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All Tips and Tricks

135 tips across 6 games. Each one is a single mechanic and what it costs you. Every link goes to that tip on its game's own page.

ARC Raiders20 tips

  • Leading with explosives feeds the Vaporizer's shield
    AdvancedCombat

    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.

  • Queen and Matriarch stomps hit you through walls
    AdvancedCombat

    Embark has acknowledged the reports of stomp damage passing through geometry and landing from too far out, and as of Store Update 1.40.0 the fix has not shipped. Do not plan a phase around a wall stopping either boss, because right now it does not.

  • The Assessor relaunches and takes the loot with it
    AdvancedCombat

    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 kill
    IntermediateCombat

    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 cone
    New 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 type
    IntermediateMovement

    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 movement
    IntermediateMovement

    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 outside
    IntermediateSurvival

    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, rather than after the first shot lands.

  • A free loadout switches off your Safe Pocket entirely
    New 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 Explosives
    IntermediateBuilding

    They read like Explosives Station items and they are not, which is how 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 sells
    IntermediateEconomy

    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 rather than after.

  • Every weapon upgrade also repairs 25 percent durability
    IntermediateEconomy

    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 50
    IntermediateEconomy

    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 fills
    New 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 it
    New 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 rather than push deeper.

  • A full respec costs 152,000 coins and cannot be partial
    IntermediateProgression

    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, which is why planning the build in the tree viewer first is worth the time.

  • ARC Raiders never wipes your character on you
    New 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 rather than a season deadline you have to beat.

  • Expedition rewards are the only skill points past leveling
    AdvancedProgression

    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 once
    AdvancedProgression

    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 rather than an upgrade, and it is worth pricing in before you plan a wipe.

  • ARC machines never learn your tactics
    IntermediateHidden 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, which is why heavy units recover from explosions and cross terrain so convincingly.

Phasmophobia20 tips

  • A Demon can start a hunt at any sanity at all
    IntermediateCombat

    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 you
    IntermediateCombat

    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 hunt
    IntermediateCombat

    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 ghost
    AdvancedCombat

    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, which is why looping it around a table works and backing away does not. Close the gap deliberately rather than trying to outrun it.

  • The hunt speed cap is a multiplier, not a ceiling
    AdvancedCombat

    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 you
    New 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 map
    IntermediateSurvival

    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 35 percent to 70 percent
    IntermediateSurvival

    Most ghosts start once the average sanity of all living players drops below 50, but a Shade waits for 35 and a Demon opens at 70. 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 late
    New 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 rather than 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 free
    IntermediateSurvival

    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 setup
    New 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, which is what makes those difficulties bite from the first step inside.

  • Four settings drop a custom contract to zero reward
    ExpertEconomy

    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 hunt
    AdvancedProgression

    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 feed
    New 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 thermometer
    New 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 Mare
    IntermediateHidden 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 Temperatures
    New 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 rather than trusting your eyes and logging a ghost you have not proved.

  • Smudging makes the Onryo test impossible to run
    AdvancedHidden 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 anything
    IntermediateHidden Mechanics

    That behavior moved to the Poltergeist in the Apocalypse update back in September 2022, and older guides and community cheat sheets still credit it to the Oni. A long throw is a Poltergeist tell now, so a list built on the old wisdom points you at the wrong ghost.

  • Undisturbed salt narrows the list without settling it
    AdvancedHidden 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.

Project Zomboid35 tips

  • Head hits on a downed zombie triple your damage
    New 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 it
    AdvancedCombat

    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 adding
    AdvancedCombat

    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 speed
    IntermediateCombat

    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 indefinitely
    New 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 65
    AdvancedMovement

    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 quality
    IntermediateMovement

    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 fed
    AdvancedSurvival

    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 costs you 40% melee damage and most of your fence climbing.

  • A splint cuts fracture healing by roughly ten times
    New 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 faster
    IntermediateSurvival

    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 rather than after it. Build 41 also paid carrying capacity for the same moodle, which Build 42 removed.

  • Foraging level does not tell you what is poisonous
    AdvancedSurvival

    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 constants
    IntermediateSurvival

    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 exist
    IntermediateSurvival

    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 rather than the odds.

  • The Infected tag does not mean you caught the Knox virus
    IntermediateSurvival

    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 label
    New 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 you
    IntermediateSurvival

    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 four ways to connect a generator
    IntermediateBuilding

    The Electrician occupation, the Engineer occupation, the How to Use Generators magazine, or simply Electrical level 3. Build 41 allowed only the first and third. Electronics stores and generator crates are where the magazine actually spawns, not mailboxes.

  • Destroy your stairs once you reach the roof
    IntermediateBuilding

    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 walls
    IntermediateBuilding

    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 wood
    New 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 time
    IntermediateBuilding

    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 rather than trusting the wall.

  • Rain barrel plumbing fails on an outdoor sink
    IntermediateBuilding

    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 yourself
    AdvancedEconomy

    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 dusk
    New PlayerEconomy

    The windows are 04:00 to 07:00 and 18:00 to 21:00, and they are worth roughly 20% on your odds rather than 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 month
    IntermediateEconomy

    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 rather than hurts, and rivers never freeze, because no such mechanic exists.

  • Potatoes cannot be sown from the default July start
    New 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 companions
    AdvancedEconomy

    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 square is unloaded
    IntermediateEconomy

    The game skips any trap sitting in a chunk you have streamed in, so distance from base really means distance from wherever you spend time. The loaded window runs about 90 to 99 tiles in Build 41 and 72 to 79 in Build 42. Set traps 100 tiles out and they fire on either build.

