displayed number, so restarting Steam often unfreezes a counter.
- The 10-tile bridge achievement is called Troll TownIntermediateProgression
There is no achievement named Bridge Builder, whatever the guide you are following says. Its tunnel equivalent is The Dark Side of the Road at the same 10 tiles, Go The Extra Mile wants a motorway over 25, and Mom's Spaghetti wants all nine motorways in use at once.
- The trip target for a city achievement is not the same everywhereNew PlayerProgression
Los Angeles, Beijing, and Tokyo want 200. Dar es Salaam, Moscow, Munich, Zurich, and London want 300. The other 18 cities want 400. Chasing a single number across the whole map list is why some of them feel arbitrarily harder than others.
- Game Over now offers Creative Mode instead of EndlessNew PlayerQuality of Life
The Lokum Lanes update of June 2026 added a Continue in Creative Mode button to that screen, which before then dropped you into Endless Mode. Creative arrived on August 26, 2025 and lets you place, rotate, flip, delete, and recolor with almost unlimited upgrades.
- A car claims its pin the moment it leaves the drivewayAdvancedHidden Mechanics
Destinations generate pins representing demand, and a car only sets off when one is waiting, which it then holds for the whole trip. A distant house feeding a busy destination therefore keeps the queue looking full longer than a near one. This is community reverse-engineering.
- New houses cluster near houses of their color, not their destinationAdvancedHidden Mechanics
So blocking around a destination is worth doing, just not for the reason usually given. Houses do not normally spawn tight against an entrance anyway. What you are really preventing is another destination landing a tile or two away, and keeping room to route later.
- No trip count tells you when to split your networksIntermediateHidden Mechanics
The 1,200 to 1,500 figure is documented nowhere. The game's own markers are 1,000 trips for Commuter and 2,000 for Driver. Shared grids do get worse as a city grows, so break yours into disjointed color-coded networks where red cars only share roads with red cars.
- Pin caps are six and eight, which the quoted house counts ignoreAdvancedHidden Mechanics
Start with one or two houses for a square and three or four for a circle, then tune by watching the pin queue. The late-game figures often repeated, 6 to 7 for a square and 12 to 15 for a circle, are documented nowhere and sit badly against those caps.
Monster Hunter Rise19 tips
- Sharpness and Attack Boost are not competing choicesIntermediateCombat
They sit in the same formula and multiply together, so neither one replaces the other. Going Blue to White is about a 10 percent raw gain, roughly what Attack Boost Lv7 delivers, which means the correct answer to which you should build is both of them.
- Yellow sharpness is the baseline, not a penaltyIntermediateCombat
For raw, the multipliers run 0.50 at Red, 0.75 at Orange, 1.00 at Yellow, 1.05 at Green, 1.20 at Blue, 1.32 at White, and 1.39 at Purple. Element runs a different table where Green is the baseline, so Yellow costs you a quarter of your elemental damage while leaving raw alone.
- You bounce off low hitzone values, not tough partsAdvancedCombat
Community testing puts the rule at sharpness times hitzone times your weapon modifier landing at or below 25, so higher sharpness lowers the hitzone where bouncing starts. White bounces only around 19 or less against Yellow's 25. Mind's Eye Lv2 removes it outright.
- No armor skill in Rise raises your maximum healthNew PlayerSurvival
Health Boost was never part of this line, so stop looking for it if you came from World. You start every quest at 100, a Dango meal adds up to 50, and your Petalace caps what Spiribirds add on top. Strength Petalace III and Absolute cap health at plus 100 for a 250 ceiling.
- The 40 percent Dango Ticket boost is not a Capcom figureIntermediateSurvival
Capcom only says a Ticket raises the activation chance of every skill on the skewer, and the flat number everyone quotes comes from community testing. Base activation already runs 50 to 90 percent per dango, so visit Yomogi before every quest whatever the real uplift is.
- Anomaly slots buy sharpness and shelling, not just attackAdvancedBuilding
The menu also covers Status, Sharpness, Rampage Slot upgrades, and Gunlance shelling level, plus Add Anomaly Slot upgrades taking you to a maximum of nine. Only fully upgraded weapons qualify, and augmenting one locks it out of rollback permanently.
- Qurious armor crafting works on Master Rank gear aloneAdvancedBuilding
It rolls base defense, elemental resistances, and skill points on a high-variance system, so the same piece comes out different every time you touch it. Slots+ is the main route to level 4 decoration slots on armor that never shipped with them.
- Capturing replaces your body carves instead of adding to themIntermediateEconomy
It is a trade, not a bonus. Capture skews toward gems and medullas, with a High Rank Rathian Ruby at 3 percent on capture against 1 from a carve, and away from spike and blade parts, since Rathian Spike+ is absent from the capture table entirely.
- Rathian breaks at the head, tail, and wings onlyIntermediateEconomy
There is no back break however long you hit it. If you need a Rathian Spike, go for the tail, because the tail-break reward pays out around 70 percent of the time and carving the severed tail around 40, against 5 percent from a body carve.
- Rollback refuses forged weapons, augments, and armorIntermediateEconomy
It walks an upgraded weapon back down its tree for 10z to reclaim materials, marked by a yellow arrow, but a weapon you forged directly cannot go back, neither can one you augmented, and armor never could. Some materials also return as Scraps and not the original part.
- Sunbreak's melding tiers replace the base game onesAdvancedEconomy
Rebirth recycling 20 Talismans plus 500 Kamura Points into three stops mattering once Anima and Reincarnation arrive at MR 6-Star. Aurora after Chaotic Gore Magala guarantees one skill you name, and Qurious Vigor and Cyclus after Amatsu are the only route to Dereliction and Berserk.
- Around fifteen Event Quests guarantee a crown outrightAdvancedProgression
The Mega Man 11 event hands you a miniature Zinogre and the Street Fighter event a large Rajang. Standard quests cap at 3 percent and only on a monster's High Rank introduction quest. Always leave with Return from Quest, since abandoning discards the crown.
- Each Special License Test raises Hub rank by exactly oneIntermediateProgression
The three unlock at Village 4-Star, 5-Star, and 6-Star, each throws multiple monsters at you in the Shrine Ruins, and clearing all three takes you to Hub 4-Star. That is the Village route into High Rank, well short of grinding Hub quests one tier at a time.
- Master Rank does not use the 8-Star track at allIntermediateProgression
Sunbreak runs its own MR 1-Star to MR 6-Star ladder instead. The roughly three dozen 8-Star quests, covering Advanced hunts, Apex fights, Elder Dragons, and Master Utsushi's Challenges, all belong to the base game after your Hunter Rank uncaps.
- Switch Skill Set 2 wants eight weapons of that typeIntermediateProgression
Set 1 arrives at Village 3-Star or Hub 2-Star, Set 2 comes from crafting or upgrading eight unique weapons of that specific type, and Set 3 is a High Rank Hub Quest from Master Utsushi somewhere between HR 4 and 6-Star. Sunbreak takes every weapon to five sets.
- Village quests raise your star level, not Hunter RankNew PlayerProgression
You begin the game at Hunter Rank 1 already, and clearing the 2-Star Village Urgent moves the Village track and not that number. The two ladders run in parallel, so a player deep in Village content can still be locked out of the Hub tiers.
- Buddies you are not using can level while you huntIntermediateSocial
Spend Kamura Points at the Dojo to put idle ones into training and they gain levels passively, unlocking health, damage, and new support moves. Anything in your party or out on the Argosy or Meowcenaries cannot train, so rotate them instead of hoarding.
- Rousing Roar gives affinity and nothing elseIntermediateSocial
It is the Fight Palico's level 1 move and hands every ally 30 percent affinity for two and a half minutes, which is large enough to change what your weapon build should look like. The attack and defense buff is Power Drum, a separate move at level 10.
- Fish the Argosy brings you do not count for the awardIntermediateQuality of Life
You have to catch all 19 qualifying species yourself with the minigame, including High Rank exclusives like the Supreme Brocadefish. The Armored Bream and Springnight Carp are Argosy-only and are not on the list, so do not waste hours casting for those two.
Monster Hunter Wilds20 tips
- Armor skills alone cannot reach 100 percent AffinityAdvancedCombat
Stacked to their maximum they give plus 85 percent on a wounded weak point against an enraged monster, and there they stop. The last stretch has to come off the weapon, through Artian affinity infusions and Affinity Boost reinforcement rolls worth 5 percent each.
- Critical Boost has five levels, and Lv 3 is not the capIntermediateCombat
Base critical damage is 125 percent and each level adds 3, so Lv 3 lands at 134 and only Lv 5 reaches 140. Build guides that stop at three levels are leaving 6 percent crit damage in the decoration box, which is a real loss on a high affinity set.
- Every status application raises the next thresholdAdvancedCombat
The step is fixed but the numbers are per monster. Rathalos, Arkveld, Doshaguma, and Uth Duna all start Paralysis at 180 and add 130 up to a 960 cap. Rey Dau, Gore Magala, and Seregios start at 300 and add 200 up to 1,500. Spend your applications where they matter.
- Offset is a specific move only six weapons haveAdvancedCombat
Great Sword, Switch Axe, Hammer, Hunting Horn, Insect Glaive, and Heavy Bowgun own one, and no ordinary attack will do it. Landing it into a windup builds offset damage until the monster is knocked off balance, and each success makes it more resistant to the next.
- Weakness Exploit gives two bonuses at every levelAdvancedCombat
The first applies on a weak point and the second stacks on top when that spot is also Wounded through Focus Mode, so Lv 5 is 30 percent plus 20 for 50 percent Affinity. Wilds publishes no Hit Zone Value threshold, and in practice it tracks the 3 and 4 star Field Guide ratings.
- Iceshard Cliffs shrinks the stamina bar itselfIntermediateSurvival
The cold does not drain stamina faster, it takes the bar away, and Frostwinds make it worse again. Pack Hot Drinks, run Adaptability, or grab Heatmantle Bugs on the way in, because arriving without any of the three turns every dodge chain into a gamble.
- No armor skill in Wilds raises your maximum healthNew PlayerSurvival
Health Boost does not exist here, so stop hunting the skill list for it if you came from World or Rise. Meals and consumables are the only route, tracked as green lamps on your health gauge up to a maximum of five, which makes eating before a hunt a build decision.
- The meal timer stops while you are inside a campNew PlayerSurvival
It also pauses in a settlement or the Grand Hub, so eating before you set out costs you nothing in idle time. A grilled meal runs 30 minutes, or 50 with an Additional Ingredient, and meals from NPC invitations or the Grand Hub Canteen run a full 60.
- Group Skills want exactly 3 pieces, from any monstersIntermediateBuilding
They key off a shared Group tag and not a matching set, so three pieces from three different monsters activate one just fine. That is separate from Set Bonuses, which need 2 or 4 pieces from the same monster, and from the equipment skills built into each piece.
- No weapon in the game can reach Purple sharpnessIntermediateBuilding
White is the ceiling at 1.32x raw and 1.15x elemental. Every sharpness bar reserves seven segments including a Purple one, and across all 1,900-odd weapons that segment is empty on every single one. Ascendance brings Master Rank in 2027 but Capcom has confirmed nothing about Purple.
- Some materials only ever come from a captureNew PlayerEconomy
Others only ever come from a carve, so the faster ending is not automatically the better one. Capturing grants bonus capture rewards but leaves no body to carve, while killing takes longer and opens carve-only materials. Check the drop table for the part you actually need.
- Appraised Talismans did not ship at launchAdvancedProgression
Ver. 1.021 added them, so any build guide older than that has no idea they exist. They roll multiple skills plus inherent decoration slots, rarity runs 5 to 8, and Rarity 8 turns up around 3 percent of the time, which makes them the main material sink after the campaign.
- Hunter Rank is capped in stages until Chapter 6-1IntermediateProgression
Low Rank gives one step per completed main mission, taking you from HR 1 to 8. High Rank then stops at 15 after Chapter 4-1, 20 after 4-2, and 40 after 4-3, with the cap lifted only once you clear 6-1 and pass 41. Grinding investigations before that does nothing for your rank.
- Re-running an Investigation gives the same sized monsterAdvancedProgression
Size is rolled at spawn and a single-target Investigation keeps whatever it was saved with, so repeating one can never produce a crown it did not already have. Save fresh Investigations for fresh rolls. Each allows three attempts, and double-monster ones reroll every size.
- Spreading awards over two characters kills the capstoneIntermediateProgression
Steam achievements are account-level and stay unlocked, but the in-game Award progress underneath them lives on a save file, and you get three character slots with one save each. Eastward Wings reads that award list, so a split across characters means it never fires. Pick one and stay on it.
- Assignments are not solo-only, the cutscene is the gateNew PlayerSocial
A player who has not yet seen a quest's pre-quest cutscene cannot join it, which is where the solo-only myth comes from. Everyone watches or skips it on their own, then you hunt together. Cutscenes inside a quest are shared and only skip if every participant holds the input.
- SOS Support Hunters raise the monster's health poolIntermediateSocial
Fill all three slots with AI and the monster carries roughly the same health it would against four humans, about 2.4 times solo by community measurement, so firing a flare buys three mediocre damage dealers at a full party price. The Support Hunters the story assigns you during Assignments are the exception and do not count.
- Your Palico is withdrawn once a third hunter joinsIntermediateSocial
It comes along at one or two hunters and not beyond, which is a quiet loss of support the party size scaling does not advertise. Stagger thresholds, status buildup, and wound creation are all shared across the team, so coordinated groups still clear far faster than solo.
- Breaking a part takes an attack off the monsterNew PlayerHidden Mechanics
A Rathalos with broken wings flies less, and a Rathian with a severed tail loses the poison off its flip, so a part break is a defensive play as much as a material one. Target them deliberately instead of treating them as something that happens on the way to a kill.
- Tempered battle scars are not the Frenzy VirusIntermediateHidden Mechanics
They are white marks your scoutflies highlight blue in Focus Mode, and breaking one knocks the monster down and drops Wyverian Bloodstones. Frenzy is a separate condition spread by Gore Magala. Arch-Tempered sits above Tempered and covers all five apex predators.
Necrosmith 220 tips
- Check the parts, never a race's reputationAdvancedCombat
Jotunn parts all carry zero Vampirism and Orc parts top out at 6 Armor, whatever their names suggest. The genuinely strong armor pick is the Cursed Armor Cuirass with Thorns at 60 Armor and 20 Vampirism, and lifesteal lives on heads: Vampire at 50, Illithid at 40, Demon at 30.
- Maxed lightning is treated as mandatory for the Master DiscIntermediateCombat
It comes from the Tesla Machine, and the community's top upgrade priority is leveling that spell to its ceiling before anything else. Pair it with the Master's Hat artifact, whose 35 percent chance to skip a cooldown roughly doubles how often it lands.
- No artifact grants Vampirism, so stop looking for oneIntermediateCombat
For keeping a unit alive, Star Flower, Crown of Power, and Phoenix Feather are the actual options. The strongest offensive pick is Master's Hat, giving a 35 percent chance to skip a spell's cooldown, usually paired with Sands of Time at the cost of tower damage.
- Ranged builds only became viable when Update 1.0.4 fixed the AIIntermediateCombat
It reworked unit behavior around the orders you assign, so collectors fight back and ranged units engage from range. The change that mattered most is that units attacking a lair no longer stand inside it, and that had been wasting every ranged build before it.
- Legs are the whole Speed slot, and they never grant ViewIntermediateMovement
Every leg in the game carries positive Speed, from +55 up to +200, which makes that slot the one to build a gatherer around. A leg cannot give View at all, so anyone promising you a scouting build from the boots is describing something the game cannot do.
- Rollerskates and the Pocket Magnet only affect the unit you controlIntermediateMovement
Neither does anything for the rest of your roster, so they are worth carrying only if you intend to take direct control and drive one durable unit around collecting. That is the standard approach, with Rollerskates adding 50 percent speed and the Magnet an auto-collect aura.
- Clearing the last enemy lair summons the ReaperAdvancedSurvival
Running out of lairs or boss waves brings it, and that effectively ends the run, so leave at least one standing when you are trying to survive an hour. There is no one-hour spawn timer behind this either. The hour is only the achievement threshold.
- Watch the countdown, not the day and night cycleNew PlayerSurvival
Wave and boss arrivals run on their own timer and are never triggered by daybreak, despite the common player belief that sunrise starts them. Alawar's own copy has you fending off hordes by day and exploring at night, with your undead stronger after dark.
- A unit needs six components, and a gap means no spawn at allNew PlayerBuilding
One head, one torso, two arms for left and right, and two legs for left and right, always. There is no partial build that limps out at reduced stats. A minion missing any single component simply will not appear when you commit it.
- No part in the game carries a Damage statIntermediateBuilding
Damage only ever comes from a recipe bonus, so comparing arms by damage is comparing a number that does not exist. What arms decide is attack type, and they are named for the weapon they hold: Crossbow is ranged, Magic Wand or Book is magic, Sword or Axe or Mace is melee.
- The plain Crossbow arm builds a different unit entirelyAdvancedBuilding
The Skeleton Scout wants arms with Armor and Crossbow, and swapping in the plain variant gives you the Skeleton Spy instead. It grants View +10, Damage +2, and Armor +1, so build it when you want vision and not something that survives contact.
- There is no extractor building, only a right-clickNew PlayerEconomy
Convert spare body parts to mana straight from your base inventory, and shift-click to do it in bulk. The tutorial covers it and there are achievements for burning 50, 250, and 500 parts, but a dedicated building for the job circulates by name and does not exist.
- You start with skeleton parts, and on the Master Disc they are fuelNew PlayerEconomy
They carry you fine on the Portal Disc, but on the Master Disc they cannot kill anything and get one-shot in return. Right-click the parts in your base inventory to burn them for mana instead, or park the units near the tower where they can gather safely.
- Most Necrosmith 2 achievement lists have the first game mixed inIntermediateProgression
Necrosmith 1 has exactly 30 achievements, none hidden, and shares no achievement names with the sequel. If a list attributes names like Herogasm, Felina, Four Marks, or Days Gone Bye to this game, it has merged the two rosters and you are chasing something that is not here.
- The Titan cap is four, not the three everyone repeatsIntermediateProgression
One comes by default and three more from leveling the Statue of Majesty in the lobby store. Three was only correct during the game's first week, before patch 1.0.3 added the Statue's third level on April 2, 2024.
- You get four artifact slots against shelf space for 64New PlayerProgression
The cap is genuinely new to this game. The first one used relics instead, picked up on the map during a run and kept permanently with no equip limit, so advice carried over from it assumes a freedom you no longer have.
- The artifact that froze the clock was fixed back in 1.0.2AdvancedHidden Mechanics
At launch it stopped the in-game clock outright, which halted monster spawns and lair attacks, and Alawar closed that on March 29, 2024. It is also not a view range artifact, whatever you have read. It gives +20 speed at night and +350 maximum HP during the day.
- The recipe total is a datamine, not a published figureAdvancedHidden Mechanics
A community read of the game files counts 397 at version 1.0.7.382, of which 396 are buildable, and Alawar has never given a number. An earlier version counted 398. The unbuildable one is the Lizard Half-Breed, which calls for the same parts as the Orc Half-Breed and loses.
- Version 1.0.7 is the final build, so nothing here is provisionalNew PlayerHidden Mechanics
The public branch has not moved since April 16, 2024, and everything Alawar has posted for the game since is sale announcements or promotion for other titles. Crash and memory-leak reports from 2024 and 2025 sit unanswered. Treat the game as finished and not in development.
- View range comes off the head, and the spread is enormousIntermediateHidden Mechanics
The Cybersaurus Head leads at 100, with its variants at 70 and the Mechanoid Head at 60, while Draconid, Treant with Raven Nest, and Jotunn heads sit between 45 and 55. Illithid is only 20 and the Mantis Head is 6, among the worst in the game.
Noita20 tips
- A Stevari killed while Polymorphed does not countAdvancedCombat
Your third kill in a run fires the achievement on its own, with no need to damage brickwork afterwards, and doing that gives a different message entirely. The other trap is Peace with Gods, which stops Stevari spawning at all and quietly ends the attempt.
