Put on the rocket boots, jump onto his head, turtle, then cast Black Demon.

He will counter with Black Hole, which ends up killing him instantly.

All you need is 2 berserk potions.

Make sure you have about 1872 hp, if not there is time for 1 potion in between berserker potions(have to have about 1000-1200 hp to survive his Hello attack).

Please note that this assumes that you have the double damage item and the unicorn horn.

List of equipment:

Scythe, Pink Gloves, and Normal Knights Armor.

Wait until you reach the developer, as soon as you reach him pop a berserker potion, then wait until his first attack finishes(Hello) and then pop a berserker again.

You should kill the developer just as he drops his second attack on you.

Drink Turtle potion and when you are near Developer, use Erase magic to insta kill him

Go in with a scythe.

Use turtle potions right before his first and second 'words' hit you.

The third set of words is always fatal, so once the third set of words appear use the black hole spell to finish him off.

Using the black hole spell will cause him to use the spell back at you and kill you, however your black hole will kill him slightly faster and you'll be allowed to keep the spoils.

This may be a bug - it seems that he gets damaged from his own black hole as well.

This method does not require any pain au chocolat upgrades.

If you've missed the black hole spell: You can obtain it from the purple fin off a shark in the undersea area.

You have to go pretty far in to encounter it however - you'll likely need pink gloves and a unicorn horn to sustain the sea snake orb damage long enough.

It won't appear until there's roughly 2 sea snakes and 3 sharks on screen at a time (but much like the other fins, you can't miss it).

I found the easiest methed to be walking up to him and casting black hole and immediately teleporting.

You will survive his black hole because of the teleport, while yours kills him.

i bought the scythe, put on knight armor, then i just attacked him killed him

i like 5 seconds.

But i had the claw, a unicorn horn and and the rocket boots.

and 200% attack from wishes in the well.

How I beat him was quite odd...

I used rocket boots to get to his head in that little notch, but I couldn't fly over him.

I had my octopus crown of obsidian on, (the one that summons octopus kings), and I equipped my scythe and enchanted knight armor.

Once I was on his head, I used my obsidian wall spell and won almost instantly...

he didn't even get to use his 'Hello' attack on me.

I don't know if it will work for you.

I'm still confused about it, but I got my 'L' stone

and I'm happy.

The third attack seems always fatal.

The only way I could do it was to kill him as quickly as possible.

The trick was to equip the knight body armor instead of the enchanted knight body armor, as this does damage much faster.

I was using the scythe, the octopus king crown with jaspers, and had power upgraded to 60% more (by throwing pains au chocolate into the well).

I used one turtle during the second attack.

Wear the normal knight's armor and not the enchanted.

Don't use any spells, and use a berserk potion and a turtle when his first 2 sets of words form.

He dies quickly that way.

I killed him by using the scythe 1 cloning pot and 2 turtle potions.

I used cloning potion at the start and turtle potion on the first word hit and 1 on the second words hit.

And he died while the second words were hitting me.

I used the giant spoon of doom,(damage increase from gift at well: 1000% more powerful, used pains au chocolat).

rushed him.

Had about 5040 health at the time.(from gifts at well using pains au chocolat)

Use Knights armor(non-enchanted), Pink gloves, Octopus crown with jaspers in it, and regular leather boots.

at the minute when the first words go to hit you, use erase magic.

You should win.

I did.

In case you don't have it:

The advanced grimoire is obtained from the sorceress' hut.

It is bought from her, for how much I can't remember.

but It tells you.

It does cost quite a bit of lollipops, so get a lot before going to buy it.

I think more than 200,000 would do it.

probably more, excuse me if im wrong.

ps:

Please excuse the need for a stupid amount of pains au chocolat.

he asked how to beat the developer, so I told him how I did it.

pss:

Hope it works!!

Use erase magic, it instantly KO'd him for me.

I got the stone before dying.