  • Under-watering kills a crop rather than slowing it
    IntermediateEconomy

    The requirement is per crop, not a flat number. Cabbages want 80 and most others want 70, and falling far enough under it kills the plant outright, which is why 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 result
    IntermediateProgression

    The trait removes the Mechanics 2 and Electrical 1 requirement, and that is all it does. Each attempt still rolls against engine quality, and a Burglar with no Electrical skill succeeds on a pristine engine about 5% of the time. Every failure can set off the alarm.

  • Mechanics XP pays once per part per vehicle
    IntermediateProgression

    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 power
    IntermediateProgression

    Going without cigarettes builds stress and unhappiness rather than the direct combat penalty older guides describe. 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 line
    New 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 removed
    AdvancedProgression

    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 building
    IntermediateSocialMultiplayer

    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 blunt
    AdvancedCombat

    That gap is the whole fight, which is why a uranium mace 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 myth
    IntermediateCombat

    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 nobody
    AdvancedCombat

    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 killbox
    AdvancedCombat

    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 season
    IntermediateMovement

    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 25
    AdvancedSurvival

    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 rather than 150. There is no cap above that, since manipulation multiplies limb efficiency by consciousness.

  • A failed thrumbo tame costs you nothing at all
    AdvancedSurvival

    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 pawn
    IntermediateSurvival

    The stat is the mood level below which a pawn is at risk, so raising it makes them break sooner rather than 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 corpses
    AdvancedSurvival

    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 all
    IntermediateSurvival

    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, which is why the claim keeps circulating.

  • Surgery success caps at 98 percent no matter what
    IntermediateSurvival

    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 rather than 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 each
    IntermediateBuilding

    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 orbit
    AdvancedBuilding

    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 fence
    IntermediateBuilding

    Its Food tab reads nutrition per day off the terrain and vegetation your walls actually enclose rather than 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 smaller
    AdvancedEconomy

    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 appear
    IntermediateProgression

    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 Empire
    AdvancedProgression

    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 rather than waiting for a third.

  • Room impressiveness is ignored by half the rituals
    AdvancedSocial

    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 rather than raw social skill, and most rituals have no speaker.

  • Three faction types can never be bought with silver
    IntermediateSocial

    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 down
    IntermediateHidden 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.

Stardew Valley20 tips

  • One ladder in five is a shaft worth 3 to 9 floors
    AdvancedCombat

    A shaft drops you that far for 3 health per floor, which is where Skull Cavern depth actually comes from, so break rocks looking for them rather than walking ladders down one at a time. Carry unbuffed healing food such as Cheese, because eating a buff food replaces the buff you are running.

  • Collapsing indoors costs you nothing at all
    New 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 Cellar
    IntermediateBuilding

    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 it
    ExpertEconomy

    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 shop
    IntermediateEconomy

    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 entirely
    IntermediateEconomy

    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 fruit
    AdvancedEconomy

    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 Challenge
    ExpertProgression

    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 XP
    New 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 rate
    AdvancedProgression

    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 cue
    New 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 earnings
    IntermediateProgression

    It reads total gold earned rather than gold in hand, so spending everything along the way costs you nothing toward it. At 11.4 percent of players it is more common than finishing the museum, and it is one of only two hidden Steam achievements, alongside Fector's Challenge.

  • The Construction Bundle wants 198 Wood, not 99
    New 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 Bundle
    New 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 someone
    IntermediateSocial

    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 only
    IntermediateSocial

    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 normal
    IntermediateHidden 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 level
    AdvancedHidden Mechanics

    The machine autosaves on entry to a stage rather than 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 tackle
    AdvancedHidden Mechanics

    Both slots take any tackle rather than 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 cost
    IntermediateHidden 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.

Terraria20 tips

  • Dying does not reset a pillar count, leaving does
    AdvancedCombat

    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 spawning
    New PlayerCombat

    The nightly roll needs more than 10 defense, so stripping to 10 or under before dusk cancels it outright rather than 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 any time after 7:30 PM.

  • The Dungeon entrance is safe, the depth is not
    IntermediateCombat

    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 Eye
    IntermediateCombat

    The nightly 1 in 3 roll wants four town NPCs alongside 200 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, which is why the boss sometimes refuses to show up.

  • The Wall of Flesh does not kill you on contact
    IntermediateCombat

    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 nothing
    AdvancedSurvival

    An infected block converts anything vulnerable within 3 tiles, and an open trench still fails because Corrupt and Crimson thorny bushes grow across gaps. Cut at least 4 tiles, fill it with wood or ash, and run it from the surface past the Cavern layer. Plantera halves the spread rate afterward.

  • A second campfire adds nothing inside the first one's box
    IntermediateSurvival

    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 zombie
    New 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 for
    IntermediateSurvival

    They start turning the area into a Graveyard, which raises spawn rates rather than lowering them, so clear them between attempts. Sunflowers also only sit on grass blocks, never on wooden platforms, bare dirt, or planter boxes, and they cover the same 170 by 125 tile box a campfire does.

  • Natural walls look identical and block nothing
    New 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 radius
    AdvancedBuilding

    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 all
    New 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 three
    IntermediateEconomy

    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 world
    IntermediateProgression

    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 rather than the rod's.

  • Never throw away your starting Copper Shortsword
    New 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 more
    IntermediateSocial

    Prices bottom out at 75 percent of list, so the fortunes older guides promise 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 spot
    AdvancedSocial

    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 ore
    AdvancedHidden 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 anyway
    IntermediateHidden 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 power
    IntermediateHidden 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.

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