- A trigger payload's cast delay is ignored entirelyIntermediateCombat
That is what hides Magic Missile's hefty plus 1.00 second behind a Spark Bolt with Trigger in the first slot. Do not reach for Firebomb as the payload, since it deals 10 fire damage in a small radius on unlimited charges and is the least explosive fire spell in the game.
- Boss scaling locks the moment you pick up the SampoExpertCombat
Collecting orbs afterwards changes nothing about the fight you are walking into. Immunities land at thresholds and never per orb, with 0x electric, fire, and ice at 3 orbs, acid at 4 and 7, and heartache immunity at 33. Between 12 and 16 it gains temporary material weaknesses.
- Kicking a Temple Statue one-shots Stevari for 2x goldAdvancedCombat
The Holy Mountain holds two of them and you need no wand at all, because the shield only deflects projectiles and a kicked statue is not one. A trick kill pays double gold, or quadruple with Trick Greed. They are Temple Statues, not the pacifist statues.
- The million damage achievement counts damage you takeExpertCombat
Taking it is in fact the only documented route, through roughly 143 million health plus the Eat Your Vegetables hunger curse. The Divide By method that circulates makes little sense on its own terms, since Divide By splits into more projectiles each dealing less.
- There is nothing to wash off after acid touches youIntermediateSurvival
It works like lava and deals 20 to 500 contact damage per second without ever staining. Throwing water at the pool actively makes things worse, since water is corrodible and gets eaten and turned into Flammable Gas. Use Purifying Powder to neutralize acid into water.
- Water is not the only stain that stops you burningIntermediateSurvival
Bloody, Slimy, and Toxic all prevent ignition too. Blood also raises critical hit chance by 5 percent per spell in the casting state, toxic sludge costs 2 percent of your health per second but cannot kill you, and oil makes you slippery and long-burning.
- A shuffle wand reorders at four moments, not every drawAdvancedBuilding
It randomizes when you switch to the wand, on a wrap, on a recharge, and on a Wand Refresh, and it holds that order in between. The real cost is inconsistency and not self-damage, and the No More Shuffle perk converts one while keeping its better stats.
- A wrapping Double Spell draws your Chainsaw twiceExpertBuilding
Chainsaw cuts recharge by 0.17 seconds and zeroes cast delay for 1 mana, so a Double Spell at the end of the wand that wraps and draws it again collects that reduction twice in one cycle. The spell is Double Spell, since there is no Double Cast in Noita.
- Cast Delay and Recharge Time do not stack back to backIntermediateBuilding
Your effective wait is whichever of the two is larger, so a wand carrying 0.5 seconds of each waits 0.5 seconds and not a full second. A 1-slot wand still does not bypass cast delay, but it is not paying both timers either, which changes how a wand should be read.
- Exactly minus 1 frame is infinite, anything lower is notExpertBuilding
That value is a deliberate sentinel and not an integer underflow, so a lifetime below minus 1 dies after a single frame instead of lasting forever. No spell sets it for you. Stack additive modifiers such as Reduce Lifetime at minus 42 until you land exactly on it.
- Negative cast delay cancels, it never pays a bonusAdvancedBuilding
A value of minus 3.0 seconds on a wand carrying 2.5 seconds of spell delay nets minus 0.5, and it can only negate up to what your spells add. The floor is 1 frame, which is 60 casts per second, and Recharge Time floors at zero instead of going negative.
- The perk reroll machine doubles its price every useIntermediateEconomy
It opens at 200 gold, so a third reroll in one Holy Mountain costs 800 and a fourth 1,600. Do not overlook the Worm Crystal in the same room either, since it is what keeps a worm from smashing the mountain open before you have finished shopping.
- Count your orbs before you touch the Mountain AltarExpertProgression
You offer the Sampo there, and your orb count decides what happens next. Five to ten starts New Game Plus. Exactly eleven gives the Pure Ending and finishes the run. Anything else turns the world to Toxic Gold and normally kills you on the spot.
- Each New Game Plus doubles the damage you takeExpertProgression
It triples for Poison and Melee. Enemy minimum health follows 7 plus 2.5 times level minus one, maximum 25 plus 10 times the same, and attack intervals shrink by 0.5 to the power of the level. The map is rearranged and every biome gets more enemies.
- Every orb in a Parallel World is a cursed oneExpertProgression
They are all Orbs of Corrupted Knowledge, granting no spell and handing you a poisonous Cursed Extra Max Health. Those worlds also hold 6 Holy Mountains and not 7, and the Giant Tree, Lava Lake, Dark Cave, Moon, and Hiisi Anvil are simply not out there.
- A draw-wrap forces the reload, it does not skip itAdvancedHidden Mechanics
Wrapping the deck at the end of a cast triggers Recharge Time instead of beating it, and that is why so many rapid-fire builds copied off a forum feel slower than promised. Wand Refresh is the mechanic that wraps without a reload, and real engineering is built on that.
- A held flask decides a Fungal Shift 75 percent of the timeExpertHidden Mechanics
Hold a flask when a Fungal Shift fires and there is a 75 percent chance its material is one of the two in the shift. Within that, an even split decides which side of the equation it lands on, so the real breakdown is 37.5 percent as the source, 37.5 percent as the destination, and 25 percent ignored.
- An empty Deck causes a wrap, not the spell's positionExpertHidden Mechanics
The engine moves everything from the Discard pile back into the Deck and reorders it the moment a spell tries to draw and finds nothing. Putting a modifier or multicast at the end is only the usual way to run the Deck dry, so build around the count and not the slot.
- Stirring sludge works by layering, not surface areaIntermediateHidden Mechanics
Water converts toxic sludge back at reaction rate 13, and the reaction only runs top down while sludge floats on water. Shooting into the pool or dropping physics objects in gets water sitting above the sludge. The projectile does not need to be low damage.
Palworld20 tips
- Astralym is completely typeless, so bring raw damageAdvancedCombat
No elemental pick helps you in this fight, which makes the usual counter-matching prep wasted effort. Open the final door with the Key Spheres from the previous Tower Bosses after clearing the Panthalus questline, and note you do not need Panthalus in your active party.
- Hartalis barriers break to elements, not to damageExpertCombat
Phase one's opens to Fire or Electric and phase two's to Dark, so grinding health against them does nothing. The 600,000 and 300,000 HP thresholds people quote appear in no source. At the phase break it performs an area attack instead of wiping the raid and healing.
- Ice and Dragon are equally good against XenolordExpertCombat
Both resolve to 2x against a Dark and Dragon target, so the claim that Ice is mathematically optimal because Xenolord lacks a Dragon weakness is wrong on its own terms. Dragon is weak to Ice in this game and not to itself. Xenolord is Level 65 at 1,414,000 HP.
- The 4x elemental multiplier can never actually happenIntermediateCombat
It exists in the game's tables and nothing can trigger it. Fire is the only element strong against two others, Grass and Ice, and no Grass or Ice dual-type Pal exists to be hit by it, so stop hunting for the matchup that pays quadruple damage.
- The Attack Chopper has about 5,000 health, not a millionAdvancedCombat
It is a Level 80 fight at 4,900 to 6,100 health, and what makes it dangerous is relentless ranged fire and not a huge pool. Use the Blue Storage Container by the chest as cover, since it blocks every attack, then peek out and lead with the Rocket Launcher.
- The summoning altar only burns if you fight the raid at your baseAdvancedCombat
Since v0.7.1 the altar survives a raid fought inside the Raid Area, so summon there and you never rebuild it. Fight at your base instead and it is consumed, which costs you 3 Ancient Technology Points, 100 Stone, and 20 Paldium Fragments every time.
- Red Berries do not accelerate SAN drainIntermediateSurvival
They are Nutrition 15 and SAN 0, so they are near-worthless without being harmful, and it is the hunger they fail to fix that costs you sanity. Salad and Pizza do not slow the decay either, since neither one carries the SANResist stat at all.
- A Pal in your party will not breed, whatever you feed itNew PlayerBuilding
Both parents have to be assigned to the base, which is the usual reason a Breeding Farm sits idle with cake in the chest. The farm unlocks at Level 19 in the Ancient Technology tab, and v1.0 added the Ancient Hatchery as a second option beside it.
- Handiwork Pals repair raid damage for free nowIntermediateBuilding
v1.0 removed the Repair Kit entirely, so rebuilding after a raid costs you nothing but their time. Base defenses still have a running cost: a Mounted Machine Gun consumes Rifle Ammo and its crewing Pal reloads from a storage container placed nearby, so keep one stocked.
- Raising the cap to 10 did not lift every Pal with itIntermediateBuilding
v1.0 took the Work Suitability ceiling from 4 to 10 and made every rank up raise a level, but each species keeps its own limit. Cattiva only climbs from Mining 1 to 3 at four stars while Aegidron goes 8 to 10, so condensing an early Pal will not buy you a late-game worker.
- Work Suitability levels are gates, not speed modifiersNew PlayerBuilding
Each node type demands a minimum: Rock 1, Paldium Ore 1, Ore 2, Sulfur 2, Coal 3, Pure Quartz 3, and Soralite 6. A Mining Lv 1 Pal does not mine ore slowly, it cannot touch it at all, so a full crew can still leave a node sitting there untouched.
- Ancient Technology Points drop once per Alpha, everIntermediateEconomy
Alphas respawn on a one real-time hour timer and you can farm them forever for Ancient Civilization Parts, which drop at 100 percent. The Points themselves are first-kill only, so a repeat kill never advances the Ancient Technology tree by a single step.
- Artisan stopped being the best work passiveAdvancedEconomy
Remarkable Craftsmanship is plus 75 percent and strictly beats it. Lucky adds plus 20 percent Work Speed with plus 15 percent Attack and Defense and no downside at all. Demon's Hand from the World Tree is plus 90 percent, paid for with faster SAN drain.
- Condensing a Pal takes 48 sacrifices, not 116IntermediateProgression
Pocketpair's v1.0 note cut it from 116 sacrificed to 48, in increments of 4, 8, 12, and 24. The 117 still quoted is those 116 plus the base Pal you keep, so it is the same number counted differently. Condensing raises base stats and Work Suitability levels on your primary Pal.
- Panthalus is caught by beating it, not by throwingIntermediateProgression
Reduce its health fully and it collapses into a window where the catch is 100 percent guaranteed. There is no special sphere requirement, no 0 percent capture rate to engineer around, and defeating it does not fail the quest. Watch the 10 minute limit instead.
- The Legendary Sphere is only the sixth tier of tenIntermediateProgression
It unlocks at Technology 44 and not 47, and four better spheres sit above it. The top is the Ancient Sphere at Technology 74 with Capture Power 64, costing 30 Paldium Fragment, 6 Paloxite Ingot, and 3 Mythical Wood for every throw you take.
- A back throw can lift a catch from 31 percent to 52New PlayerHidden Mechanics
The Back Bonus is the largest free improvement available to a throw, and it stacks with everything else: lowering health, poison or stun, Lifmunk Effigies offered at a Statue of Power across 15 ranks, and a Sphere Module on top of your sphere tier.
- A breeding chart written before v1.0 gives wrong answersAdvancedHidden Mechanics
CombiRank now runs 10 to 3,100, and the offspring is the floor of Parent A plus Parent B plus 1 over 2, with the game picking the species landing closest. The rescale moved everything, so Cattiva plus Anubis yields Dumud Gild today and no longer Robinquill.
- Breeding does not pull offspring back toward averageAdvancedHidden Mechanics
The formula averages your two parents and nothing else, with no global median tugging at the result. That is exactly why back-crossing offspring against the rarer parent converges on it. The only real wall is that you can never breed a Pal rarer than your rarest parent.
- You cannot cake an egg twice for mutation and passivesAdvancedHidden Mechanics
Every egg mutates at 1 percent, and an Extravagant Vegetable Cake raises that to 3. Special Cake is a separate item guaranteeing 4 inherited passives. Both go in the same Breeding Farm chest and it takes one cake per egg, so any two-step plan you have read does not work.
Patapon20 tips
- Charge is PON-PON-CHAKA-CHAKA, and the DON one is JumpNew PlayerCombat
Community shorthand calls Charge the PonChaka song for exactly this reason. DON-DON-CHAKA-CHAKA is Jump, and Jump does not exist in Patapon 1 at all, where the Don drum turns up only in the Miracle song.
- Charge is worth 4x on a Robopon and almost nothing on a YumiponIntermediateCombat
Player damage testing puts the charged-attack bonus near 1.05x for Tatepon, Yumipon, and Kibapon, around 1.15x for Toripon, a little over 2x for Dekapon, and 4x to 5x for Robopon. No single published multiplier covers your whole army.
- Gorl targets your best unit, not the one standing in frontAdvancedCombat
Parking expendable Tatepons at the front and hiding your carries behind them does nothing here. What saves the unit is reacting to the two-hands-forward tell, either with Defend to free it or with a stagger that makes him drop it. Farm Gorl and budget for the odd loss.
- Patapon 2 bosses gain a new attack at Level 10IntermediateCombat
Most of them pick up an extra and more dangerous move borrowed from a stronger cousin once they reach that level. Patapon 1 works differently, where higher levels only inflate stats. Plan for the fight to change shape and not simply to hit harder.
- Wagyanba resists everything except the elementsAdvancedCombat
It halves damage from all non-elemental sources, while fire, ice, and electricity hit it at full strength. That is the reverse of what most players expect, so take a Koppen or Nyontama build to elemental stages instead of leaning on it.
- Only Mashu at level 10 or Babassa is real sleep immunityAdvancedSurvival
A level 1 Mashu carries +10 percent sleep resistance, which will not save your frontline from Sleepy Breath. The Party song clears sleep after it lands and is the more dependable answer, and a Toripon Hero shrugs off both Sleepy Breath and Toasted Meal outright.
- Your stew is consumed the moment the mission completesNew PlayerSurvival
Only one can be equipped at a time. King's Stew, which means missing at most one chop, gives +60 HP and +2 damage, and a perfect run yields Divine Stew at +100 HP, +5 damage, and a fire element on your attacks. Save the good ones for fights that need them.
- A stagger landed on a sleeping boss guarantees Grade 3 or betterAdvancedEconomy
The usual farm equips the weakest wooden weapons so the boss survives and stacks Menyokki for its +200 percent Cnc stagger rate. The other half is Mashu, which supplies the sleep and knockback that turn a stagger into a guaranteed drop.
- Banking Parachi beats opening the Paragate reward boxesIntermediateEconomy
Every Parachi converts to 5 Ka-ching when you leave. Opening all the boxes costs 200 of them, and whatever you did not spend converts on the way out, so a good run walks away with roughly 1,000 Ka-ching instead of a handful of items.
- No boss in Patapon 1 drops Divine equipmentAdvancedEconomy
All nine Divine items come from the Fwoosh Famooze anvil run with Mytheerial, where a perfect run awards one for each of the first nine equipment types. After that the anvil returns only Magic Alloys. Farm Mytheerial from Dogaeen, Cioking, Shookle, or Gorl.
- Patapon 1 minigames cost a material, never Ka-chingNew PlayerEconomy
Ubo Bon takes 1 Leather Meat, Pop Bean 1 Banal Branch, Rumble Thump 1 Tender Meat, Simmer Slurp 1 Eyeball Cabbage, and Fwoosh Famooze one mineral. The 50, 100, and 150 Ka-ching entry fees belong to Patapon 2's three difficulty levels, not this game.
- Seeds gate your Evolution Map and no minigame produces themIntermediateEconomy
Every other material category has a minigame behind it. Seeds come only from Gancheeks and the Shookle family, and they gate the Mahopon and Toripon evolutions. When Evolution Map progress stalls in Patapon 2, seeds are almost always the reason.
- The Bell turns materials into Ka-ching, never into better materialsIntermediateEconomy
Feed it Grade 1 stock hoping for Grade 2 and you simply lose the stock, and Grade 4 and 5 materials cannot go in at all. Played well with rare materials it is one of the strongest earners in the game, paying from a few dozen Ka-ching up to two thousand.
- Patapon 1 minigames have no difficulty levels to unlockIntermediateProgression
Each one has a single input sequence and a single cost. The three-tier system where two flawless runs open the next level belongs to Patapon 2. Five minigames carry over, but their sequences were reworked there, so nothing you memorize transfers note for note.
- The Evolution Map makes you farm classes you will never fieldIntermediateProgression
Robopon is the clearest case. Reaching Kanokko means taking a Tatepon through Buhyokko, Wanda, and Chigyobi first, which means grinding intermediate-tier materials that have no other use. Plan the whole path before you spend anything.
- Turning a unit into a Rarepon costs it the helm slot foreverIntermediateProgression
Only Normal, non-Rarepon Patapons can wear a helm, and Dekapons and Megapons cannot wear one at any rank. That is a real trade-off against the stat bonuses, and the game never states it anywhere on screen.
- Which Rarepon you get is your two material levels added upNew PlayerProgression
Each material carries a level from 1 to 4, so the total runs 2 to 8. A 2 leaves a Normal Patapon, 3 gives Pyokola, 4 Gekolos, 5 Mofeel, 6 Tikulee, 7 Mogyuun, and 8 Baasara. Two Level 4 materials such as Super Cedar and Mytheerial are the only route to a Baasara.
- Input Timing Adjustment is on every platform, not just SteamNew PlayerQuality of Life
It runs 11 steps from -5 to +5, and negative values shift the game's judgment toward earlier inputs. Try it before you conclude your own rhythm is at fault. It is not a PC-only concession, so console and handheld players have the same slider.
- A fallen Patapon in the first game is gone unless you take its capNew PlayerHidden Mechanics
Patapon 1 drops a cap where the unit died, and leaving without it loses that Patapon permanently. Patapon 2 collects the cap for you automatically, so an ordinary death there costs you nothing beyond the rest of the mission.
- Missing exactly one beat at the Paragate can raise your material tierAdvancedHidden Mechanics
The Don Chaka minigame there never gates your mask, and playing it badly does not cost you a mask drop. The documented trick runs the other way: deliberately dropping a single beat on a harder egg can return a better grade of material than a clean run does.
PEAK20 tips
- PEAK has no dash, so dash-jump conservation cannot existIntermediateMovement
There is no last-second leap window at zero stamina either. At zero you simply cannot climb or sprint until it regenerates. The real exploit people are half-remembering is rope storage, which lets you stash normally unstorable items while on a rope, vine, or chain.
- Stamina regenerates while walking and while hanging on a pitonNew PlayerMovement
You do not have to stand still. It refills at 20 per second once you have been grounded about 0.2 seconds and have not spent any for a full second, or two seconds if you emptied the bar completely. Emptying it costs you the grip and drops you, unless an Infinite Stamina buff is running, which since patch 2.01.a lets you keep climbing on a visibly empty bar.
- You hang from a piton, you never stand on oneIntermediateMovement
Only one scout can hang on a given piton, and they are scarce enough that spacing them at a fixed interval wastes them. Save them for the top of a long climb, when your stamina is nearly gone and there is nothing else within reach to grab.
- A lit campfire halts hunger growth entirely while it burnsIntermediateSurvival
Invincibility effects such as Fortified Milk and the Ancient Idol pause the timer too. Difficulty moves it in both directions: Tenderfoot slows hunger by 30 percent, while Ascent 2 and above speed it up by 60. Waiting at a fire genuinely costs you nothing.
- Cooking decontaminates berries only, never mushroomsIntermediateSurvival
PEAK has exactly three poisonous mushrooms. The Bugle, Button, and Cluster Shrooms inflict 20, 30, and 40 Poison on a ten second delay, and no amount of fire changes that. The Chubby Shroom has no poisonous variant at all. Toxic variants give themselves away by a rougher, ridged stalk.
- Hunger and stamina share one 100-point bar, point for pointNew PlayerSurvival
Fifty Hunger costs you half your climbing bar, and 100 leaves you with nothing and knocks you out. It accrues at 0.05 per second, which is roughly 33 minutes from full to unconscious, so the bar shrinking under you is not fatigue, it is the clock.