What I did was equip the Scythe,

Octopus King Crown with Jaspers, Normal knight body armor, Pink enchanted gloves, and rocket boots.

I also had 2180 health, the red shark fin, heart plug, heart pendant, unicorn horn, and the Xinopherydon claw which gave me +60% damage and +40 health.

I ran up and didn't use any magic, just focused on killing him as quick as possible.

I used clone and berserk potion, and he fell like a sack of potatoes

Wait until you climb on him so that he will touch himself with his uber black hole.

Cast your own blackhole and immediately teleport (use the keyboard shortcuts, you can also slow down time if you have difficulties).

Ideally you wouldn't take any damage at all and earn 5m candy in about five seconds.

Question: How should I kill the developer? I have tried this method: jump onto his head, turtle, then cast Black Demon. He counters with Black Hole, which ends up killing me instantly no matter where i am

How do I kill the updated Developer?

You can drink a turtle potion or a berserk potion, walk up to him and cast a black hole and teleport.

It is adviced to use specific tactics and items, in order to kill the Developer.


You should enchant your gloves by throwing chocolate bars into the well.

Pink gloves are great for the forest (they give you health regen).

Also, you should kill the monkey wizard in the cave for a better weapon.

Enchanting and using his staff should make the forest level easy, especially if you already have 220 health.

The forest is a roadblock at first but if you can clear out the cave it'll be easy.

The easiest way I found was Pink enchanted gloves Grab the Grimoires from the hut Beating the OKtopus King is then doable without any potions, enchant the crown with Obsidian Use this to beat the Monkey Wizard

(it's really hard and longwinded without the obsidian crown because he always runs away)

Then the Forrest becomes a cake walk!

Get the crown from the Octopus King, enchant it with jaspers -- this will increase your damage.

Get the staff from the Monkey Wizard, enchant it, this will massively increase your damage.

Give your gloves the pink enchantment.

To kill the Octopus King, you'll probably need health potions.

This means investing some time in the lollipop farming to get 100,000 lollipops and buy if from the Sorceress.

Eat more candies.

Go to the ocean and get the sponge.

Go to the forest, squeeze, then jump everywhere.

You can clear the forest within 10 minutes of the game starting.

Get chocolate bar and enchant pink gloves.

Farm Troll for 2000 candies Get Silver Sword, pogo stick,

5000 lollipop grimoire, desert bird feather Kill Octopus King: use jump and teleport to avoid octopus when you need to regen hp, it takes about a minute.

Enchant his crown with Obsidian.

Kill the wizard, enchant his staff Clear forest.

Enchant gloves

to pink Kill Octopus King for crown enchant obsidian Kill Monkey Wizard for staff enchant Clear the forest

Question: I cannot pass the forest stage on Candy Box 2. The dogs and forest mosquitos kill me fast.  My stats and equipment are:   220 health  Polished silver sword (7 damage, also have the trolls bludgeon; 12-16 damage)  Leather boots and gloves (no stat bonus)  Basic and advanced spells from the witch across the bridge   On another save I also increased my health to 1000 and still could not pass the forest stage, any advice?  Thanks.

How do I pass the forest stage on Candy Box 2?

You should enchant your gloves by throwing chocolate bars into the well.

To beat the forest stage, there are specific items that can assist, such as Pink enchanted gloves.

Users providing assist, regardint the tactic to follow.


Doom49, a well-known Battlefield YouTuber has posted this video with locations of the dogtags.

I found one in the very first room you can go into on the first mission, it's a knife stuck into the wall

The AKE-971 is in TASHGAR, on top of the roof of a 3 story building just before you rescue some Marines defending a bridge.

For the third mission, there is a dogtag in the room on the right just before the two guys whose fixing the light

Stuff like that is hidden for a reason - to get you to explore your suroundings a bit without just rushing through.

I've played the campaign once so far, without necessarily trying to find every unlockable at the first try.

Ignore them for now, and enjoy the story (as generic as it might be).

The actual items are hidden in different ways.

Here's what I've found out so far (not really interested in looking up walkthroughs already): Weapon unlocks can be found in one of two ways: Dropped by killed enemies (just pick them up holding down R to pick them up; you can drop them immediately).

Just being there (again, pick them up and drop them if you want to).

Tis is especially true for the bigger anti-armor sidearms like missile and grenade launchers.

Dog Tags are hidden in one of two possible ways:

Granted for special actions, for example the final three dog tags are awarded based on your choice during the finale.

Granted for interacting with special objects (activated using E ).

Two examples (spoiler for first and last mission): You can pull a knife out of one of the school's boards and you'll find one collectible on one of sick bay's beds.

There is a knife stuck in a wall on the way to the Cable Car.

Not sure which mission that was.

But basically you have to keep on the left hand side.

To get there you have to stay on top of the crates and buildings.

There is a jump you need to make to a walkway.

Then the knife is right in front of you.

It was just before a bunch of scaffolding if I remember correctly.

Question: I noticed in my battlelog, that you can find collectibles in the campaign.     Screenshot I took in the battlelog under the first mission  Where are these located in each mission?

Where are all of the collectibles located in Battlefield 4?

There's a knife stuck in the wall in the very first room you can go into on the way to the Cable car.

The collectibles in Battlefield 4 are well hidden in spots. In order to find them all, a detailed guide is needed.


You can get some from the Secret Super Training levels.

From Serebii's Guide to Super Training : If you are using a Pokémon who has got maximum Effort Values, you will gain access to Secret Super Training.

[snip] ...

these games give you more than just bags for core training, they also have a chance of giving you rare items.

These items range from items such as Clever Wing , to evolution stones .

[snip]

You can also get various healing items, items such as Stardust and hold items such as Hard Stone.

Apparently they are rare and depend on how well you compete .

Rom016 has been doing some of these, and it appears that the drops are not based on how well you compete.

They do still appear to be rare, however.

The Troubles Keep On Coming - Wing Items

The Leaf Stone Cup Begins!

- Leaf Stone The Fire Stone Cup Begins!

- Fire Stone

The Water Stone Cup Begins!

- Water Stone Follow Those Fleeing Goals!

- Thunder Stone Watch Out!

That's One Tricky

Second Half - Dusk Stone An Opening of Lightning-Quick Attacks! - Shiny Stone These Long Shots Are No Long Shot - Dawn Stone Scatterbug Lugs Back - Wings A Barrage of Bitbots

- Wings Drag Down

Hydreigon - *Moon Stone, Sun Stone

** The Battle for the Best: Version X/Y - All of the above

Besides super secret training you can also farm some of the evolution items.

Dragon Scales are a hold item for Dratini, sun stones can be held by Solrock, moon stones by Lunatone, Stelix holds metal coat ETC.

According to serebii.net(I had to look it up)

king's rocks are held by wild Poliwhirl, Poliwrath, Politoed, Hariyama and Hawlucha.

To speed your search for these wild hold items it's usually best to get a pokemon with the Frisk ability and teach it either "Thief" or "Covet".

Another thing you can do

that's a hold over from gen 3

is to get a few pokemon that know Pickup and get random items that way.

You can usually get a few evolution stones and other items depending on the Pokemon's level and where you are in the game.

There are 2 more ways to get additional Evolution Items and both are somewhat more efficient than Secret Super Training (unless you're very skilled at them and handle them in little time).

I'm only mentioning ways to get an infinite amount of them (given infinite time), note that you can get any amount of each Evolution Stone in-game with the second method and any amount of each Evolution-related Item on the Internet as long as Pokemon doesn't take down this option (which is always possible, see Dream World).

The first way is 3ds.pokemon-gl.com .

In the PokeMileage Club on Global Link , you can spend 100 PokeMiles to Play "Ballon Popping" .