- The Caldera lava starts three minutes after you light the fireAdvancedSurvival
It is a timer, not a trigger, and it takes about twenty minutes to reach the top whether you climb or stand still. Standing in it costs roughly 25 Injury and 30 Heat per second. Every difficulty except Tenderfoot runs it, so lighting that campfire starts your clock.
- The second cook is free and the fourth poisons youNew PlayerSurvival
Cooking doubles a food's hunger reduction and multiplies bonus stamina by 1.5, with a guaranteed minimum of +10 even from a raw item that gave none. A second cook produces an identical Well-Done result, a third only loses 5 hunger value, and a fourth incinerates it for 10 Poison.
- The Yellow Winterberry has no downside, only a spawn rateAdvancedSurvival
It restores 30 Hunger, grants 35 bonus stamina, removes 50 Heat, and heals 20 Injury. The reason people treat it as a trap is that it only has a 0.5 percent chance on Alpine trees. The reliable route is capybaras, since one always sits on a head at the Alpine Hot Spring or Mesa Oasis.
- A whole Coconut weighs 12.5, the heaviest food in the gameNew PlayerEconomy
Break it open into two Half-Coconuts and eat or share those instead. The food is excellent, but hauling the intact shell up a mountain costs you carry weight you will want for rope and cures long before you reach the Alpine.
- Revive everyone before you enter the KilnAdvancedProgression
It has no campfire and no Ancient Statue at its end, so anyone dead when you walk in stays dead for the rest of the run. The Caldera fire you light on the way in is one of only two campfires with no guaranteed Backpack beside it, the other being the one at the end of GLOOM.
- Only the Book of Bones brings a scout back as a skeletonIntermediateSocialCo-op
The Book of Bones revives its target as a living skeleton with +5 Curse. Skeletons shrug off most statuses but take roughly 8x injury and die outright instead of passing out. Use it on yourself and you become the skeleton. An Ancient Statue returns a normal scout at Hunger 30 with +5 Curse. Patch 2.01.a ended the skeleton's status immunity, so spiders, flytraps and arrow traps now affect them.
- Standing near a teammate clears Cold faster than any itemIntermediateSocialCo-op
Get within about three meters and it strips 1.5 Cold per second at no cost. Cold also decays on its own once you are out of it, so you do not need to burn an item every time the meter ticks up. Shelter in darker ground during blizzards, which last only seconds.
- The Caldera statue and its campfire are in different placesAdvancedSocial
The Mesa update quietly moved that campfire forward into the volcano just before the Kiln, while the Ancient Statue and the cluster of Luggage stayed behind at the top of the Caldera temple, separated by a bridge and a tunnel. Revive and loot before you walk to the fire.
- The hand pull only reaches a climber below youNew PlayerSocialCo-op
With empty hands, right click extends a hand and pulls them up once they are close. It works only while they are climbing and you are above them, and it drags you slightly toward them as well. It frees teammates off cacti and out of webs, but never lifts an unconscious scout.
- Above 70 percent Hunger your teammates look like roast chickensAdvancedHidden MechanicsCo-op
That is not a hallucination, it is the prompt. Eating one clears your Hunger, adds 10 Curse, and kills the scout you ate. If cannibalism is switched off in the lobby, a Cooked Bird fills the same slot without ending anyone's run.
- Blizzards inflict Cold and nothing else, grip includedIntermediateHidden Mechanics
The rate is 2.5 Cold per 1.75 seconds standing and 2.5 per 0.525 seconds climbing, so climbing through one is more than three times as expensive as waiting it out. They do not reduce your grip at all, which is the misconception that gets people to stop climbing at the wrong moment.
- Frostbite, Sunburn, and Slippery are not PEAK status effectsIntermediateHidden Mechanics
Cold and Heat cover the first two. Slippery is a separate mechanic entirely, caused by Berrynana peels and jellyfish and never by rain or ice. Chasing a cure for a status the game does not have is a good way to waste an item you needed later.
- PEAK has no thermal updrafts and the Caldera has no steam ventsAdvancedHidden Mechanics
Any advice about riding rising hot air for free height describes a mechanic this game does not contain. Geysers are an Alpine feature, not a Caldera one, so there is nothing in the volcano to launch you and no reason to plan a route around finding one.
- The daily map is picked from a shipped pool, not generated for youIntermediateHidden Mechanics
Making one requires lightmap baking that cannot run on your machine, so the developers generate them, bake them, and ship them in the build. Patch 1.65.a raised that pool from 21 to 42. The rotation changes at 17:00 UTC, and fixed geometry is why community location trackers work at all.
Phasmophobia20 tips
- A Demon can start a hunt at any sanity at allIntermediateCombat
Its standard threshold is 70 percent, already the highest in the game, but its ability ignores sanity completely, so no number on your board is safe. Incense also buys you only 60 seconds against one instead of the usual 90, which is where teams get caught out.
- A Revenant crawls at 1.0 m/s until it detects youIntermediateCombat
Then it jumps straight to 3.0, and it can detect you by sight, by hearing your microphone, or by picking up active electronics, so staying out of view is not enough on its own. Breaking line of sight does not switch it off either, since it decelerates over roughly 2.7 seconds.
- A Yokai only hears you within 2.5 meters in a huntIntermediateCombat
That replaces the standard 9 meter voice range and 7.5 meter electronics range, so talking through a hunt is survivable in a way it never is otherwise. Its line of sight is unaffected, which is the part people forget, and it still sees you perfectly normally.
- The Deogen is not a two-speed ghostAdvancedCombat
It runs at 3.0 m/s beyond six meters and then scales down smoothly with distance to a 0.4 m/s crawl inside 2.5 meters, so looping it around a table works where backing away does not. Close the gap deliberately instead of trying to outrun it.
- The hunt speed cap is a multiplier, not a ceilingAdvancedCombat
Line-of-sight acceleration tops out at 1.65x the ghost's own base, so an ordinary 1.7 m/s ghost reaches 2.8. A Moroi at 0 percent team sanity starts from 2.25 m/s instead, and the same rule takes it to 3.71, which no amount of doorway looping survives.
- Being seen entering a closet is not what kills youNew PlayerSurvival
The ghost has to detect you while you are inside, through a gap in the doors, through your microphone within 9 meters, or through active electronics within 7.5 meters, and then it forces the doors open. Ghosts cannot enter a closet and do not remember hiding spots between hunts.
- Dark rooms drain sanity faster on a small mapIntermediateSurvival
The base rate is roughly 0.12 percent per second on a small map during the normal phase, 0.08 on medium, and 0.05 on large. Difficulty multiplies that from 1x on Amateur to 2x on Professional and above, while playing solo halves it, so a full team on a small Professional map burns fastest.
- Hunt thresholds run from 10 percent to 80 percent, not a flat 50IntermediateSurvival
Most ghosts start once the average sanity of all living players drops below 50, but the fixed thresholds run from 35 for a Shade to 70 for a Demon. Conditional ones go further: a Yokai that hears you talking nearby hunts at 80, and a calm Obambo waits until 10. The Banshee ignores the average entirely and reads only its chosen target, so it can hunt while the team still looks perfectly healthy.
- Waiting for 50 percent to drink is already too lateNew PlayerSurvival
That is the standard hunt threshold, so the ghost is rolling hunt checks by the time the bottle looks necessary. You also cannot drink above 95 percent. A dose restores an amount set by difficulty and not by tier, running 40 percent on Amateur down to 20 on Insanity, and higher tiers only work faster.
- Watching a ghost event from across the room is freeIntermediateSurvival
Only the player the event targets loses sanity, and only on contact with the manifestation or smoke ball. That costs 10 percent normally, 15 for a Banshee singing at its target, and 20 for an Oni. Standing back and filming one costs you nothing at all.
- Your sanity cannot fall below 50 percent during setupNew PlayerSurvival
The timer starts the moment you open the front door, and until it runs out the dark is free reconnaissance. Amateur gives five minutes and Intermediate two. Professional, Nightmare, and Insanity give none at all, and that is what makes those difficulties bite from the first step inside.
- Four settings drop a custom contract to zero rewardExpertEconomy
Friendly Ghost switched on, Sprinting set to Infinite, Sanity Drain Speed at 0 percent, or losing items switched off will each clamp the payout to 0.00x. Naming a specific cursed possession is the largest ordinary penalty as well, and picking Monkey Paw alone subtracts 5.00x.
- A used Tier III Crucifix stops no cursed huntAdvancedProgression
The cursed hunt block only works while both charges are intact, and using it burns both at once. A Crucifix that has already stopped one ordinary hunt protects you from nothing cursed. It costs $20,000 at Level 80 for a 5 meter radius, or 7.5 meters against a Demon.
- Ghost orbs are invisible outside a camera feedNew PlayerQuality of Life
Place or hold a Video Camera, kill every light in the room, and watch the feed in Night Vision. You cannot see an orb with your own eyes, and Tier III Head Gear goggles will not reveal one either, so standing in the dark staring at a corner proves nothing.
- Turn the breaker on before you sweep with a thermometerNew PlayerQuality of Life
Powered rooms climb toward 20 degrees C, which makes the cold one stand out sharply. Leave the power off and every room settles into the weather band instead, anywhere from 3 degrees C in snow to 16 at sunrise, and the readings blur into each other.
- A light switching itself on rules out the MareIntermediateHidden Mechanics
It is the one interaction a Mare cannot perform, so if a room lights up right after you darkened it, cross the Mare off. It hunts at 60 percent sanity in dark rooms and 40 percent in lit ones, which is the reason you were playing with the lights in the first place.
- Seeing your breath is not Freezing TemperaturesNew PlayerHidden Mechanics
Visible breath starts at 5.0 degrees C or lower, which only tells you the room is cold. Official Freezing evidence wants a numeric reading below 0.0 degrees C, so take the thermometer number instead of trusting your eyes and logging a ghost you have not proved.
- Smudging makes the Onryo test impossible to runAdvancedHidden Mechanics
Since v0.9.4.1 incense blocks the flame hunt outright, and a third candle blowout during a hunt cancels that hunt, so a team that has been smudging all contract will never see the trigger it is looking for. Stop burning incense before you start testing flames.
- The Oni no longer throws items farther than anythingIntermediateHidden Mechanics
That behavior moved to the Poltergeist in the Apocalypse update (v0.7.0, September 2022), though many players still credit the super throw to the Oni. A long throw is a Poltergeist tell now, so reading it by the pre-2022 rules points you at the wrong ghost.
- Undisturbed salt narrows the list without settling itAdvancedHidden Mechanics
A Wraith walks through a pile without disturbing it, but so does an enraged Gallu, so a clean pile is not a confirmation on its own. Tier III salt also stops working on a Wraith during a hunt, which is exactly when you are most likely to be reading the floor.
Pixel Piracy20 tips
- A cannon exchange needs a cannon, ammunition, and Cannon MasteryIntermediateCombat
It has existed at every level since launch and never unlocked at level 5, but nothing fires without all three on at least one side. Buy the skill for 400 gold and 15 Training Points, and keep Bombs aboard as ammunition, where one bomb supplies five shots.
- A percentage bonus cannot flip a weapon ranking, so it does notAdvancedCombat
The claim that the fast Stiletto out-damages the Axe because Strength applies per swing fails on arithmetic, since a percentage scales both by the same proportion. Real numbers put the Stiletto at 3.33 DPS against 2.86, and neither is top tier next to the Falcon Blade's 4.71.
- Agility gives 3 percent dodge a point, not the 5 you readIntermediateCombat
Patch 1.2.22 in March 2023 cut it, so a dodge-stacking build now needs almost twice the investment it used to. The rest of the stat is unchanged: 1 percent attack speed per point and 1 percent movement speed for every 10 points.
- Ranged weapons do knock enemies back, contrary to the usual claimIntermediateCombat
It runs from 3 on a Flintlock Pistol up to 10 on a Giant Boulder. Build melee first anyway, because flat melee DPS is roughly 2.2 to 4.7 against 1.0 to 2.6 for ranged, and ranged accuracy leans on Dexterity that your early crew has not invested in.
- Ultimates only trigger as a last resort, so never stack twoIntermediateCombat
Abilities like Boar Strike and Falcon Dance fire when a pirate is already low on health and never on command. A pirate carrying two of them will only ever use one, which makes the second purchase money you have simply thrown away.
- A bed is not a healing station, whatever it looks likeNew PlayerSurvival
Health regeneration comes from Vitality and the Meditation skill and never from sleeping. What a bed does is stop a pirate losing morale and hunger while they are in it, which is reason enough to buy them. For actual healing use Doctor Aura or Elixirs.
- Put food on the deck, because barrels no longer store itNew PlayerSurvival
The crew eats whatever is lying on the ship without being told, and most fruits need no cook at all, so a bag of apples feeds everyone with nobody holding Cooking. Meat, fish, and stew do need one. Let the food run out and morale collapses before anyone starves.
- Every animal species carries a Training Point skill treeIntermediateBuilding
Several of those skills buff the pirate carrying it. A crab's Protect halves damage taken, a cat's Cute Cat stops the host losing morale, a dog's Tag Team adds 2 Attack, and a parrot's Fly Me adds 20 percent movement speed. Cows need a Cow Bucket tile before they give milk.
- A barrel adds 5 percent to plundered gold, and they stackIntermediateEconomy
Barrels held food until an Enhanced Edition patch in April 2015 took that away, and returning players still try to fill one out of habit. What they do now is raise your plunder, and every additional barrel adds another 5 percent on top.
- Merchant and Thief are skills you buy, not traits you hireIntermediateEconomy
That means you can put them on whoever you already like instead of hunting a hire with the right roll. Merchant gives 100 percent extra sell value in shops, and Thief steals 5 gold per hit, which compounds on a pirate swinging a fast weapon.
- Charnel Voodoo takes a dose too, so buy one Arsenic more than you needAdvancedProgression
The option grays out if you are short by even one. Beat a Legendary Pirate first, buy Arsenic from a Witch Hut, sail to the purple Suicide Island, then pick Perform Mass Suicide. The sky turns red and you fight waves of skeletons, reported by the community as 15.
- Every Legendary Pirate you kill makes the rest of the map harderAdvancedProgression
Since patch 1.2.17 in February 2023, defeating one raises subsequent enemy difficulty by 50 percent, down from the 100 percent a brief earlier patch set. Your second Legendary is fought in a tougher world than your first, so the order you take the corners in matters.
- First Mate saves the run and takes your gold down to 1000New PlayerProgression
When the Captain dies, a random crew member holding the skill takes over instead of the run ending, which makes it the most important purchase in the game. Two limits: your gold resets to 1000, and it does nothing if your ship is destroyed in a naval fight.
- One character creation answer hands you an unbuyable weaponNew PlayerProgression
Answer the question about your father with the brave captain option, nicknamed Curraaage, and you start with the Falcon Blade and 50 gold. It deals 8 damage with a knockback of 3 and no store sells it. The Horke the flatulent answer gives you a drunk crew member instead.
- Vitality is no longer the automatic stat pick it once wasIntermediateProgression
It feeds the Max HP formula of 15 plus 10 per level plus 4 per point, and patch 1.2.12 in February 2023 halved what a point of it actually contributes. Every number circulating from before then oversells it by exactly that factor.
- Paying salary restores morale to 100 percent instantlyNew PlayerSocial
Nothing else comes close, and low morale ends in mutiny with the pirate turning hostile and attacking you. Docking at a tavern is the next best lever and the crew walks there themselves. Among decorations only plants help, since pictures are purely cosmetic.
- Traitor is the one negative trait worth walking away fromIntermediateSocial
It raises the chance the pirate turns on you mid-battle. Careless can fall off the boat and drown, Old carries a 5 percent chance to die on every level up, Seasick bleeds health until fed, and Depressed takes 50 percent extra morale loss. Bully is only a nuisance.
- Any stat table older than February 2023 describes a different gameAdvancedHidden Mechanics
The revival retuned three things at once. Vitality was halved, Agility's dodge fell from 5 percent to 3 per point, and passive experience was changed. Most of what still circulates predates all of that, which makes it confidently wrong and not merely dated.
- Mounting cannons makes you sit through fights that were free beforeAdvancedHidden Mechanics
The cannon phase only needs one side fully equipped, so kitting your ship out means exchanging fire with unarmed enemies that would otherwise have gone straight to boarding. Being shot at is survivable, since even the toughest enemies do not fire many shots.
- No 2023 patch invalidated your saves, whatever you have heardIntermediateHidden Mechanics
The 64-bit move in 1.2.19 was a build target listed as one line in a content patch, and it broke nothing. Patch 1.2.11 specifically added backward compatibility for saves from before 1.2.10. The only save wipes this game ever had were in 2013 and 2014.
Portal20 tips
- Advanced chamber turrets are caged and cannot be touchedAdvancedCombat
They still shoot, but you cannot pick them up, knock them over, or portal them away, which removes every standard turret answer at once. The cubes are not reduced in these maps, so using one for cover stops being a fallback and becomes the intended solution.
- What disables a turret is tipping it over, not touching itNew PlayerCombat
A bump that fails to topple achieves nothing at all. Picking one up from behind and dropping it awkwardly works, so does knocking it with a cube, shooting a portal at its feet, or steering a High Energy Pellet into it. You never need to destroy one.
- Cancel the exit portal mid-flight so the landing costs no stepExpertMovement
A fast landing registers as a step, so travel through floor portals and close the exit while you are still airborne to come down slowly. Throw cubes to their buttons instead of carrying them, and quick-save constantly, since the counters rewind with the save.
- Classic Source bunny hopping does not work in PortalAdvancedMovement
The speed-chaining bhop was removed from the Orange Box engine this game runs on, and that is precisely why the community reached for Accelerated Back Hopping instead. Muscle memory from Half-Life 2 or Counter-Strike will not transfer here.
- Mid-air steering is free and cannot shorten a flingNew PlayerMovement
The Source engine's air acceleration only ever adds velocity, and it applies no friction at all while you are off the ground. Holding a direction to nudge your landing point costs you nothing, and the tighter advanced chambers ask for exactly that.
- Portal has no fall damage at any height whatsoeverNew PlayerMovement
Chell's Advanced Knee Replacement absorbs everything up to terminal velocity, so you can drop from anywhere onto solid ground and walk away. The game needs you falling into portals without hesitating, which makes gravity a tool here and never a hazard.
- The speed cap is measured against where you are lookingExpertMovement
Turn 180 degrees and hop backwards and the engine accelerates you instead of slowing you, roughly doubling your speed each hop. Hold neither forward nor back while doing it. Accelerated Back Hopping is a speedrun tool and is never needed for normal play.
- The neurotoxin countdown runs six minutes, and it starts lateAdvancedSurvival
It only begins once you have burned the first core, and GLaDOS never states a duration out loud. The clock you are watching is on the wall monitors, so find one early. Her line about the next couple of minutes comes after the second core and is a taunt, not a timer.
- Bonus maps open as you clear chambers, not after the creditsNew PlayerProgression
Each advanced and challenge chamber appears under Bonus Maps the moment you finish the matching Test Chamber in the campaign, so there is no need to complete the game first. Developer commentary is the one thing that genuinely waits for the ending.
- Camera Shy resets the moment you skip or replay a chamberIntermediateProgression
All 33 have to come in one continuous playthrough, and the counter does not carry across playthroughs. Delete old local saves and clear Steam Cloud before you start, because a stale save holding a bad count is the other common way this run never finishes.
- Finding a radio is only half of it, the light has to turn greenIntermediateProgressionWindowsLinuxmacOS
Each one must be carried to its signal coordinates until the indicator goes from red to green and the static resolves into a Morse or SSTV transmission. Collecting all 26 and never moving them is the single most common way this achievement stalls.
- Half the Rat Man dens are back in the test chambersIntermediateProgression
Six exist in total. The first three sit behind wall panels in Test Chambers 16, 17, and 18, and the remaining three are in Chamber 19. Searching only the maintenance areas during the escape means missing every single one of them.
- Not one Gold medal requires Accelerated Back HoppingAdvancedProgression
Chamber 14's 0:10 Gold comes from the two-portal fling shortcut and Chamber 18's 1:13 from cube-shield routing. Plain constant jumping is the standard time advice, so learning the engine exploit first is effort spent on the wrong problem.