There are 3 Levels and each yields different Items, which are drawn from a pool consisting of all EV-resetting Berries and all Evolution Items (Stones as well as stuff like King's Rock).

Before starting a game, you can view the Items available in each Level, so you can pick the Level with the Item you want.

Then it's just a matter of luck, what Items you receive seems to be random.

See my question about the mini-game for (not that much) more detail.

The other and in my opinion best way to "grind" Evolution Stones (but only those, other Evolution Items are not available this way) is Route 18's Psychic Inver .

Once a day, you can get 3 copies of one Evolution Stone from him if you beat him in an Inverse Battle without any of your own Pokemon fainting, provided you hit the right number of super-effective and non-effective attacks.

This is a rather complex process, but I collected most information about it in my answer to a related question (including a very reliable strategy to get those Stones).

You can get all the evolutionary stones from so-called "Secret Super Trainings", unlocked when you complete all the Super Trainings with a single Pokemon.

Completing these Secret Super Trainings has a chance to give you evolutionary stones, from Water to Dusk to Dawn Stones.

Head to Lumiose City, and then to the South Boulevard district.

From there, head to Vernal Avenue and enter the Stone Emporium shop (located opposite the high-end clothes store).

Inside is a lady who will sell you a fire stone, a water stone, and leaf stone for $2,100 a pop.

You can trade the Intriguing Stone for a Sun Stone.

In Shalour City, east of the Pokemon Center, then north just before the Trainer Tips sign, there will be a hiker in front of a set of stairs.

Talk to him, and he will ask if you have any interesting stones.

Then he'll offer you a Sun Stone for the Intriguing Stone.

Question: In Pokemon X, most of the evolution stone I find are items lying on the ground, but there don't seem to be nearly enough to evolve every evolution chain. Which stones can I get more of, and how can I get them?

How can I get more of each evolution stone?

You can get some from the Secret Super Training levels as well as farming some of the evolution items.

More evolution stones can be found at the Secret Super Training levels.

It is stated where to find more evolution stones.


The question mark characters are special characters.

Each character "belongs" to a specific floor that matches some part of the story.

If the character is delivered to the proper floor, you will unlock a cutscene for that floor.

A prime example is delivering the sticky buns Leia to the interrogation floor.

A question mark is in place of the bubble so that you do not know which floor they are going to, since you could just move their special floor to the floor they are going to unlock the scene.

You have to get lucky with the character and floor they are going to.

Any question mark character can be delivered to any imperial floor, regardless of the number floor they are supposed to go to.

Unlocked special characters (Princess Leia, Boba Fett, etc.) are always question marks.

From what I can tell, it means they'll never go to a residential floor with an open spot, since they can't move in.

There are also regular bitizens with a question mark, but I don't know if the same applies to them.

I've noticed that "?" citizens double the tip when you drop them off at their requested level For example, a regular citizen shows up to your elevator and requests level 10.

You take them to level 10 and then you get a 10 coin tip.

If it was a citizen with a question mark who requested level 10 after the elevator moved, then you will get a 20 coin tip.

If you have any elevator upgrades, the multiplier (x2) of question mark citizens will apply after the elevator's {doubling, tripling, quadrupling, quintupling} is applied.

For example, lets say I have the x3 elevator upgrade.

A regular citizen asks to go to level 10.

When I drop him off at his requested level he will leave me with a 30 coin tip.

If it is a question mark citizen that requests to go to level 10 after I move the elevator, they will leave me with a 60 coin tip on arrival (10 x3(elevator multiplier) x2(question mark multiplier))

Bear in mind that this breakdown might not be accurate for the holiday-themed upgrade that I just got from Tiny Death Star, because it seems there is now a "figure-out-where-this-character-should-go" type mission for question mark citizens where you are rewarded with cutscenes and other goodies.

Edit: If you want to figure out whether you have the holiday-themed update or not: When you launch the game listen to the music.

It will have a "holiday jingle" to it.

Also your icon for the game will be covered in snow!

Bitizens with a ? can be delivered to any floor for 1 minute off whatever it's doing, a sales boost, and a double tip .

Additionally, if delivered to a related level, the game will play a scene and add it to your album.

See

Which characters unlock each scene?

for where to deliver them.

I had random bitizens with the '?'

Above their head.

I found that once you move the elevator they do tell you what level they want to go.

But you can send them to any level you want to and they do shave 1 minute off construction time as well as give money.

I don't know about the unlocking of the scenes.

So far I've only unlocked the initial Mos Espa scene.

Two more things I've noticed: When you deliver a ? bitizen to a level it frequently causes the same sort of buying frenzy that you achieve with the Celebrity VIP.

I don't think it lasts quite as long as the Celebrity VIP's effect.

I've also seen that I get twice the tip for delivering them to their requested level than a regular bitizen pays.

I can't confirm that this happens every time, but I've seen it very frequently.

Question: Usually when a Bitzen is in the elevator, it has an exclamation mark notification with a floor they want to be dropped off on.   But I have noticed some of them joining with a '?' and then they tell you which floor they want to be dropped off on  after  you click on the elevator.    Why the question mark notification?

Why does the bitzen in my elevator have a '?' on it?

Question mark characters are special characters. They can be delivered to any floor to double the tip.

The question mark on top of characters, means they are special or that they are characters related to a quest.

Explanation of what the question mark means.


IG-88 or Chewie on HoloChess; IG-88, Gand, or Boba Fett (or any bounty hunter) for Bounty Hunters; Luke, Han, Leia, or Chewie on Detention Level; Luke or Leia (normal) on extending Bridge; Gungan on Mos Espa Cafe; Boba Fett or Han on Cloud City Spa; Obi Wan on Tractor Beam; Leia (normal) or Interrogation Droid on Interrogation; Imperial Gunner on Superlaser Tunnel; Luke, Han, Chewie, or Leia (normal) on Trash Compactor;

Ewok on Imperial Museum

(this one is hilarious, Yub Nub); Gungan or Pit Droid on Watto's Wares; Obi-Wan on Blast Doors; Chadra-Fan on Holonet Cineplex; Han or Greedo on Cantina; Luke (Hoth) on Scoop of Hoth; Luke or Obi Wan on Training Remotes; Luke on Tatooine Apts; Leia on Droid Lab; R5-D4 on Droid Store;-Mon Calamari on Mon Cala Aquarium; And I'm not sure about these, but I'm predicting: Yoda or Luke on Dagobah Apts;

Vader on Vader Meditation; Imperial officer or Vader on Imperial Meeting Room;

As of version 1.1.1932, there are 26 cutscenes.

Scenes are triggered by dropping off unique characters with the '?'

in the elevator to a specific floor [as also mentioned in an answer per this question ].

A prime example is delivering the sticky buns Leia to the interrogation floor.

You can view your cutscenes anytime by going to your album and selecting the cutscenes tab.

It's only the '?'

bitizens.

You need to take them to the right level, but they need to be able to actually get off there.

So if the level is above ground (i.e., not the Imperial levels)

you are only able to take them there if they ask to be taken there, but the Imperial levels will accept any bitizen that stops at their level, so those scenes are easier to unlock.

In the Imperial Levels: Try New Hope Luke in the Detention Level, and ALSO New Hope Luke on the Extending Bridge.

IG-88 and the holochess level unlock another scene, too.

For Imperial Museum, it has to specifically be Wicket (ewok with red hood and appears with a ?), not just ANY Ewok.

I have never had a Stormtrooper start this scene, so in i am not sure the other thread on this is correct.

It might mean a scout trooper, as they are the ones that fight with the ewoks.

There is another question thread on this site that has a more complete listing of which character unlocks which scene.

Which characters unlock each scene?

Question: Are scenes only unlocked from bitizens with a "?", or any bitizen may trigger them?  Because I'm at level 25, and I don't remember the bitizen that triggered my only scene.