- The radios are not one per chamber, so do not count as you goIntermediateProgressionWindowsLinuxmacOS
Most chambers hold one, but Chamber 15 has two and Chamber 18 has three. Chamber 00 is the one people skip entirely, since its radio sits in the relaxation vault right at the start before the game has taught you to look for anything.
- No achievement unlocks while developer commentary is runningIntermediateQuality of Life
A commentary playthrough will not pick up anything you still need, so do it after the list is clean instead of alongside it. Some nodes also change the visuals or briefly take your viewpoint, which makes it less passive than an audio track.
- A step is a discrete footfall, so standing still is freeAdvancedHidden Mechanics
Placing portals and moving cubes cost nothing at all. Landings only register above a speed threshold, and every mid-move correction adds one. Jumping is not free either, so the efficient pattern is alternating a step and a hop.
- The Chamber 14 fling shortcut was removed from the advanced mapAdvancedHidden Mechanics
Valve made the relevant floor portal-proof there. The famous two-portal route onto the exit lift belongs to the normal and challenge versions, where it is the Gold solution for Least Portals, so hunting for it in the advanced chamber wastes your time.
- The name Doug Rattmann appears nowhere in the 2007 gameAdvancedHidden Mechanics
The string drattmann first showed up as a BBS login during the 2010 ARG, and the full name and backstory arrived with the Lab Rat comic in 2011. Most of what gets attributed to the dens, including his illness and his interest in Chell, is the comic's.
- The pellet room only accepts portals in its top halfIntermediateHidden Mechanics
Valve restricted the lower surfaces deliberately. A portal that refuses to stick where you are certain it should is hitting that restriction and not a bad shot, so no amount of repositioning will change it.
- The Xbox 360 and PS3 releases have no radios at allIntermediateHidden Mechanics
Neither ever received the March 2010 ARG update, so they carry 14 of the 15 achievements and still run the original 2007 ending. Transmission Received is the one that does not exist there, not Camera Shy or any of the challenge medals people usually name.
Portal 220 tips
- The turret-shaped things in Chapter 8 are FrankenturretsIntermediateCombatSolo
Sentry turrets debut in Chapter 3 and come back in Chapter 5's factory, and that is all of them. Wheatley's track uses Frankenturrets instead. Wherever real turrets do appear, the room always contains the tool for dealing with them.
- A funnel ride that feels too long is the wrong solutionIntermediateMovement
Excursion Funnels move you slowly on purpose. When a puzzle starts to drag, you are usually not meant to ride the whole distance, and there is a portal shortcut that drops you into the funnel much nearer to where you are going.
- Crouching mid-jump adds clearance, not horizontal distanceIntermediateMovement
Jump, then press crouch to pull your feet up, and you clear a ledge you would otherwise clip. It does not carry you any further across a gap, because ducking changes your collision hull and not your velocity.
- Every gel dispenser pours from above, so look up firstNew PlayerBuilding
When you cannot see one, it is behind a wall or above a ceiling you have to portal through to reach. Put a portal under the dispenser's output and the other on the surface you want coated, and the gel travels the pair for you.
- Excursion Funnels never appear before Chapter 8New PlayerProgressionSolo
Guides that introduce them in Chapter 4 are running four chapters early. Aerial Faith Plates are not a Chapter 4 element either, having arrived back in Chapter 2. If you are hunting for a funnel that should be here, it genuinely is not.
- No breakable wall panel hides the portrait, because none existIntermediateProgressionSolo
Enrichment Sphere 04, built in 1972, puts it in Test Chamber 01's observation room behind a locked gate, and you get past that gate with portals. It is the early 1970s complex, so guides pointing you at the late-era shafts are sending you too far up.
- Portal 2 has two radios and only one of them mattersIntermediateProgressionSolo
Both sit in Chapter 2. The one that counts ejects from the Vital Apparatus Vent in Test Chamber 06, and carrying it into that chamber's den is what triggers the audio behind the Final Transmission achievement.
- Smash TV tracks your broken monitors across separate sessionsIntermediateProgressionSolo
It is the rarest single-player achievement at 3.7 percent, and the eleven monitors span ten chambers in Chapter 8. The game remembers which ones you have already destroyed, so you can pick up stragglers over several sittings instead of needing one clean sweep.
- The Overclocker clock starts on entry, not when the map loadsAdvancedProgressionSolo
Test Chamber 10 has to fall in 70 seconds, and the two things you lower there are laser-controlled barriers and not buttons. Retry through Challenge Mode instead of quick-saving your way through it.
- An Emancipation Grill deletes the portals a funnel runs throughAdvancedSocialCo-op
That is what drops a partner out of a funnel halfway across a room. Course 4's Chamber 6, Funnel Hop, is built around it, and because it sits between the two polarity chambers most pairs attack it as a polarity puzzle and get nowhere.
- Professor Portal needs a friend who has never touched co-opAdvancedSocialCo-op
Single-player progress on their account is fine, but any co-op progress at all disqualifies them. You have to finish all five courses yourself first, and they must already be on your friends list and be invited by you. If the opening film plays for them, they are eligible.
- Steam Family Sharing cannot cover your co-op partnerNew PlayerSocialCo-op
Co-op needs two simultaneous sessions, and a family cannot run the same game twice at once. Valve's own Steam Families documentation uses Portal 2 as the example. Local split-screen is no substitute either, since Professor Portal has to be earned online.
- The ping tool is precise enough to solve a chamber in silenceNew PlayerSocialCo-op
When your partner has no microphone, ping every surface before anyone places a portal. Point at where you want their portals first, then at where yours will go. Complex four-portal setups get communicated this way without a single word.
- You start the co-op campaign with one gesture, not eightIntermediateSocialCo-op
Only Small Wave is available at the beginning. The other seven unlock as you work through the courses, and Trick Fire does not arrive until Course 4 Chamber 4, so Gesticul-8 cannot be finished early however hard you hunt for the full wheel.
- sv_cheats blocks achievements per level, not for the whole sessionAdvancedQuality of LifeWindowsLinuxmacOS
The console message says this app session, but the engine tracks it per level. Loading or reloading a map with sv_cheats 0 restores achievements and Challenge Mode submissions without restarting the game. In multiplayer the host owns the setting.
- You cannot reach the Calibration Course from the HubIntermediateQuality of LifeCo-op
It sits outside the numbering as Course 0, so no Hub door leads back to it. Replaying it means going through the pause menu instead, which catches out plenty of pairs who expected it to sit alongside the other five.
- Your crosshair already tells you whether a surface takes a portalNew PlayerQuality of Life
Portal 2 uses a slightly different set of panel textures from the first game, so judging white against gray by eye misleads you. If the crosshair shows the portal outline the surface works, and if it does not, no angle will change that.
- Out of Bounds is a leaderboard category, not skipping cutscenesAdvancedHidden Mechanics
It is the community name for save-glitching, and it covers any unnatural load or level transition that makes something possible which otherwise is not, such as save-load clipping. The point is passing through geometry and not fast-forwarding story.
- Portal bumping is the engine placing your portal, not an exploitAdvancedHidden Mechanics
Bumping is the placement step where the game nudges a portal to fit around edges and other portals. It has no technique name because it is not a technique. The func_portal_bumper entity mappers place is a usability aid, not an anti-cheat barrier.
- The gel that stops objects sliding is Adhesion, not ReflectionAdvancedHidden Mechanics
Reflection Gel bounces a Thermal Discouragement Beam and does nothing else. The anti-Propulsion behavior people attribute to it is Adhesion Gel's leftover property, and the two get confused because they share an internal slot in the game files.
Project Zomboid35 tips
- Head hits on a downed zombie triple your damageNew PlayerCombat
Swing down at the head of anything on the ground for a 3x damage multiplier, and your critical chance doubles against a downed target. The bare-handed stomp on the same key deals 0.2 to 0.4 a hit instead, and stomping a leg can never finish the kill.
- Patch defense locks in at the level you sewed itAdvancedCombat
Defense is calculated the moment you sew and baked into the garment permanently, so leveling Tailoring afterward upgrades nothing you already applied. Armor a pristine leather jacket at Tailoring 3 and it sits near 6% scratch defense a panel forever. Grind on junk clothing and save the real jacket for Tailoring 8.
- Patch Hole replaces panel defense instead of addingAdvancedCombat
Add Padding stacks defense on top of an intact panel, which is the action you want for armor. Patch Hole repairs a torn panel but swaps that panel's base defense for the patch, so a repair on a good leather jacket can leave it weaker than the panels around it. Tailoring 8 with matching fabric restores it cleanly.
- Ramming damage scales with the square of your speedIntermediateCombat
The same horde at 20 mph and at 60 mph are different propositions entirely. Your hood absorbs the hits first and the engine is only exposed once the hood is gone. If the engine dies mid-horde you are not trapped either, because only walls and fences block you from exiting.
- Standing on a downed zombie pins it indefinitelyNew PlayerCombat
Shove with Spacebar, then stand on the chest of whatever falls. A pinned zombie cannot get up for as long as you stay there, and a parked vehicle holds one the same way. It stands up quickly once you step off, so finish the kill before you move.
- Cold starts fail below engine quality 65AdvancedMovement
The penalty needs both conditions, quality under 65 and air at or below 2 degrees Celsius. A poor engine that starts fine all summer becomes a problem on the first cold morning, and quality can never be repaired, so pick the winter car before winter.
- Condition under 50 stalls a car, not low qualityIntermediateMovement
Engine Quality governs starting, power, fuel burn, and your hotwire odds, and nothing repairs it. Condition is the repairable number, and it is what makes an engine cut out mid-drive once it falls under 50. Click the engine in the mechanics menu and both print at the top right.
- A full hunger moodle does not mean you are fedAdvancedSurvival
The moodle tracks how full your stomach is and nothing else. A hidden system tracks calories separately, so a diet of foraged berries or radishes keeps you full while stored calories drain away. Reach weight 50 and Emaciated cuts your melee damage to 40% of normal and gives you a 75% chance to fail a tall fence.
- A splint cuts fracture healing by roughly ten timesNew PlayerSurvival
Untreated fractures take up to 60 days and drain your health the entire time. A splint of straight wood and a rag cuts that by about 10x, every First Aid level cuts it further, and the splint is the only thing that stops the drain. Head and torso fractures cannot be splinted at all.
- Any positive hunger moodle heals you about seven times fasterIntermediateSurvival
Being fed multiplies your healing rate on the order of seven times and clears poisons quicker. Eat before you lie down to recover from a beating, not after it. Build 41 also paid carrying capacity for the same moodle, which Build 42 removed.
- Foraging level does not tell you what is poisonousAdvancedSurvival
It changes how likely an item is to be poisonous, nothing more. To actually identify one you need the Herbalist trait or the magazine Build 42 renamed to Wilderness Survival. Blackberries, blueberries, winter berries, and beautyberries are always safe. Holly berries never are.
- Infection chances are settings, not constantsIntermediateSurvival
A scratch carries 7%, a laceration 25%, and a bite 100%, rolled once per wound as it lands. Those are the defaults under the Blood and Saliva transmission setting, so a server or a sandbox game can change all three and often does.
- The 4 percent bite survival chance does not existIntermediateSurvival
The figure traces to the 0.1.6a changelog, which announced bites infecting 96% of the time to leave a bit of doubt. The wiki note on that patch says it may never have shipped. On default settings a bite ends the run, so plan the death and not the odds.
- The Infected tag does not mean you caught the Knox virusIntermediateSurvival
A generic Infected tag on the health panel points to an ordinary bacterial infection you can cure. The Knox virus never announces itself in the interface. Watch instead for temperature rising almost immediately, stress climbing unprompted within hours, and a Queasy moodle inside half a day.
- Water usually fails before power, despite the labelNew PlayerSurvival
Both options read 0 to 30 days in the sandbox menu, but the rolls differ. Water picks a day anywhere from 0 to 30 while electricity picks between day 14 and day 30, so you normally lose the taps first. Fill every container long before you think you need to.
- You reanimate no matter what killed youIntermediateSurvival
Reanimation follows death within a minute regardless of cause, so drinking bleach after a bite does not spare whoever finds you. The Knox virus itself kills in 48 to 72 hours on the default Infection Mortality setting of 2 to 3 days.
- Build 42 gives five ways to connect a generatorIntermediateBuilding
Electrical level 3 does it, or Electrical level 2 with the Inventive trait, the Electrician occupation, the Engineer occupation, or the How to Use Generators magazine. Build 41 allowed only the magazine or the Electrician profession. Electronics stores and generator crates are where the magazine actually spawns, not mailboxes.
- Destroy your stairs once you reach the roofIntermediateBuilding
Zombies do not climb, so a rooftop with no stairs is off the route entirely. Build wooden stairs at Carpentry 6, get up, then break them with a sledgehammer, since stairs cannot be disassembled. Anything you built at ground level is still attackable.
- Generators kill by roof, not by wallsIntermediateBuilding
Running one where the game reads a roofed room drives your health to 1 through the Noxious Smell moodle, and stepping outside is what stops it. Any unroofed tile is safe, including a driveway, a porch, or a bare rooftop. Roof that rooftop later and the same generator turns lethal.
- Log walls need no Carpentry and stay the strongest woodNew PlayerBuilding
Four raw logs and four rags, twine, or rope build one at Carpentry 0. A log wall carries 500 hit points plus 50 per carpentry level, reaching 1000 at Level 10, where the best Craftsman wooden wall stops at 850. No tier you are waiting on beats it, so fence your perimeter on day one.
- No barricade stops a zombie, it only buys timeIntermediateBuilding
Metal barricades take a Welding Torch, welding rods, iron or steel bars, and Welding 3, and carry 3000 hit points against 1000 per wooden plank. Neither one stops anything. Both slow a zombie down, so plan the escape route instead of trusting the wall.
- Rain barrel plumbing fails on an outdoor sinkIntermediateBuilding
The sink has to sit inside a building, and that is the condition people miss when plumbing silently refuses to work. Wall frames plus a roof satisfy it and the frames can come back down after. Put the barrel exactly one floor up within the 3x3 above the sink, with a Pipe Wrench anywhere in your bags.
- Build 42 composters need you to add worms yourselfAdvancedEconomy
Build 41 gave a 10% chance of a worm appearing whenever compost formed. Build 42 replaced that with breeding, so nothing appears unless you seed the composter with at least two fresh worms first. They also will not multiply during winter, so stock up before the cold.
- Fish bite hardest at dawn and again at duskNew PlayerEconomy
The windows are 04:00 to 07:00 and 18:00 to 21:00, and they are worth roughly 20% on your odds without being a hard gate. Fishing outside them is slower, not pointless, so do not reorganize your day around it if the light is better otherwise.
- Fishing now scales with temperature, not the monthIntermediateEconomy
Build 41 applied a flat penalty from November through February. Build 42 checks air temperature instead, so your catch rate halves below freezing and drops further past minus 10. Rain now helps instead of hurting, and rivers never freeze, because no such mechanic exists.
- Potatoes cannot be sown from the default July startNew PlayerEconomy
Build 42 gave every crop a planting window, and potatoes only sow from February through April, so a July start has already missed them for the year. Cabbages run February through July and open a farm safely. Radishes grow fastest by a wide margin at roughly 144 hours a stage.
- Spacing crops stops disease but forfeits companionsAdvancedEconomy
Mildew, aphids, and slugs only jump between adjacent plant tiles, so one empty tile between crops stops a row dying together. Build 42 pushes back, because some mature crops shield neighbors from specific pests and a fully spaced field gives that up.
- Traps only catch while their chunk is unloadedIntermediateEconomy
The game skips any trap in a chunk you have streamed in, so distance from base means distance from where you spend time. The loaded area is a square block of chunks around each player, so north-to-south and east-to-west gaps count separately. A chunk is guaranteed unloaded at 80 or more tiles on one axis, so a trap 79 tiles south and 79 east of you can still be loaded. Set traps 100 tiles out.
- Under-watering kills a crop outright, it does not slow itIntermediateEconomy
The requirement is per crop, not a flat number. It runs from 30 for carrots and 40 for radishes through 70 for tomatoes and broccoli up to 80 for cabbages and 90 for potatoes, and falling far enough under it kills the plant outright, so a blanket rule like keep it above 50 wipes a cabbage bed. You cannot overwater in Build 42.
- Burglar unlocks the hotwire attempt, not the resultIntermediateProgression
The trait removes the Mechanics 2 and Electrical 1 requirement, and that is all it does. Each attempt still rolls against the state of the car, a car in better shape is harder to hotwire, and a Burglar with no Electrical skill can fail on a pristine engine several times over. Every failure can set off the alarm.
- Mechanics XP pays once per part per vehicleIntermediateProgression
The game records experience against each part on each car, so pulling the same battery off the same wreck stops paying after the first time. Rotate between vehicles to keep it flowing. For Electrical, skip watches and radios at 0.5 XP a device and dismantle world furniture instead.
- Smoker withdrawal costs stress, not combat powerIntermediateProgression
Going without cigarettes builds stress and unhappiness. Players often expect a direct combat penalty, but there is none. Unhappiness is the one that hurts, because it slows every action you take by up to a quarter. Keep a pack on you or expect a slow character.
- The TV replays its broadcast from the first lineNew PlayerProgression
You start at 9:00 AM on Day 1 and have not missed the 6:00 AM Cooking episode, because tuning in replays the show from the top. Noon teaches Carpentry every day through Day 7. The channel runs a last Cooking show on Day 9 and cuts to static on Day 10.
- Underweight was renamed, not removedAdvancedProgression
Build 42 turned Underweight into Low Weight and made it a state you cannot pick directly. Fast Metabolism is the trait that puts you there, and it raises your base calorie threshold from 1000 to 1800, so you eat far more to hold the same weight.
- Safehouse protection stops two tiles past the buildingIntermediateSocialMultiplayer
A claim covers the structure plus a two-tile margin, which catches a porch and nothing like a compound. Outbuildings, exterior farms, and parked cars all sit outside it. Keep skill books, rare tools, and your best weapons within the claimed walls and treat everything else as expendable.
RimWorld20 tips
- Centipedes carry 72 percent sharp armor and 22 bluntAdvancedCombat
A uranium mace therefore beats a plasteel longsword against one, despite the mace head having lower armor penetration. EMP stuns for around 25 seconds, but only once in a row, because a stunned mechanoid adapts and shrugs off the next pulse.
- RimWorld has no suppression, so volume of fire is a mythIntermediateCombat
The minigun lost its forced miss radius back in Beta 19 and nothing replaced it. What actually carries a poor shooter is close-range accuracy, and a heavy SMG hits 85 percent at touch range and 65 at short, on the same burst of 3 an assault rifle fires.
- Space sandbags one tile apart or they slow nobodyAdvancedCombat
Only entering a cover tile costs extra movement, so a continuous line of barricades costs a raider nothing and the gaps are the entire mechanic. Cover works both ways as well, handing raiders 55 percent protection while they stand on it, so do not over-build the approach.
- Three raid types walk straight past a killboxAdvancedCombat
Center-drop raiders punch through roofs to land near a random colonist, sappers mine their own route and have done since Alpha 11, and breachers added in 1.3 attack your built walls directly. Tribals cannot drop-pod and mechanoids lost it in 1.4, so keep internal choke points for the rest.
- Caravan foraging returns nothing outside growing seasonIntermediateMovement
It also returns nothing from a pawn who cannot do Plants work, which is easy to miss when you pick a caravan for its combat skills. Pack packaged survival meals, which never rot, or pemmican, which keeps for about 70 days, and treat anything foraged as a bonus.
- A bionic arm is worth 12.5 percent, not 25AdvancedSurvival
The part reads 125 percent efficiency against a natural arm, but an arm only carries half your manipulation, so two of them land you near 125 percent and not 150. There is no cap above that, since manipulation multiplies limb efficiency by consciousness.
- A failed thrumbo tame costs you nothing at allAdvancedSurvival
Revenge chance varies far more than the shared handling requirement suggests. A Thrumbo's is zero, so a botched attempt only spends the 12-hour cooldown, while a Megasloth at the same Minimum Handling Skill of 10 retaliates 30 percent of the time. Odyssey's alpha thrumbo needs 14.
- A higher mental break threshold means a weaker pawnIntermediateSurvival
The stat is the mood level below which a pawn is at risk, so raising it makes them break sooner and not later. The default is 35 percent, Nervous sits at 43, and Volatile at 50. Those pawns need artificially high mood from better meals or drugs, not merely an average room.
- Ghouls are converted colonists, not raised corpsesAdvancedSurvival
A ghoul infusion permanently changes a living colonist, prisoner, or slave, while shamblers are the reanimated dead. Ghouls make good disposable front-liners, but they eat only raw meat and fresh corpses, and they turn on you permanently if you ever let them starve.
- Room cleanliness does not affect tend quality at allIntermediateSurvival
Tending reads medicine potency, the doctor's Medical Tend Quality stat, and the bed, where a hospital bed adds a flat 10 percent and a vitals monitor another 7. Cleanliness is real, but it drives infection chance and surgery success instead, and that is why the claim keeps circulating.
- Surgery success caps at 98 percent no matter whatIntermediateSurvival
It is never risk free, so stack the levers that matter most first: medicine potency, then bed type and quality, then cleanliness, then light. Light is a floor and not a target, penalizing you below 50 percent and giving you nothing at all above it.
- A room shows one role but pays the moodlet for eachIntermediateBuilding
Eating and relaxing in the same heavily decorated space hands out both moodlets even though the display picks a single label, so one impressive hall beats two adequate ones. The tiers run to wondrously impressive at plus 8, a step above unbelievably impressive at plus 7.
- A stone gravship will not stay pressurized in orbitAdvancedBuilding
Only metallic walls hold air pressure, so the stone you build with planetside is useless above the atmosphere. Steel is a real fire risk since 1.5 tied fire damage to flammability, but it carries 300 hit points against wood's 195 and takes 135 work against granite's 950.
- The pen marker counts the grass inside your fenceIntermediateBuilding
Its Food tab reads nutrition per day off the terrain and vegetation your walls actually enclose, not a biome average, and forecasts it by season. That lets you size a herd against winter before you buy the animals instead of after they starve.
- Buying defenses makes the next raid bigger, not smallerAdvancedEconomy
Colony wealth drives raid points, counting items at full value and buildings at half, with colonist count as a separate term on top. The contribution is flat below 14,000 and caps at 1,000,000, so the goal is turning wealth into fighting power faster than it turns into threat.
- Nothing you do steers which growth moment traits appearIntermediateProgression
Keeping a child's Learning need filled raises the growth tier, which widens how many options you are offered at ages 7, 10, and 13. Which options come up is random, so putting a child on a particular job all year changes nothing about the list you get.
- You can reach psycasts without allying with the EmpireAdvancedProgression
The Deserter quest pays out two psylink neuroformers on its own, and you can down or arrest a visiting bestower for the two he is carrying. There is no broader betrayal questline past that, so plan around those two sources instead of waiting for a third.
- Room impressiveness is ignored by half the ritualsAdvancedSocial
It feeds dance and drum parties, cannibal feasts, and speeches, and counts for nothing at funerals, gladiator duels, or executions. Participant count feeds almost all of them. Where a speaker matters the stat is Social Impact and not raw social skill, and most rituals have no speaker.
- Three faction types can never be bought with silverIntermediateSocial
Pirates, savage tribes, and cannibal tribes sit permanently at minus 100 goodwill, so anything you send them is simply gone. Everyone else moves at roughly 1 goodwill per 40 silver and gets more expensive as the meter rises, running from neutral at 0 to ally at plus 75.
- A happy pyromaniac still burns your base downIntermediateHidden Mechanics
The Fire Starting Spree has a flat trigger curve averaging one every 50 days no matter how good the pawn's mood is, and an average is not a countdown, so it can fire twice in a week. Pyromaniacs also cannot fight fires at all, so draft a second pawn to shadow them until the spree ends.
Rise to Ruins20 tips
- A curtain wall stops your own towers as well as their attacksIntermediateCombat
It blocks projectile line of sight in both directions, and that is what shuts down Fire Elemental blasts and also what silences your defenses. Only the Ballista and Attract towers shoot over one. Sling towers cannot clear any wall, though they do shoot through gates.
- Banish cannot dump enemies onto your weak flankAdvancedCombat
It costs 500, hits an 8-tile radius for around 17 seconds and not one target, and teleports what it catches to a random low-desirability tile outside your village. The reason to aim it carefully is the confusion Update 2 added for friendlies caught in the radius.
- Crystal golems are fragile specialists, not the ranged defaultIntermediateCombat
They have very low health even at maximum tier and shatter under direct fire, and a fully upgraded Stone or Wood golem gains a ranged attack anyway. They also cannot shoot over curtain walls, which block almost everything in both directions.
- Curtain walls stopped blocking Specters back in Update 1AdvancedCombat
Crylithium is the usual answer, but it is not the only one: Crylithium curtain walls and gates, Crylithium firepits, natural crystal, rock, forest, and the God Wall spell all block them too. None of it is absolute, because a Specter with no route attacks the weakest point and breaks through.
- Ice damage is a tier-4 tower upgrade, not a buildingIntermediateCombat
No Ice Tower exists to hunt for in the build menu. Against Fire Elementals, do not try to funnel them with water either. They never walk into it and will demolish whatever stands in the way instead, so leave a clear dry route and cover it properly.
- A stalled purifier in winter is starved, not brokenIntermediateSurvival
Lake water freezes in extreme cold and stays unharvestable until it thaws, cutting off the dirty water your Water Masters were carrying in. Wells keep running, Rain Catchers still catch rain, and stored buckets and bottles are untouched. A large or deep dug lake may not fully freeze.
- Wells produce almost nothing, and that is not the pointIntermediateSurvival
They generate clean water year round at a very low rate, so judging them on output makes them look skippable. Their real value is that they never freeze, which turns a handful of them into your fallback for the weeks the lakes are locked up.
- Fire pits stopped pushing back corruption, so build OutpostsIntermediateBuilding
The developer removed their corruption resistance during Early Access, first for ordinary pits and then for large ones, and introduced the Outpost with the old Large Fire Pit's range explicitly to replace them when expanding. Pit-based corruption control has been gone ever since.
- Rain Catchers are not dead all winter, they follow the rainIntermediateBuilding
They fill whenever it rains and not on a seasonal schedule, and you can force a fill with the Storm spell. Capacity upgrades too, running roughly 320 at base and around 480 fully upgraded by community measurement.
- Water Bottles exist so defenders stop leaving the wall to drinkAdvancedBuilding
The station takes stored clean Water Buckets and not raw resources, and packages them into bottles that villagers carry in their own inventories. Water Masters do the distributing, not organizers, so staff accordingly before a siege instead of during one.
- A golem reserves its summon cost for as long as it livesIntermediateEconomy
That is 270 against your maximum bar for a Labor Golem and 500 for a Holy Golem, held and not spent. Casting Dispel Golem hands it straight back, and so does the golem dying, which makes your standing army a budget you can rebalance before a siege.
- Grab is free for 120 ticks and always costs faithIntermediateEconomy
It opens at 40 influence, holds free for 120 ticks, then drains 1 influence every 2 ticks at a flat rate, so a 130-tick hold totals 45. The cost nobody mentions is that it lowers the faith of whatever you picked up, and faith now feeds your influence cap.
- Harvesters deliver by priority, not to the nearest buildingIntermediateEconomy
Each building carries a per-resource priority, and harvesters walk to the highest one even when a closer option exists, while organizers move goods from low priority buildings to high ones. Use placement to shorten walks and priority to choose destinations.
- Recall moves faith in either direction, unlike GrabAdvancedEconomy
It costs 200 and covers an 8-tile radius for about 17 seconds. It does cause confusion, but the faith change depends on where the subjects left and where they arrived, so pulling someone out of danger can raise it. Swapping to Grab to be gentle gets it backwards.
- Water Masters ignore a lake until you mark it for harvestNew PlayerEconomy
Use the Harvest Food and Water tool or they stand around doing nothing beside a full lake. The other half people miss is that adding more Water Masters only speeds up collection. To raise actual output you have to upgrade the purifier or build a second one.
- A fallen region is gone permanently, with nothing left to lootNew PlayerProgression
There are no ruins to pick over and you cannot even visit it again, which the developer has confirmed directly. It does not end your run, though, because you hold many regions at once and your perks and God Experience are untouched by the loss.
- Destroying a Corrupted Graveyard does not shrink tonight's siegeIntermediateHidden Mechanics
Wave size comes from Corruption Threat and not from building count, so the monsters that were going to spawn still spawn. What you have removed is a focal point, so they now appear on a random corrupted tile instead of a predictable one.
- Jailing drones does not throttle the corruption's spawn rateAdvancedHidden Mechanics
Drones keep spawning even on blocked tiles, and there is no live-entity cap to exploit. The only way to stop them is reducing corrupted tiles to zero. What jailing genuinely buys is one high-level drone removed for good, and one outside the corruption still gathers resources you can Attract away.
- Walling the corruption in makes tonight's wave biggerAdvancedHidden Mechanics
Wave size runs on Corruption Threat, which reads the current day and how much space the corruption wants but cannot have. Counting corruption buildings did predict waves once, but only between 2018 and 2019. Denying it room is now the thing that feeds it.
- Your influence cap is not population multiplied by 40AdvancedHidden Mechanics
That figure circulated because the developer gave it on the forums in 2018, alongside a hard ceiling of 5000 that no longer applies either. Update 1 cut the per-villager value and Update 2 rewrote the calculation outright, so any build order budgeting from the old number is over-spending.
Risk of Rain Returns20 tips
- Blighted elites turn invisible while standing stillAdvancedCombat
They appear only as writhing shadows once they move, and that is what kills people, not the 7 times health and 3.2 times damage. They are Monsoon-exclusive and live from the first minute of a run, never gated behind a time or loop threshold.
- Brilliant Behemoth explodes even when you missIntermediateCombat
The blast goes off at the end of the attack and not only on a hit, adding 20 percent of total damage to everything nearby. Pairing it with the Ukulele's chain lightning is the clustered-group answer the developers named on the store page themselves.
- Overloading is a standing aura, not a detonationIntermediateCombat
There is no wind-up to time and nothing to dodge through, so distance is the only counter available. Patch 1.0.3 reduced its range as a deliberate softening of this elite, but the shape of the threat did not change.
- Stopped time does not save you from ProvidenceExpertCombat
The Unstable Watch is the Judgement lifeline for burning down elite waves, and it does nothing at all against Providence's lasers on stage ten. Two Rapid Mitosis cut its cooldown by about 44 percent and not 50, since that item stacks multiplicatively.
- Volatile is the elite that actually explodesIntermediateCombat
Every attack it makes causes an explosion, and it passively fires red homing missiles that keep following you after you break line of sight. Overloading looks like the detonating one and is not, so the elite you can safely hide from is the opposite of the one you expect.
- Base health regen is not the same for every survivorNew PlayerSurvival
Commando and Huntress start at 0.6 health per second, while Enforcer and Miner start at 1.2, and even the per-level gain differs. Healing beyond that trickle is neither common nor guaranteed, so pick up a Sprouting Egg or Bustling Fungus early whichever survivor you took.
- The difficulty names are benchmarks, not stepsIntermediateSurvival
Scaling is continuous and the labels only report how far the clock has run. Enemy growth covers armor, attack speed, and critical strike chance alongside health and damage, a wider spread than players usually expect. The director's credit multiplier is 1.7 on Monsoon against 1.0 elsewhere.
- Command leaves multishops and vendors randomIntermediateBuilding
It turns chests, shrines, and boss drops into Command Crates you pick from, but it does not reach temporary item vendors, adaptive chests, or multishops unless you take their random option. You can also only choose from items you have already unlocked.
- Glass cuts health scaling but not flat health itemsAdvancedBuilding
Base health drops to 10 percent and scaling is cut the same way, which covers level bonuses, Bitter Root, and Infusion. Flat additions come through untouched, so Monster Tooth, Topaz Brooch, and Guardian's Heart are how a Glass run stops being a one-hit run.
- Sacrifice quietly blocks the Robomando questAdvancedBuilding
Chests stop spawning and enemies drop items directly instead, which removes the chest economy but not the gold economy, since drones, shrines, multishops, and vendors all still cost money. It also stops the urn spawning, so the Robomando chain cannot start.
- Grinding under Sacrifice loses to the clockAdvancedEconomy
Difficulty tracks elapsed time and never pauses, the drop chance is explicitly small, and Scavengers start appearing on any stage once enough time has passed. Standing still killing things means the scaling outruns your build. The combo saves you walking, not time.
- Classic rules make you clear the whole stageNew PlayerProgression
The default Modern rules charge the teleporter in a minimum of 90 seconds and only ask you to kill the boss. Classic raises that to 120 seconds and requires every enemy on the stage. Each extra player alive lengthens the charge on either ruleset.
- Every trial-locked skill has a second unlock routeIntermediateProgression
The same challenge also accepts 3,000 enemies defeated, 300 items collected, or 25 stages completed as that survivor, so a Providence Trial you cannot clear is never a wall. Twelve alternates come from ordinary in-run challenges and not from trials at all.
- The secret stage teleporter does not advance the runAdvancedProgression
It drops you into a freshly generated Ancient Valley you still have to clear, and the run clock driving every difficulty scale never pauses while you are in there. Go for the secrets you came for and leave, instead of treating the detour as progress.
- Three artifacts cannot be found by exploring at allAdvancedProgression
Prestige needs a gold rank on fifteen Providence Trials, Origin needs Providence killed with nine other artifacts active and unlocks for the whole lobby, and Dissonance is four hidden Artifact Shards and not one object. Tempus also seals itself at the sixteen-minute mark.
- Co-op scaling is linear where the game publishes itIntermediateSocial
An Imp Shrine spawns 5 Tiny Imps for one player, 8 for two, 11 for three, and 14 for four, adding three each time and never multiplying. Players often assume an exponential curve that the documented numbers never show.
- Item sharing leaves blocked items on the groundIntermediateSocial
It stops a player who is ahead from picking more up, but it does not hand that item to whoever is behind, and anything left on the ground disappears after 45 seconds. With strangers that regularly loses items outright. The host sets it as a lobby checkbox, not mid-game.
- On-hit items roll per attack and never cascadeAdvancedHidden Mechanics
Each landing attack rolls them independently, and item damage does not trigger other items the way it does in the 3D sequel, with Fire Shield and Repulsion Armor noted as the exceptions. A fast-firing survivor gets more dice and not a chain reaction.
- Several items cap out or do not stack at allIntermediateHidden Mechanics
Equipment never stacks, temporary items expire after roughly 80 seconds, and food after 30. Lens Maker's Glasses stops mattering past about 13 copies because crit chance above 100 percent does nothing, and The Hit List caps at 20 bonus damage however many you hold.
- Ten Hermit's Scarves get you to 50 percent, not 100AdvancedHidden Mechanics
It stacks hyperbolically, so each copy adds less than the one before and you can never reach a guaranteed evade whatever the in-game text implies. Rapid Mitosis behaves the same way multiplicatively, where two copies cut equipment cooldowns by about 44 percent and not 50.
Roboquest20 tips
- Bastion runs off a battery, so tap it and never hold itIntermediateCombat
The bubble blocks all incoming damage for up to 3 seconds, but it runs off a 16 second battery that only regenerates at 6.25 percent per second. Holding it through a whole exchange leaves you with nothing for the next one, which is where Guardian runs usually end.
- Burn is what damages Diggy Mole while it is burrowedIntermediateCombat
Diggy Mole is immune to direct damage underground, so a burst build stands there hitting nothing for the whole phase. Damage over time still ticks through, which makes Burn the cleanest answer. The rail and the tripmines people attach to this fight belong to Sir Catercoaster.
- Every scrap you pick up cuts Deploy by a full secondIntermediateCombat
The drone deals 10 damage every 0.7 seconds and you get 2 by default on a 16 second cooldown, so scrap pickups are the real uptime lever and not any cooldown stat. Engineer builds that route through scrap keep drones out almost permanently.
- IRIS's laser walls track you, so safe ground movesAdvancedCombat
They sweep instead of sitting still, which means there is no pattern to memorize the way there is in a fight built on fixed hazards. Keep moving through them instead of trying to move around them, because the gap you aimed for will not be there when you arrive.
- Robo-Wizard's 75 percent has to be kept fedAdvancedCombat
Hitting an enemy with Trinity or Comet grants a point for 6 seconds, up to 3, and each adds 25 percent ability damage. It decays instead of sitting there, so the number people quote is a ceiling you maintain. Big Tank raises the cap to 5 points and the window to 10 seconds.
- Superbot cannot equip a weapon, it eats them insteadAdvancedCombat
The Glutton Knight passive halves your starting health to 140 against a normal 240 and blocks loot entirely. Eating a weapon restores 15 percent health and raises your innate Super-Blaster a level if that weapon outranked it, or hands you a Powercell if it did not.
- The archway laser grid belongs to Sir CatercoasterIntermediateCombat
It is credited to IRIS constantly and is not hers. Catercoaster lays that grid across the walkway archways every time it changes chamber, and its other unspoken mechanic is rising magma that first covers ground at 13 seconds and floods around 80, forcing a damage race.
- Guardian IV adds 50 percent enemy health, not just damageExpertSurvival
It also raises their damage by 40 percent, and nothing in any build bypasses a health pool. That means the answer to the top difficulty is more damage per shot and not a trick, and a build that clears Guardian I by attrition simply runs out of clock up here.
- Powercell Bank changes your start, not your capacityIntermediateBuilding
It gives you 4 Powercells at run start, or 8 once you buy its second rank, and that is all it does. There is no documented cap on how many you can hold, so nothing about it constrains a run where the vendors have been generous to you.
- Sharpened Spear carries both Javelin upgrades at onceAdvancedBuilding
Feral Patience and Giant's Bane hang off that single perk, so one slot buys you both alongside its 20 percent auto-crit chance and 30 percent crit damage. Impale is the trap, because it upgrades Hunter's Mark and nothing in the base Ranger kit marks enemies at all.
- Bazaar Bob is a shop, not a currency exchangeNew PlayerEconomy
He sells items for 6, 8, or 12 Powercells depending on rarity, and sometimes stocks the Brush for the Haven City sidequest. No NPC anywhere in Roboquest converts Powercells into wrenches, so leftover Powercells are simply spent or wasted inside the run.
- Crystal Powder is lost the moment the run endsIntermediateEconomy
It is retained within a run and never between them, so anything unspent at the end is gone. Hold it until you have an Epic weapon you actually intend to finish the run with, then spend it there instead of on the first upgrade you are offered.
- Hard and above pay bonus wrenches on every levelIntermediateEconomy
Hard and Guardian I through III each pay 2 extra per level, and Guardian IV pays 3, across the game's eight difficulty settings. Each of the 51 hidden Data-Logs also awards 3, which makes exploration and difficulty the two real wrench taps.
- The 15 percent bonus weapon level is a separate upgradeIntermediateEconomy
Chef Paul himself is a Level 1 Workshop purchase at 6 Wrenches, so you buy him instead of hoping he appears. The extra level chance comes from Chef Double Star, a Level 7 upgrade costing 20 Wrenches, and there is no base chance at all without it.
- A Roboquest build is four perk picks and nothing moreNew PlayerProgression
There is no skill tree and no path to follow. You are offered two or three random perks at levels 2, 4, 7, and 10, drawn from your class pool of 16 plus the common pool. Every other level up to 15 offers an upgrade instead, and each perk you own unlocks exactly two.
- The Endless portal costs 120 Wrenches, not 100IntermediateProgression
RyseUp's own announcement said 100, but the patch notes and the players who paid it both say 120. You can skip the bill entirely by finishing a run on Guardian I or higher, which unlocks the mode for free and is the cheaper route if you are already there.
- Co-op achievements were broken for two yearsIntermediateSocial
Multiplayer session IDs failed to generate for many players between 2024 and early 2026, blocking Field Mechanic and The Power of Friendship for anyone who could not connect. RyseUp shipped a fallback through Epic Online Services in March 2026, so check your build first.
- No item in the game removes the reboot health costIntermediateSocial
The Phone Charger is still worth 8 Powercells for its 25 percent faster reboot and 15 percent summon health, but it does not touch the half of your health a reboot takes, and neither does anything else. Plan around paying it and not around avoiding it.
- You get 60 seconds to choose when a reboot happensIntermediateSocial
Clear the threat and pick up healing-cells first, because rebooting at 40 percent health just puts you back on the floor. Do not let the timer expire though, since the automatic reboot charges the same half of your health at a moment you did not pick.
- Mini-Missiles never improves Baby Boom's 40 percent rollAdvancedHidden Mechanics
That roll stays at 40 percent forever whatever else you stack. What Mini-Missiles does is flood the screen with extra explosion instances for the roll to land on, so the pairing is more dice and not better dice, and it scales with volume instead of luck.
Rogue Command20 tips
- Castle buffs your buildings and cannot move to follow a pushIntermediateCombat
Its passive gives every building 20 percent more attack and skill damage plus 20 percent more health, and its skill drops six missiles anywhere on the map at global range. Being immobile means it anchors a position and cannot join an advance.
- One shield point cancels one attack, however large it wasIntermediateCombat
Shields absorb whole hits and not damage, so an attack for 5 and an attack for 50 cost exactly the same to block. That blanks artillery, bombs, and slow-firing heavy weapons outright, and it is why stacking damage into a shielded target achieves nothing.
- The Combat Engineer is the slowest one, not the most mobileIntermediateCombat
It also generates 2 crystals per second against the base Engineer's 4. What you actually buy is durability at 240 health with 3 armor and an out-of-combat self-heal, plus Combat Delivery, which spawns factory units at the Engineer and so drags your defenders forward with it.
- You cannot touch the objective while anything defends itNew PlayerCombat
The Planetary Core Extractor takes no damage at all while any enemy unit or turret sits in range of it, and enemy bases block you from building near them. The EMP Wave hack that strips shields is a tier II unlock and is only offered to you after level 6.
- The Hover Harvester gains 50 percent rate with no Refinery in sightIntermediateMovement
That bonus deliberately pushes it out to distant fields, and it is the fastest moving unit in the entire game to get there. The trip is genuinely dangerous, since it carries no weapon and 40 health, and its base rate of 1.5 per second is poor without the bonus.
- Ascension modifiers stack and never replace each otherAdvancedSurvival
Ascension 1 spawns factories with units and raises PCX health, 2 adds starting factories and cuts enemy production times, enemy buildings toughen at 4 and 7, the PCX Scythe arrives at 11, and 15 lets Elite and Boss units cleanse negative status before the PCX Conquerer.
- Only surface obstacles are destructible, never the terrainIntermediateBuilding
Trees and rocks come down and block both movement and shots until they do. Cliffs and elevation are permanent, and ground units cross between levels only via ramps. The enemy AI has been able to clear obstacles too since March 2025, so a treeline is not a wall.
- The Reach Engineer is the only one exempt from Refinery build rangeIntermediateBuilding
It can place structures anywhere it can see inside 30 cells, which is a completely different game from the other two. That freedom costs everything else: 20 health behind a 5-point shield, and only 2 crystals per second of income.
- A crystal patch runs dry and then disappears permanentlyIntermediateEconomy
Each holds a fixed amount somewhere between 150 and 10,000, and once drained the field is gone for the rest of the level. That is what eventually pushes you off your starting position, though some experienced players argue a well-run starting base carries a whole run.
- The Armored Collector doubles its rate on a nearby killAdvancedEconomy
That lasts 20 seconds and it comes with 140 health, 3 armor, and an autocannon of its own. It is also the slowest-moving harvester with the most expensive ramp, so it pays on contested ground and wastes itself on quiet distant expansion.
- The Engineer you start with is the best economy pick of the threeNew PlayerEconomy
It generates 4 crystals per second, the highest of any Engineer, deals 5x damage to obstacles for clearing build space, and moves fastest. Trading it away for a specialist costs you half your Engineer income before anything else in the run has happened.
- A loadout is one Engineer, one Harvester, and one SpecialistNew PlayerProgression
You mix them freely from whatever you have unlocked, and only the Specialist brings an exclusive hack with it. There are 15 in total across the three slots: 3 Engineers, 4 Harvesters, and 8 Specialists.
- A losing run still pays, because experience is per mission clearedNew PlayerProgression
Starters open at fixed levels: Robo Recycler at 2, Hover Harvester at 5, Robo Rush Beacon at 6, Combat Engineer at 8, Armored Crystal Collector at 10, Swarm Walker at 12, Core Harvester at 15, Reach Engineer at 16, and Mantis Mech at 18.
- Every level starts fresh, but not from nothingNew PlayerProgression
A run is nine levels and there is no persistent base carrying between them. What does persist is your deck of blueprints, your hacks, and your upgrades, plus a starting crystal balance that begins at 3,000 and rises by 100 for every level you have cleared.
- Profile level 50 unlocks everything, and levels keep paying anywayIntermediateProgression
Past 50 you receive only Archive Tokens, which used to be the end of the road entirely. The December 2025 update raised the cap to 500,000, so token income never stops even once there is nothing left in the pool to unlock.
- Rerolls are per-run charges capped at five, and they never bankIntermediateProgression
They come from the Reroll node in the Battle Archive and vanish when the run ends, with no way to earn more once they are gone. Spend them on the pieces your plan actually needs, not on saving them for a later level that will never see them.
- The Battle Archive does not dilute your pool, profile levels doAdvancedProgression
The Archive adds blueprint choices, rerolls, and reward nodes, so investing in it improves your draft instead of watering it down. Dilution comes from profile XP levels adding cards. The developers answered that in June 2025 with themed pools, so draft the theme.
- Clicking a far Battle Archive node buys the whole path to itNew PlayerQuality of Life
You do not have to walk the tree by hand. Left-click assigns, right-click removes, and shift does the entire stack either way. Tokens come from profile levels at 5 each, first-time Ascension clears at 10 each, and new Heat levels at 5 each.
- The game draws a yellow line to whatever is holding the shield upNew PlayerQuality of Life
Follow it to each enemy keeping the objective invincible and clear those, instead of hunting blind. Since patch 1.0.9 the shield waits 10 seconds before returning, so one straggler wandering in no longer instantly undoes the work, and your units ignore invincible targets on their own.
- The biome count you have read comes from a 2022 press releaseAdvancedHidden Mechanics
The widely quoted 16 traces to a January 2022 announcement, years before release. The developers described 20 map types in early 2025, the store page now gives no count at all, and at least eleven biomes are documented by name. No current figure exists.
Sea of Thieves20 tips
- Chain shot takes masts down and still holes a hullNew PlayerCombat
A Sloop's mast has three damage points and chain shot deals two, so it takes a second hit, while Brigantine and Galleon masts fall to one. Chain also strips a wheel or capstan outright where cannonballs chip spokes and pegs one at a time. A hull hit still opens a smaller hole than a cannonball, so a miss is never wasted.
- Hold the cutlass attack for a forward lunge dashNew PlayerCombat
Hold the attack to charge, then jump the moment the sword starts moving forward, or release it at a ledge and lunge off the edge. The dash closes several meters and damages on contact, the fastest way across an enemy deck, and it doubles as an escape from a point-blank blunderbuss. Most players never learn the timing.
- Pick Servants of the Flame until you are a LegendIntermediateCombat
Faction battles raise your company Emissary Flag automatically, and the Athena's Fortune flag is locked behind Pirate Legend, so Guardians wins pay a non-Legend no company reputation. Servants wins feed Reaper's Bones instead, which anyone can fly at rank 15. Allegiance tracks per faction and switching never resets it, only your active win streak.
- Shooting a keg on your deck does the boarder's jobNew PlayerCombat
Pick it up and throw it overboard instead, off the side or stern and never off the bow of a moving ship, since you will sail straight into your own keg. Detonating it yourself is exactly the outcome whoever dropped it wanted. Shooting a keg is only correct while the carrier is still approaching at range.
- The Kraken picks its target at random, not by cargoIntermediateCombat
The target is random, a 1 in 5 chance on a full server, and cargo plays no part. Since patch 3.3.2 it can also surface while some World Events are running, so an active fort no longer keeps you safe. It still tends to catch crews right as they finish an event, holed and full, so bank a haul before you hunt the next one.
- Anchor turns and raised-sail turns are different toolsIntermediateMovement
Drop anchor mid-turn only when you need the sharpest possible pivot and can afford to wind the capstan back up afterward. For every other course change, raise your sails into the turn instead, which tightens it while keeping your anchor ready, and a solo slooper can lean on that for nearly every turn. Harpooning a rock mid-sail whips the ship around harder than the rudder ever could.
- A Chest of Sorrow below deck will sink a SloopIntermediateSurvival
It floods far faster than most crews expect and there is no hull damage anywhere to warn you, so the first sign is water at your knees. Keep it on the top deck where you can watch it, or bail beside it, and never walk away from one on a Sloop.
- Sinking does not put your treasure anywhere safeNew PlayerSurvival
It floats back up at the wreck and sits on the surface for about five minutes before it sinks and despawns, with Trade Good Crates lasting closer to fifteen. Anyone in the area can lift the whole haul in that window, and the crew that sank you is usually still watching. Sell in small batches.
- An Emissary Flag needs rank 15 and pays five gradesIntermediateEconomy
Once raised it climbs as you sell that company's treasure, paying plus 33 percent at Grade 2, plus 67 at Grade 3, plus 100 at Grade 4, and plus 150 at Grade 5. Most flags never show on the map, but Grade 5 Reaper's Bones emissaries can see every emissary ship on theirs, so raise one when you can defend it.
- Emissary rewards spike every Wednesday at 10:00 UTCIntermediateEconomy
Rare runs a recurring event between seasons that boosts rewards for crews flying Trading Company flags, with an additional multiplier per Grade, and it runs for a full 24 hours. Planning a Grade 5 session around that window is gold you would otherwise leave behind.
- Reaper's Bones buys almost every company's treasureIntermediateEconomy
Sell it at the Reaper's Hideout instead of an outpost and the gold is identical, but the reputation goes to Reaper's and not to the company the loot came from. They refuse contraband, fish and meat, and most quest items. Use it to steer reputation, and remember the Hideout is the most contested dock in the game.
- Safer Seas pays 100 percent gold, not 30New PlayerEconomy
Patch 3.2.2 raised it to match High Seas exactly, up from the 30 percent the mode paid before. The tradeoff is a hard rank 25 cap on every Trading Company, down from 40. That limit is what stops the mode being a risk-free run at Pirate Legend.
- The rare fish in each family cannot be cooked at allIntermediateEconomy
Every one of the ten families has a treasured variant that sells as a treasure item, not as food. The handling gives it away: a treasured fish is carried and placed like treasure and will not go into a food barrel or your pouch. They only bite at the marked spots on fishing voyages. Sell them exactly as caught.
- Athena's Fortune cannot count toward Pirate LegendNew PlayerProgression
Pirate Legend needs rank 50 with three other companies, and Athena's is never one of them. You can still bank Athena reputation early by selling its treasure to the Mysterious Stranger, but the company's voyages, flag, and promotions all wait for the title. Gold Hoarders, Order of Souls, and Merchant Alliance stay the usual picks.
- Hitting level 50 alone will not make you a Pirate LegendIntermediateProgression
You have to buy the level 50 Promotion from each of your three companies afterwards, because the Mysterious Stranger checks for the purchased promotions and not the reputation level. Reach 50 in three, buy all three, then speak to him in any outpost tavern.
- Level 100 is one Distinction tier, not the ceilingIntermediateProgression
The caps moved to 100 in patch 2.10.0, with The Hunter's Call following in 3.3.0. Passing 100 rolls a company into the next Distinction and those run to V, so the full track is five times the number the menu shows you.
- Tall Tales have been playable in any order since 2024New PlayerProgression
Patch 2.10.1 in February 2024 unlocked every chapter of every tale, retiring the old locked chapter-by-chapter march through Shores of Gold. Pick the tale you want and start at whichever chapter you like.
- A moving ship will not let you land a fishNew PlayerQuality of Life
Anchor or drift before you cast, and get off the ship entirely if you want the calmest line. Fishing off the back of a Galleon under sail burns bait for nothing at all, which is the usual reason a first session at the Hunter's Call goes badly.
- The Kraken is the one event with no cloud or beaconIntermediateHidden Mechanics
It announces itself through a sound cue and the water going black with ink around your hull, and it comes to you instead of spawning somewhere you can choose to sail toward. There is no way at all to see it coming on the map.
- Your captained ship does not come into Safer SeasIntermediateHidden Mechanics
The mode uses Chartered Ships only, so the name, the persistent cosmetics, and the milestones attached to your own vessel all stay behind while you sail a standard chartered one. Everything on your pirate is account-wide, but the ship itself is not.
Stardew Valley20 tips
- One ladder in five is a shaft, and it can drop 15 floorsAdvancedCombat
A shaft usually drops you 3 to 8 floors, and one time in ten that doubles to 11, 13 or 15. It costs 3 health per floor and can never take you below 1 health, so break rocks hunting for them instead of walking ladders down one at a time. Carry unbuffed food such as Cheese, because buff food replaces the buff you are running.
- Collapsing indoors costs you nothing at allNew PlayerSurvival
The 2:00 AM knockout and running to 0 energy are separate failures, and neither takes gold if you go down inside your house. Outdoors it is 10 percent capped at 1,000g, or 2,500g on Ginger Island. Zero energy only makes you exhausted, and you keep working into the negative until you black out at -15.
- Casks accept goods only while inside the CellarIntermediateBuilding
You can place one anywhere and it will look perfectly normal, but it refuses input outside the Cellar, and since 1.4 it refuses an already-Iridium item anywhere at all. Silver ages to 1.25x base, Gold to 1.5x, and Iridium to 2x, so the wrong room quietly costs you the whole multiplier.
- Fizz sells perfection cheaper than you can build itExpertEconomy
A waiver costs 500,000g per 1 percent, against roughly 13,000,000g for the obelisks and golden clock those same points would otherwise need. Hitting 100 percent is also not the trigger for the Summit. You get a message about a distant rumbling the next morning and walk north of the Railroad.
- Powdermelon seeds have a window and no shopIntermediateEconomy
Nothing sells them, so pull Powdermelon Seeds from Seed Spots, mine barrels, and the Raccoon Wife's Shop between Fall 21 and Winter 20 and bank them before the season turns. The crop grows outdoors in 7 days for 60g and is one of only five that can go Giant.
- Six artisan inputs ignore the value multiplier entirelyIntermediateEconomy
Fruit goes to Wine at 3x base and vegetables to Juice at 2.25x, but Wheat pays a flat 200g Beer, Hops 300g Pale Ale, Honey 300g Mead, Rice 100g Vinegar, Tea Leaves 100g Green Tea, and 5 Coffee Beans 150g Coffee. Growing a better version of those six earns you nothing extra.
- The Dehydrator out-earns a Keg per machine, not per fruitAdvancedEconomy
Per fruit it trails wine at 1.5x base plus 5 against 3x. Per machine per day it buries everything, because 5 Ancient Fruit becomes 4,150g overnight against a Keg's 264g a day. Kegs win when fruit is the thing you are short of, and the Dehydrator wins when machines or floor space are.
- Buffs eaten before you enter survive the Hungry ChallengeExpertProgression
Qi's order bans eating and drinking inside Skull Cavern, not before it, so food buffs you started upstairs keep running the whole way to floor 100. You have 7 days and 25 Qi Gems riding on it. Do not confuse it with Skull Cavern Invasion, which pays 40 gems and adds monsters instead.
- Every crab pot you empty pays a flat 5 Fishing XPNew PlayerProgression
What came up does not matter, and 38 percent of the time it is trash, so a wall of pots levels the skill without you touching the minigame once. They unlock at Fishing 3, at 40 Wood and 3 Iron Bars each or 1,500g from Willy, and a baited pot always holds something by morning.
- Farming XP fills the Mastery bar at half rateAdvancedProgression
Every other skill converts fully, so combat and mining bank mastery points roughly twice as fast for the same effort. The five levels cost 10,000, 15,000, 20,000, 25,000, and 30,000 points, and only XP earned after you already hold Level 10 in all five skills counts toward any of it.
- Lewis only opens the Community Center on a strict cueNew PlayerProgression
He shows it to you when you walk into town from the Bus Stop on a non-rainy day between 8:00 AM and 1:00 PM, any time from Spring 5. Wander in from the beach at 4:00 PM and nothing happens. Read the golden scroll, wait for the Wizard's letter overnight, then visit his tower to read the rest.
- The 10,000,000g achievement counts lifetime earningsIntermediateProgression
It reads total gold earned and not gold in hand, so spending everything along the way costs you nothing toward it. It is one of only two hidden Steam achievements, alongside Fector's Challenge.
- The Construction Bundle wants 198 Wood, not 99New PlayerProgression
Its wood requirement sits in two separate 99-stacks, so the slot count reads as half the real cost. Budget 198 Wood, 99 Stone, and 10 Hardwood before you start, and get a Copper Axe early, because the large stumps on your farm are the first reliable Hardwood you have.
- Two essences finish the Adventurer's BundleNew PlayerProgression
It takes any two of 99 Slime, 10 Bat Wings, 1 Solar Essence, or 1 Void Essence, and Krobus sells both essences in the Sewers. One of each clears the slot for pocket change, so there is never a reason to farm slimes for it.
- Friendship decays faster the closer you get to someoneIntermediateSocial
An ordinary villager loses 2 points a day and stops once their meter is full. After a bouquet it is 10 a day until you reach 10 hearts. A spouse loses 20 every single day you ignore them, and that one never stops, not even at 14 hearts.
- Gift quality multiplies Liked and Loved gifts onlyIntermediateSocial
Silver adds 1.1x, Gold 1.25x, and Iridium 1.5x, and none of it reaches a neutral or disliked item. An Iridium Loved gift works out at 960 points, just short of four hearts. Read the Friendship 101 power book first and the same gift pays 1,056, which does clear four.
- A perfect catch cannot lift a normal fish above normalIntermediateHidden Mechanics
Keeping the fish inside the green bar raises quality by one grade only when it was already Silver or Gold. The base grade comes from the size roll, which keys off how far from land you cast. Perfect still pays 2.4x XP, and a treasure chest in the same minigame multiplies that by a further 2.2.
- Prairie King banks progress when you enter a levelAdvancedHidden Mechanics
The machine autosaves on entry to a stage and not when the exit opens, so clear one, step into the next, exit the cabinet, and sleep. Deaths outside boss fights save too, which is exactly why sleeping matters, since reloading the day rolls the arcade state back with it.
- The Advanced Iridium Rod stacks two copies of one tackleAdvancedHidden Mechanics
Both slots take any tackle and not one bobber each, so two Trap Bobbers drain the progress bar 50 percent slower instead of 33, and two Quality Bobbers raise catch quality by two grades. Only the Sonar Bobber and the Curiosity Lure gain nothing from a second copy.
- Upgrading a tool never lowers its base energy costIntermediateHidden Mechanics
Skill level does, at 0.1 energy per level, so a Pickaxe costs 2 energy at Mining 0 and 1 at Mining 10. Charging is where the tiers bite back. A charged Watering Can adds 2 energy per power level, so a maxed iridium can costs 10 energy for eighteen tiles. Charging a Hoe is free at every tier.
Super Fantasy Kingdom20 tips
- Siege fires at fixed points, so it never duels a bossIntermediateCombat
A Trebuchet costs 6 Boards and 4 Stones at the Siege Camp and hits a 20m radius every 5 seconds from the bench, leveling through Siege Camp upgrades bought with Faith. It targets locations instead of picking out a target, which makes it wave clear.
- Taunt is what holds a line, not where you stood the unitNew PlayerCombat
The Swordsman pulls monsters within 50m, and that radius is the actual mechanic behind a wall of bodies staying put. Be aware it unlocks through an Undead-kingdom quest, so it is not available to you on a first run whatever your kingdom.
- The Knight is not a unit, it is Rickard the starting heroNew PlayerCombat
Heroes come one per cycle, do not eat at the Tavern, and losing yours ends the run outright. Rickard also rides to the nearest target instead of holding ground, so anyone treating him as the anchor of a line is building around the wrong thing.
- The Marksman earns its slot on targeting, not on damageIntermediateCombat
It shoots whatever has the most health inside 120m, which means it singles a boss out of a minion escort with no input from you. The Crossbowman fires at random targets and is volume damage instead, so the two are not interchangeable ranged picks.
- The Paladin was patched, so judge it on Fixed targetingAdvancedCombat
Advice calling it broken, with an attack alternating in tiny left and right diagonal arcs, traces to a single Steam thread from early November 2025. The developer has since widened its area, cut its cooldown, and raised its base damage.
- The throne-carried king only dies to Most HP targetingAdvancedCombat
He never attacks and never exposes himself, because his minions carry him and charge one at a time to soak the hits meant for him. A Marksman picks the 300 health king over his 5 health escort, while a Crossbowman wastes every bolt on the escort.
- Villains go straight for your hero, which is the only way to loseIntermediateSurvival
One unlocks per Curse level and they start appearing on day 4, with the Butcher at Curse 1 and the Vagabond at Curse 2. They apply Pinned to your hero, so screen them with a Swordsman whose Taunt drags them off before they arrive.
- The first wall tier costs no stone, and walls add unit slotsNew PlayerBuilding
Human wooden walls run 6 Boards with the Castle Gate and each Tower at 4 Boards apiece. The gate and every tower add a placement slot, and ranged units posted on towers gain range and shrug off most damage. Only the Sturdy Walls tier brings a stone bill.
- Idle workers do not haul, and you start with one MuleNew PlayerEconomy
Carriers do the moving, so more villagers standing around fixes nothing. Build Stables for 5 Wheat to add another. The other reason things stop arriving is storage, since gathering buildings hold about 6 units each and your Castle starts at 4 per resource.
- The first spell you cast each run costs nothingNew PlayerEconomy
After that they run 4 to 10 Faith, generated by a worker praying at the Church. Your very first run has no spells at all, and from the second run onward they work without the Church entirely, which changed in Patch 16. The default cast key is C.
- The Tavern promotes one unit per night, so pay for the secondIntermediateEconomy
The daytime resource path is how you get another up the same day. It costs 3, then 6, then 10 Ingots for Humans or Books for the Undead, and it goes through the General, who charges a Berry or a Rat on top of that.
- Your Tavern and Lumberyard cost nothing, so raise them at onceNew PlayerEconomy
Repair the Castle for 3 Stone next and your storage doubles from 4 of each resource to 8, then get a farm up on Day 2 so units keep eating. No Castle upgrade costs wood at any point, so do not funnel your whole workforce into lumber for it.
- A cycle runs 28 days plus Day X, then takes everything backNew PlayerProgression
Bosses land on days 7, 14, 21, and 28, with an endless challenge on Day X. When the cycle ends you lose your buildings, your units, and most of your resources, carrying only meta-progression forward into the next run.
- Heroes do not count toward a kingdom trait thresholdIntermediateProgression
Fielding 2, 4, or 6 units of one kingdom activates its trait across the nine kingdoms, but only units that eat at the Tavern count toward the total. Once it activates it applies to everything on the field, siege engines included.
- There is no opening draft, and new unit types come from trapsNew PlayerProgression
You choose a starting unit in the Throne Room, the Hermit hands you a free tamed monster on Day 2, Gevald sells one for 10 Coins, and the Adventurer arrives on Day 6. Adding a genuinely new unit type to your pool means catching the monster, and the Trapper gives one free trap per run.
- Your Fate selection in the Morning decides which boss arrivesIntermediateProgression
Each of days 7, 14, 21, and 28 offers two possible bosses, and the choice you make that morning settles it, not the day itself. The interface flags whichever one still owes you a Star, so the pick is visible before you commit.
- A targeting item no longer costs you a combat item slotIntermediateQuality of Life
They arrived in Patch 13 and did consume a normal slot back then, and that is why older advice treats them as a trade. Patch 15 gave them a dedicated slot. There are nine, and since Patch 14 they have their own shop to buy from.
- A relic is unreachable unless you own the unit it is gated behindAdvancedHidden Mechanics
Sky Shield makes Rejuvenate regenerate Shield and needs a Paladin. Frost Arrows makes your whole ranged line apply Freeze and needs a Halfling. They are not both defensive, and the gate, not the effect, is what you plan a run around.
- Relics are run-wide and never equipped, unlike ItemsIntermediateHidden Mechanics
A relic applies to every unit that qualifies for it and most are gated behind owning a specific unit, while an Item is a per-unit equippable that only affects whoever carries it. Most build advice online mixes the two up, so check which one a guide actually means.
- The kingdom trait tables circulating online are not trait tablesAdvancedHidden Mechanics
The official wiki has none, and the developer described them only in general terms. Barbarian, which converts Rage into damage reduction, is the one with a confirmed effect. At least one widely-copied table listing precise percentages is the Caravan's item list wearing different labels.
Swag and Sorcery20 tips
- Combat runs itself, and spells are your only real inputNew PlayerCombat
Heroes advance, attack whatever they meet, collect resources, and drink their own potions. You cannot choose a target or tell anyone to block. Casting and pressing retreat are the whole of your control, and that is why loadout and formation carry the fight.
- Mona is the durable hero, and Eddie is not the runner-upIntermediateCombat
She has the highest health at 92, the highest armor at 20 where everyone else sits at 15, and the highest Survival at 98. Eddie gets named instead because he looks the part, but his armor is the worst in the roster and his Survival of 84 is near the bottom. His 29 Power makes him damage.
- Punishment I costs 5 mana and executes anything under 150 HPIntermediateCombat
It also heals your entire party for 150 on the same cast, which makes it the tool for a fight that is spiraling and not a damage spell. At that mana cost there is rarely a reason to hold it back once a run starts going wrong.
- Retreat is not instant, so pull out with a marginIntermediateCombat
The hero leaves at the end of their next action phase, which means one more round of attacks lands on them first. Call it when they are running low and not when they are nearly gone, particularly if they have no potions equipped and you have no mana for a heal.
- Spears are ranged weapons built in the Smithy, not the LodgeIntermediateCombat
They scale with Strength and break the tidy melee-versus-ranged split, so anyone assuming ranged means Hunting Lodge will search the wrong building. It matters most for Hoshi, whose stun trait needs a ranged weapon while his stats are pure Strength.
- The order you drag heroes onto horses is your formationNew PlayerCombat
There is no separate slot picker anywhere. The party advances left to right, so the rightmost hero leads and is the one who should carry the melee weapon, because melee only works in the first row. Mona's level 25 trait is the single exception to that rule.
- There is no tank, carry, and support split in this rosterIntermediateCombat
Every hero has exactly 60 points spread across the four stats in steps of 10, 15, and 20, so the gap between a hero's best and worst stat is 10 points. A basic level 2 sword grants 4 to 14 Strength by itself, which means the gear you hang on them decides far more than the pick.
- Heroes drink their own potions, but only ones you equippedNew PlayerSurvival
This is the single biggest thing you can do for a run, and it costs nothing at the point of use because they handle the timing themselves. The Laboratory crafts four tiers restoring 150, 250, 350, and 450 health.
- Aiden crafts better in the Magic Store than in the SmithyIntermediateBuilding
Each crafting building reads one stat, and the Smithy uses Strength, where Aiden sits at 15 against the 20 that Eddie and Hoshi carry. His Intelligence of 20 is his only top-of-roster number, and Intelligence is what the Magic Store reads. Rosaline ties him there.
- Church and Spa buffs are re-bought on every hero, every timeIntermediateEconomy
The five of them cost 50 to 100 gold a go and are temporary and per-character, with only one character and one buff active at a time. Heavy Hand I costs 250 gold to research and then 50 more on every hero you want it on, on every run.
- Library research is paid in gold, not essenceNew PlayerEconomy
Essence Absorption is 150 gold and 30 seconds, and it is what lets heroes harvest essence from monsters in the first place, so build the Library and take it early. Clearing the whole tree runs to about 13,900 gold.
- Planks, ingots, leathers, and fabrics no longer existIntermediateEconomy
Patch 1.50 removed every intermediate refined material, and recipes now consume raw logs, ores, pelts, and cloth directly. Any recipe list asking you for Copper Ingots or Chestnut Planks predates that patch and will send you hunting for something the game deleted.
- Retreating is what saves your Loot Bag, not what loses itIntermediateEconomy
A hero who hits zero health runs home having lost everything, Loot Bag included. Retreat deliberately and you keep the whole Loot Bag plus half the loose resources, rounded down, so pull out early and stash anything rare in the bag the moment you find it.
- All 48 achievements are obtainable, and none of them are brokenNew PlayerProgression
Players widely believe there are 50 with two permanently broken, and community folklore says to downgrade through Steam depots or reach for an unlocker. Your overlay counts 48, so 48 is 100 percent. Two definition slots were removed from the internal numbering and no visible achievement maps to them.
- Hiring more heroes does not make your party any biggerNew PlayerProgression
You send one at first. A Spa mood quest raises it to two, and three only arrives with Guild III after the Dark Ruins boss. Everyone you hire before then is a crafter and a bench, not an adventurer. Later you unlock three Stables and can run three parties at once.
- The Training Camp is the only documented way to raise a statNew PlayerProgression
You pay gold there to level a hero and improve their attributes, and nothing else in the game moves those numbers. The Market will not help, because it only sells your unwanted equipment back out and does not stock anything of its own.
- Zones open in tiers, so half the bosses gate nothing at allIntermediateProgression
The Magical Forest is open from the start, killing the Owlman opens the Battlefield and Dark Ruins together, and killing both Big Boy and the Skull of Knowledge opens the Hot Springs, Swamp, and Underground City at once. The other bosses unlock no zone whatsoever.
- Since patch 1.50 you can save gear sets and swap in one clickNew PlayerQuality of Life
Set up a Combat loadout and a Crafting loadout for each hero and the shuffling between runs stops entirely. Without it you are hand-moving equipment every time a hero comes off an adventure and goes into a building, which is where the busywork in this game lives.
- No stat threshold unlocks better crafting, whatever you readAdvancedHidden Mechanics
The widely quoted 250 for 100 percent crafting efficiency, the 75 percent cap on purple and orange, and the 25 to 50 percent legendary rate appear in no patch note and on no wiki. Even the phrase crafting efficiency is invented. More stat is better, with no line to reach.
- Power of Fire I is the one spell you cannot researchAdvancedHidden Mechanics
It does not appear in the research list at all, which sends people hunting through the Library for something that was never there. It is the quest reward for crafting 50 points of mana. Every other spell in the game is researched normally.
Terraria20 tips
- Dying does not reset a pillar count, leaving doesAdvancedCombat
Each Lunar pillar wants 100 kills from its own section before the shield drops and the 20,000 health underneath becomes reachable. Deaths cost you nothing toward that, but leaving the world wipes the progress. After your first Moon Lord kill later events only ask for 50 per pillar.
- Sitting at exactly 10 defense stops the Eye spawningNew PlayerCombat
The nightly roll needs more than 10 defense, so stripping to 10 or under before dusk cancels it outright instead of shortening the odds. Put the armor back on in the morning. If you would rather pick the moment yourself, a Suspicious Looking Eye summons it during the night, between 7:30 PM and 4:30 AM.
- The Dungeon entrance is safe, the depth is notIntermediateCombat
You can walk into the surface entrance without a fight. Drop below zero depth before beating Skeletron and Dungeon Guardians spawn, dealing 9999 damage through blocks at 41 miles per hour behind 9999 defense, so there is no fighting back. Killing one does not open the Dungeon either.
- The Skeleton Merchant does not count toward the EyeIntermediateCombat
The nightly 1 in 3 roll wants four town NPCs alongside 200 or more maximum health and more than 10 defense. The Old Man, the Traveling Merchant, and town pets all count toward that four. The Skeleton Merchant does not, and that is why the boss sometimes refuses to show up.
- The Wall of Flesh does not kill you on contactIntermediateCombat
Touching it costs 50 health on Classic, 100 on Expert, and 150 on Master, plus knockback your Cobalt Shield will not stop. The Tongue is the instant death, grabbing you if you get behind the Wall and killing you past roughly 187 tiles. Let the Wall reach the world edge and everyone Horrified dies.
- A corruption barrier thinner than 4 tiles does nothingAdvancedSurvival
An infected block converts anything vulnerable within 3 tiles, so 3 tiles of non-convertible blocks such as wood or ash is a complete barrier. Leave the gap empty and 3 will not hold, because Corrupt and Crimson thorny bushes grow up to 6 tiles across it. Run the barrier from the surface past the Cavern layer. Plantera halves the spread rate afterward.
- A second campfire adds nothing inside the first one's boxIntermediateSurvival
Cozy Fire covers 170 by 125 tiles, which is larger than a normal boss arena, so the second one is wasted unless yours is genuinely wider than that. Put a Heart Lantern beside it instead, because those two stack for another half health per second.
- A workbench against a door stops every zombieNew PlayerSurvival
Enemies can only push a door inward, so anything solid on the inside holds it shut. That matters because ordinary zombies open doors during a Blood Moon, which starts rolling at 1 in 9 per night once any player passes 120 maximum health, and Goblin Peons destroy doors outright.
- Five tombstones cancel the Sunflower buff you built forIntermediateSurvival
Five start a Graveyard and seven complete it, and each Sunflower you plant cancels one tombstone, so the two fight each other directly. A Graveyard does not raise the spawn rate, it weakens the reduction your town NPCs provide. Sunflowers also need regular, Hallowed, Jungle or Ash grass, never Corrupt, Crimson or Mushroom grass.
- Natural walls look identical and block nothingNew PlayerSurvival
Only walls you placed yourself stop enemies spawning inside a shelter, and most naturally generated background is unsafe despite looking the same. Hammer out any natural wall inside your build and refill it tile for tile with wooden walls from your workbench.
- A pylon reads a rectangle, not a radiusAdvancedBuilding
It needs two housed NPCs whose homes sit inside a 169 by 124 tile box centered on it, which is roughly 84 tiles to each side and 62 up and down. Those NPCs must also be within 100 tiles of their own home tile, so a wanderer does not count, and the pylon goes offline if one dies.
- Your first shelter has no size requirement at allNew PlayerBuilding
Seal a box and move on. The 60 tile minimum and 750 tile maximum, counted including the frame, only apply to NPC housing and to any room where you set a spawn point with a bed, so a night-one hole in a hillside is a perfectly valid shelter.
- The Alchemy Table gives back one ingredient in threeIntermediateEconomy
That is up to 50 percent more potions out of the same herb farm, and it sits in the Dungeon waiting for you after Skeletron. Throw one into Shimmer for the Alchemy Flask, added in 1.4.5, which keeps the saving and makes newly applied buffs last 20 percent longer.
- Angler quest count follows your character, not the worldIntermediateProgression
The Golden Fishing Rod is guaranteed on the 30th completed quest, and because the counter lives on your character you can spread those quests across as many worlds as you like. Claiming it unlocks Glorious Golden Pole, which is the achievement's name and not the rod's.
- Never throw away your starting Copper ShortswordNew PlayerProgression
The Zenith recipe needs one, and a world that rolled tin instead of copper gives you no ore to craft a replacement. Stop swinging it by all means, since it does 5 damage at about a tile of reach, but put it in a chest. A Wooden Sword's overhead arc handles flying enemies far better.
- Perfect happiness saves you 25 percent, and no moreIntermediateSocial
Prices bottom out at 75 percent of list, so the fortunes players imagine from stacking biome and neighbor bonuses do not exist. The same multiplier scales the Nurse's healing fee, which is where you actually feel it over a long playthrough.
- Three NPCs per cluster is the happiness sweet spotAdvancedSocial
The Solitude bonus wants no more than two other NPCs within 25 tiles and no more than three more between 25 and 120 tiles. A fourth neighbor is neutral, costing the bonus but nothing else, and the crowding penalty only starts at the fifth, at a flat 5 percent each after that.
- A crate caught before Hardmode never holds Hardmode oreAdvancedHidden Mechanics
Version 1.4.0.1 split every crate into pre-Wall and post-Wall variants at the moment you catch it, so hoarding crates through the Wall of Flesh gains you nothing. Fish after you enter Hardmode and those crates hand you Hardmode ores and bars without smashing a single altar.
- One catch in seven snaps and eats the bait anywayIntermediateHidden Mechanics
That is the default without a High Test Fishing Line or an Angler Tackle Bag, and it is the largest single tax on a fishing session. Everything else stacks into Fishing Power instead: dawn and dusk pay 1.3x, rain 1.2x, a full moon 1.1x, and midday or midnight cost you 20 percent.
- The minimum fishing pond costs 75 percent of your powerIntermediateHidden Mechanics
Water and lava need 75 connected tiles to work at all, which is exactly why a pool built to the minimum barely catches anything. Dig out to 300 tiles and the penalty is gone. Honey works from 50 and optimizes at 200, and the Ocean wants 1,001.
The Survivalists20 tips
- A broken legendary is repairable, so do not throw it awayAdvancedCombat
Elemental weapons break under heavy use and turn into a Broken item instead of vanishing. Take it to a Repair Bench with 3 Refined Gems, which both repairs a damaged weapon and rebuilds a broken one from scratch.
- No weapon here blocks, and both shields are decorationNew PlayerCombat
Swords, spears, clubs, and bows all lack a block, so rolling clear is your only defense. The Roman Shield and the Viking Shield are loot you sell. The closest thing to a block is the Shield Ward trinket, which eats one attack on a cooldown.
- Only sprinting and charged attacks cost you staminaNew PlayerCombat
Ordinary swings and rolls are free. If you keep running dry mid-fight, you are sprinting into engagements instead of walking into them. A Slow Cooked Stew adds 100 to your maximum on top of that.
- A bed does nothing until you put a sheet on itNew PlayerSurvival
Craft a Makeshift Bed Sheet from 3 Palm Leaf and use it on the bed. This is the most common reason a new player cannot sleep, and nothing on screen tells you the bed is unfinished.
- Raiders spawn where you are standing, not at your bedIntermediateSurvival
Since the 2021 Farming Update, walling in the bed specifically buys you nothing. The moon turns red every five in-game days, roughly an hour of real time, and the raid lands the next day. That same Blood Moon restores every resource and respawns every enemy in the world.
- Rope comes from Long Grass, not from Straw BundlesNew PlayerSurvival
Long Grass gives 3 Rope apiece, and Straw Bundles are a separate recipe entirely. A Flimsy Multitool costs 1 Rope and 2 Timber, and without a multitool you cannot use a crafting station or build a structure at all.
- A broken tool stops a monkey as dead as no tool at allIntermediateBuilding
Monkeys never re-arm themselves. Crafting and building need a Multitool, harvesting needs any weapon to swing, and gathering into a chest needs nothing. Check durability in the Journal. Watering cans are the exception, since monkeys fetch fresh ones on their own.
- A finished Forge stays cold until you feed it 10 CharcoalNew PlayerBuilding
Charcoal is not a byproduct of using a campfire. Craft it at a Campfire for 3 Timber each, chop the dead trees in the Badlands and Volcanic biomes, or dig up tree stumps with a Shovel. Stockpile at least 10 before the Forge is finished.
- A hands-off production line takes four monkeys, not twoAdvancedBuilding
Harvesters fell trees and the timber lands on the ground. A gatherer sweeps it into a chest. A supplier lifts it back out and loads the bench. Only then does the crafter work. Skip the supplier and your crafter stands at an empty bench.
- Building the Alchemy Bench unlocks not one of its recipesAdvancedBuilding
They unlock separately, either by clearing Labyrinths, most reliably from labyrinth mini-bosses, or by finishing all four Totem Pole requests in the Red Orcling camps on Island 5. Build it before either and it sits there doing nothing.
- Hostile plants go in Orchards, where they guard your wallsAdvancedBuilding
A Spiked Seed grows a Venus Fly Trap, a Toxic Seed a Swamp Bog, and a Burning Seed a Volcanic Spitter. They mature in roughly 2 real minutes, stay friendly to you and your monkeys, and attack everything else in range. Line the Orchards along your outer wall.
- Dry soil pauses growth without losing any of your progressIntermediateEconomy
Soil stays wet for exactly one in-game day, which is 12 real minutes. Once it dries the clock simply stops until you water again, so a patch you forgot about costs you time and never the crop.
- Fruit Trees are the only renewable source of HardwoodIntermediateEconomy
A harvest gives 5 to 6, where a wild swamp tree drops about one. Since 3 Hardwood makes 1 Hardwood Slat and the Alchemy Bench alone eats 12 slats, plant them well before you reach the recipe that needs them.
- The Mysterious Chest is the one your monkeys will not raidIntermediateEconomy
It costs 500 doubloons from the Mysterious Stranger, and gathering or supplying monkeys leave it alone entirely. You get one per character, so treat it as a safe for Refined Gems, legendary weapons, and doubloons and not as bulk storage.
- There are exactly 29 Task Tokens and 29 things to spend them onAdvancedEconomy
Never buy the same blueprint twice, because a known bug lets ones you already own reappear in the shop after a world replenishment. Balance Patch 1.1.3 also pulled elemental weapons out of labyrinth boss chests, so the Taskmasters are the only route to them now.
- Every vault ends with a guaranteed caged monkeyIntermediateProgression
There is at least one Treasure Chest alongside it, which makes vaults the most reliable route toward the 20-monkey cap. Clear each one once and only once, because a reloaded vault keeps neither the chest nor the monkey.
- Lore pages come from Skeletal Remains, never from chestsIntermediateProgression
That is why so many players stall on Lore-man with a full treasure hoard and nothing to show for it. Sweep every skeleton you walk past, and clear labyrinths, since each labyrinth clear hands you a Founder page on the way out.
- Three achievements only count when you do the work yourselfAdvancedProgression
Harvester counts your own swings, Opulent Curio needs you crafting the Gold Statue at the Forge, and Home and Away wants your own multitool raising the blueprint. Hand any of the three to a monkey and the achievement will never pop.
- The Repair Bench is an early build, not a late-game stationNew PlayerQuality of Life
Most players write it off as somewhere to fix legendary weapons and skip it. It restores any worn tool to full durability for almost nothing, and a Flimsy Multitool costs 1 Rope to repair. Skipping it means binning tools you could have kept the whole run.
- The emote a vault switch wants is painted right beside itIntermediateHidden Mechanics
There is no guessing, and only six poses exist: Dab, Praise, Handstand, Sit, Wave, and Snake. Open the emote menu with V, match the wall, and stand on the plate. For a room with more plates than bodies, hold Q, press E over a monkey, then strike the pose yourself.
Tricky Towers20 tips
- Nudge shoves harder than the ordinary move keysNew PlayerMovement
U and I on a keyboard, or the shoulder buttons on a controller, force a brick sideways into a gap that looks too tight for it. Bricks never lock to a grid in this game, which makes nudging the only way to repair an uneven layer after the fact.
- A collapse costs one heart however many bricks it dumpsNew PlayerSurvival
You have three, and you are eliminated at zero, but losing five bricks in one slide is not five hearts. That makes a big controlled collapse survivable in a way most players assume it is not. The light spell Extra Life can also give one back.
- A sealed flat surface is the worst thing you can buildNew PlayerBuilding
Every other block game rewards it, and this one punishes it, because a flat top leaves nowhere to insert the next brick. Keep slots open, leave roughly two blocks of clearance above your straight pieces, and expand sideways instead of upward.
- A straight brick stood on its end is a pedestal on a pivotNew PlayerBuilding
On its end it has almost no footprint, and capping it with a square puts weight on top of that pivot. It looks like a clever way to fill a gap and it is the fastest way to lose a tower that was otherwise stable.
- Build as wide as the mode allows, not to a brick countIntermediateBuilding
Strong players use the full width of the starting platform instead of aiming at a target number. A narrow foundation turns the tower into a pendulum that sways under its own weight, while a wide one leaves room to recover from one bad piece.
- Park awkward shapes high and keep the low slots openIntermediateBuilding
There is no hold, because the piece sequence is fixed, so the only way to have room for a long straight is to have left room for it. Capping a low straight with a square is the classic way to wall yourself in with nowhere left to build.
- Special difficulty starts you on divided ground, which is an advantageAdvancedBuildingMultiplayer
For the 20-brick puzzle achievement, use a multiplayer Puzzle match on Special. Special does not deal more bricks. Nudging pieces into the gaps in that broken starting ground builds a far wider foundation than the solid platform on Easy or Normal.
- A trial deals the identical piece order every attemptNew PlayerProgressionSolo
Retrying with small adjustments is the intended method and not an admission of failure, since you are learning a fixed sequence instead of fighting randomness. This holds for trials only, because you cannot restart a multiplayer round.
- Auto Build, Super, and Super Duper only reach players who are behindIntermediateProgression
The game says so outright in each spell description, so a lead you never lose means three spells you never see. It also means the All-round magician achievement, which asks you to use every spell once, cannot be finished while you are winning.
- Survival Special is not endless, it stops at 66 bricksIntermediateProgression
It finishes there or when one player is left standing, usually before wave 8 ever arrives. The genuinely endless version is the separate single-player Endless Survival Challenge, which is where the Survivor achievement is actually worth chasing.
- Trial tiers open on medal count, not on finishing every trialNew PlayerProgressionSolo
Apprentice needs 8, Pro 17, Expert 26, and Master 36 across the 50 trials, so a handful you cannot crack never blocks the next tier. Alongside them sits Endless, with separate Race, Puzzle, and Survival challenges carrying their own leaderboards.
- A Cup has no fixed round count, it runs to 9 medalsNew PlayerSocialMultiplayer
Each round pays 3 for first, 2 for second, 1 for third, and nothing for fourth, and play continues until somebody reaches nine. That makes a consistent second place a genuine winning strategy and a single blown round much less fatal than it feels.
- Medals past 9 still count, so overshoot decides a shared finishIntermediateSocialMultiplayer
If two players cross the line in the same round, the one arriving on 11 beats the one arriving on 10. Only an exact tie sends the Cup to an extra round, so taking first instead of second in the deciding round is worth the risk.
- Several modes hand you one spell or none at allIntermediateSocial
Single player Endless is light magic only. In multiplayer, Race Easy and Survival Easy are light only, Puzzle Easy offers nothing but Undo, Puzzle Normal nothing but Ivy, and Puzzle Special has no spells whatsoever. Dark magic appears on Normal and Special.
- The online rank ladder records playtime, not skillIntermediateSocialMultiplayer
It runs from Rookie Magician up through Expert Wizard and then Master Wizard Level 1 and beyond, and you gain experience even in matches you lose. A high rank across the table tells you how much somebody has played, not how hard they are to beat.
- Crossing the next line throws away the spell you were savingNew PlayerQuality of Life
You can only hold one at a time, and the new pickup replaces the old one instead of queueing behind it. Hoarding a good spell through a milestone is how you end up with a worse one and nothing to show for the patience.
- Endless restricts what you cast, not what lands on youIntermediateHidden MechanicsSolo
Endless Survival throws waves of dark magic every 30 seconds or so, sometimes combined, and Endless Puzzle drops petrified bricks into random positions. Only your own casting is limited to light magic, which catches out anyone treating Endless as a calm mode.
- The laser never rises as a penalty, the ground rises insteadIntermediateHidden Mechanics
What squeezes you in Puzzle is the floor coming up from below. The laser only moves in the single-player Endless Puzzle Challenge, where clearing a full group of bricks lifts it and begins a new stage, so its movement rewards you instead of punishing you.
- The same stack can behave differently from one run to the nextAdvancedHidden Mechanics
WeirdBeard have said the physics is non-deterministic, so a tower can start oscillating and collapse with nothing added to it. Patch 1.21 improved consistency in December 2016 but did not make the simulation repeatable, which means a lost run is not always a mistake.
- Wind exists only in Race on Special, and it never changes directionIntermediateHidden Mechanics
It blows constantly from one side for the whole match and never picks up partway through, and it appears in no other mode or difficulty. It only pushes the bricks facing it, so everything behind your leading edge is sheltered by what is already stacked.
Unrailed!20 tips
- A Lava Blob can only be doused three times before it leavesAdvancedCombat
A doused blob runs to the nearest lava and reignites, so you can extinguish the same one more than once. After the third it loses its fire ability and walks off the map. Ten extinguishes therefore needs at least four separate blobs, not one patient one.
- Camels seek out and drink from your water bucketIntermediateSurvival
That turns a mild animal into a sudden resource crisis, because a Camel draining the bucket moments before the engine overheats hands you a fire. Keep the bucket away from them unless you are deliberately milking one.
- Putting a fire out does not clear the heat that caused itIntermediateSurvival
Heat capacity is cumulative. Let the engine burn 10 seconds, extinguish it, and the next wagon catches after 5 seconds instead of 15. Only rain or reaching the shop clears it, and rain falls in the Plains and nowhere else, so from the Desert onward the station is your only reset.
- A Level 1 Buckinator gives you no carry buff at allIntermediateBuilding
The 12-resource carry begins at Level 2. A team that buys the wagon, stands in the ring at Level 1, and waits for something to happen will wait all run and conclude the wagon is broken.
- Bridges switch from wood to stone at the Lava biomeIntermediateBuilding
Wood works in the Plains, Desert, and Snow. Lava, Space, and Mars all need stone, though only Lava needs it because wood burns, since neither Space nor Mars has any lava. Start stockpiling in Snow so the first lava flow does not catch you empty-handed.
- Leveling the Light wagon does nothing, one Supercharger halves itIntermediateBuilding
Unboosted it melts once every 10 seconds whatever its level. Put a single Supercharger beside it and that becomes once every 5 seconds, and further Superchargers add nothing. In Snow, that one placement beats any amount of leveling.
- Park the Ghost wagon's radius over the Milk wagonAdvancedBuilding
The attached animals turn ethereal too, which stops them detaching or being crushed at one-tile pinches. Only Camels and Lava Blobs keep pace with a fast train anyway, and Cows and Walruses stop to rest. Gentle loops instead of straight lines also help them keep up.
- Superchargers cover six wagons but never boost each otherAdvancedBuilding
Each one raises the effective level of nearby wagons by one, pushing them past the normal Level 3 cap, and multiples stack. Three limits bite: they do not boost one another, they do not raise the Milk Wagon at all, and each burns iron that no other wagon can deliver for it.
- You never load the Crafter, you load the Storage wagonNew PlayerBuilding
This trips up almost everyone, because the Crafter is the wagon that visibly makes track. Drop wood and iron into Storage, Storage feeds the Crafter on its own, and finished rails stack up on the Crafter for you to collect. Storage is the input end, not the overflow bin.
- A second Supercharger costs 3 bolts, not the 2 the first didAdvancedEconomy
Its upgrades then cost 3 and 4 once the first is at Level 3, so the pair runs to 10 bolts, not the 7 that most build orders imply. Both also need iron carried to them by hand all run, because a Collector cannot feed a Supercharger.
- The Dynamite wagon is not a free-running producerIntermediateEconomy
It consumes one iron per stick and turns one out roughly every 35 seconds once loaded. Passive production was removed in October 2019, five weeks into Early Access, and has been gone ever since. A team that buys it and never loads it concludes it is broken.
- A new engine is a brake, not a threat to brace forIntermediateProgression
The speedometer climbs as you clear sections, and buying an engine resets it to the next biome's starting speed. Base speeds creep up only slightly between biomes. Top players hold off until the train outruns the team, then buy. Entering the Underwater mineshaft resets it too.
- Without the orange bolts, Endless simply never endsAdvancedProgression
There is no lesser ending for arriving at the Final Biome short. Endless keeps generating Mars sections until you crash. Collect every orange special bolt you pass, the Underwater one included, since each is worth two regular bolts and they buy the final engine.
- Checkpoints are a setting you turn on, not an automatic featureNew PlayerQuality of Life
With them enabled you get one autosave at the first station of each new biome, while Kids mode autosaves at every station. Since April 2021 that checkpoint survives being loaded, but there is only one slot. A manual mid-biome save is still single use and vanishes the moment you load it.
- Rearranging your wagons costs nothing at allNew PlayerQuality of Life
Once you connect to a station, pick a wagon up and drop it on whichever one you want it to swap with. There are no bolts and no penalty involved, so treat the layout as something to revise at every stop and not a decision you commit to at the moment of buying.
- The train sits still for 15 seconds at every level startNew PlayerQuality of Life
Add the 1.5m of track you begin with and that is 45 seconds before a crash is possible on the first level. Spend it pre-gathering resources and laying the opening rails instead of watching the engine.
- Your hands hold a tool or resources, never both at onceNew PlayerQuality of Life
Chopping a tree means setting down whatever you are carrying and picking up the axe, and running that wood to Storage means putting the axe back down. That swap is the tax on every single trip, and handling it well is most of what separates a working team from a trainwreck.
- A mineshaft you did not enter explodes when the level loadsAdvancedHidden Mechanics
Look for the streams of a nearby waterfall to spot one. Levels 3, 4, or 5 of the Plains, Desert, or Snow may hold one, and from level 6 onward one is guaranteed every five levels. Collect that biome's orange special bolt before you commit to going down.
- Difficulty mostly controls how much indestructible rock spawnsIntermediateHidden Mechanics
Perma-rock, also called black rock, resists every tool and dynamite alike, and how much of it the map generates is the main thing your difficulty setting moves. A day and night cycle also runs in the Plains, Desert, Snow, and Lava, while Space and Mars never get dark.
- Step outside the Buckinator ring carrying 12 and you drop 9AdvancedHidden Mechanics
They land on the nearest free ground and you walk on with the base 3. The charge is just as unforgiving: it starts draining the moment the bucket leaves its dock and recharges at the same rate, so a Level 3 Buckinator buys 12 seconds out for 12 seconds back.
Unrailed! 220 tips
- Disguised trees strike when you walk in front, not when you chopIntermediateCombat
Three tells give them away: a circular top, darker leaves, and a dark arrow on top pointing the way they will hit. They have 8 hit points and cannot move, so the whole threat is walking through a lane you had no reason to check.
- Dynamite and torpedoes deal zero damage to tentaclesAdvancedCombat
Reaching for the explosives is the single most common way this fight falls apart. Any tool works instead, and so does simply dropping a bridge on top of one. A leveled Turret Wagon shreds them almost instantly and is the strongest answer available.
- A brake track is worse than plain track below about 1.0 m/sAdvancedMovement
Its effect scales with how fast the train already is, and it lasts about three seconds after the first wagon rolls over. At a crawl it takes off nothing at all, at 0.4 m/s the train comes off at roughly half speed, and at 1.0 m/s at under a third. One brake track costs three ordinary ones, so below about 1.0 m/s those three plain tracks buy you more.
- Racing ahead with track is what accelerates the train chasing youIntermediateMovement
The speedometer only changes at stations, rising per station connected, per player, and per biome revisit. The speed you actually travel at is a separate thing that tracks how much rail sits ahead of the engine. Keep the queue short, and loop the line back on itself to buy time.
- The Sandworm's safe path is decided when the level generatesAdvancedSurvival
Walking somewhere does not make it safe. Send a scout ahead on foot and retreat the instant the ground rumbles under them. Ten seconds later that tile is gone, anyone standing on it dies outright, and anyone further out on unsafe ground gets teleported to solid tiles.
- Leave the Crafter's pre-installed Storage-Pull exactly where it isAdvancedBuilding
You can strip it at a Blacksmith, but the wagon then stops feeding itself. Fill the other two slots with Hydrocharge, since a Hydrocharged Crafter only heats while it is actively crafting, and at high levels it works fast enough that it barely touches its water.
- The Milk Wagon keeps buffs running after the animals come offAdvancedBuilding
It holds six units, extracts on a timer, and combines the effects of every animal roped to it. Those effects continue as long as milk remains even once the animals are gone. What you are buying is uptime and not a bigger payout, since the durations themselves stay short.
- The Piggybank takes 30 inserts per station at every levelAdvancedBuilding
The budget never grows, which is exactly why upgrading the Piggybank pays: a better rate against a fixed cap is straight profit. It also means dumping all your overflow into it is not a plan. Never fit Storage-Pull here or it drains your buffer, and use Magnet-Pick instead.
- Three extension pairings are blocked outright, so do not plan themAdvancedBuilding
Hydrocharge does not fit the Storage wagon, Range-Extension does not fit the Ghost wagon, and Storage-Push does not fit the Crafter. Ghost range comes from the wagon's level and nothing else, and Push works on the Collector, Compactor, Conveyor-Belt-Transporter, Transformer, and Mimic.
- Difficulty is a per-level property, and it sets the bolt payoutNew PlayerEconomy
Easy, Medium, Hard, and Extreme pay 2, 3, 4, and 5 bolts, shown by an icon under the station. Your cartridges influence which rating a level rolls, and the first level of any biome is always Easy, so the biome you are in tells you nothing about what the next station pays.
- Dynamite output is stuck at one stick per 40 seconds until level 6IntermediateEconomy
Leveling the wagon does not speed that up, so a second Dynamite wagon is the only way to raise throughput before then. Running two in later biomes is a real strategy and not a luxury. Skip Hydrocharge on this one, or it catches fire roughly every stick and a bit.
- The Slot Machine station guarantees a reward by the fourth rollIntermediateEconomy
Rolls cost 4 bolts each, so this is not a gamble at all. Rolls one through three are simply a 12-bolt purchase with a guaranteed payout waiting at the end of them, which makes budgeting for it a fixed cost and not a matter of luck.
- A Biome Junction starts the boss fight with no previewIntermediateProgression
There is no browsing it first. The junction only opens after 2 stations in a biome on a first visit, or 4 plus one more per repeat if you have been there before. Endless runs on layers instead of a fixed order, and two of those layers make you pick one biome of a pair.
- A level that looks short a bolt is usually hiding a cassetteIntermediateProgression
Two per biome occupy bolt slots, so the thing you are hunting for may not be a bolt at all. Collecting the full set unlocks Felix and Mathilde's Biggest Fan, one of the handful of achievements sitting under 1 percent, and the soundtrack behind it runs to 51 tracks.
- A wagon's base color tells you its level at a glanceNew PlayerProgression
Gray, green, blue, purple, yellow, red runs level 1 to 6. The ladder costs 3, 4, 6, 12, and 24 bolts, so 49 to max one wagon, or 42 with a Sale modifier. Extensions are not a way around the cap either, they stack on top of it.
- The no-tools task counts the bucket, and that is what fails itIntermediateProgression
Hold no axe, pickaxe, or bucket for 20 seconds. Dynamite is not a tool and does not count. The kill-no-animals task fails just as quietly, since a spider dies in the act of cocooning you, and one bucket of water on the Sandworm's nest destroys it.
- A tree standing in a laser beam is doing you a favorAdvancedHidden Mechanics
The beams do not pulse and there is no rhythm to time. They stream from 15 hit point Laser Turrets that an axe or pickaxe destroys, and mountains, trees, rocks, other turrets, and the puzzle box all block them. Clearing every resource blindly can genuinely soft-lock a level.
- Carrying a Crab turns the water around it into sandAdvancedHidden Mechanics
That exposes iron you otherwise cannot reach, and it is the only counter to the water the Octoboss leaves behind. It is the most useful thing you can have in your hands in this biome. Whether the sand survives a tide flip is undocumented, so do not bet a route on it.
- Milking an animal grants a countdown, not a cartridge you keepIntermediateHidden Mechanics
You get temporary copies that expire in about 12 seconds drinking straight from the animal, or 15 to 20 from a Milk Wagon across its six upgrade levels, reaching 25 only once extensions push it past level 6. Watch them gray out on your player card. It buffs only the player who drank, so it is a burst you time and not a supply you bank.
- The Torch will not burn a web while you hold a mining toolIntermediateHidden Mechanics
The tooltip never mentions the condition. Put the axe or pickaxe down, stand still on the web for a couple of seconds, and it goes up. Doing it once also hands you the Watch the World Burn achievement on the way past.
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