How do I unlock scenes?

Scenes are triggered by dropping off unique characters with the '?'

Scenes are unlocked via question marked characters.


The reasons could differ from agent to agent.

Sometimes it could be because the agent is on a rush, maybe dropping xmp while driving or while on the bus, other times because you don't have resonators of the appropriate level (L4 resonators for example) and you prefer not to waste L8 and L7 resonators on an incomplete portal that will be easily destroyed 5 minutes later.

Often high level agents do this to help low level recruits to gain AP, but everytime I've seen doing this they put at least a L8 resonator to make an eventual attacker waste at least a couple of XMP to regain the portal.

As far as I know there's no actual strategy behind this, just personal decisions of the single agents.

Kappei 's answer may be correct, but in terms of roleplaying this is more suitable:

The Third Faction

There are rumours that there is a third faction , its colour is white .

Anyone can be part of it, be it a green or a blue player, since it's not about the colour but a state of mind.

There isn't actually such faction , but players who tend to leave neutral portals behind often claim they are part of this non-existent faction.

These players are the most honourable players ever, their lives and gameplay resembles lives of Hermits .

Affiliation with this faction isn't for everyone and is highlyprestigious .

(It's not something to be ashamed of!)

When a player acquires certain knowledge, or one could say 'enlightenment' (do not confuse with the green faction), he may decide to join this faction and fight for their beliefs by purifying all portals.

A player joins this faction usually when he has reached his mission and no more desires to be an agent, such as accumulate 20M AP, submit 500 portals, walk 2000 km, visit 10k portals etc.

I have two main reasons for doing this:

I tend to be in a hurry.

I get a bit of hacking and bursting done on my commute, and a little during lunch breaks and weekends.

So if I'm out for lunch I am not going to hang around after smashing a portal.

I don't need the AP.

In fact most of the time I only take out key portals -

ie ones heavily mitigated and shielded, as L6 and L7 agents can quite happily manage lower level portals.

The single most important thing an L8 in a particular area can do is level up new recruits, as they are what makes the difference.

So I'll liaise with one or two low level folks and lead them through.

Can get a newbie up to at least L4 in no time.

As a L9 now, I only 'tag' (1Res) new portals for the 'unique' stat unless I'm looking to use them to make new fields, as it takes 8xL8 to make them worth farming, and the opposition is 4x as numerous

so they take them down

ASAP

they go up in my area anyway.

I use L8 resonators (or L7 if more stock) as these are only 1-per-portal, so pretty difficult to run out of anyway :)

Once you reach Level 7 or so, you find that it's way less effort to earn AP by taking down portals anchoring lots of fields (3000-5000AP in a minute or two)

than it is to deploy new portals or field them (10-15 minutes).

Add to this the huge range of L8 XMPs: when trying to knock out a single well-defended portal, often I take out as many as 6-8 others in the area as collateral damage, and I can't be bothered to walk around to and redeploy all of them.

Higher level xmp have a higher range.

They may have been able to destroy the portal without being able to reach it to deploy resonators.

They may also not even know they destroyed it if it was in the process of attacking another portal.

Individual portals have no value; the Global and regional stats are based upon field-MU.

I am over level 8, and have no need for AP or further levels, so I leave them open for others to level up with.

I have no resonators as I drop everything except high-level XMP and VR(+) items.

When I do add resonators, the portal stays my color too long and I prefer to allow an enemy to deploy there

so I can blast their resonators.

Question: I have noticed that some agents (mostly L8) will attack my portals but then they leave them unclaimed. Is this some kind of strategy or do they run out of XM? This has happened many times so the latter is unlikely.

Why do L8+ agents attack portals but then do not claim it

It could be because the agent is in a rush or because you don't have resonators of the right level. Agents do this to help low level agents gain AP.

High level agents don't have the need to claim certain type of portals.

The community explains why this might happen.


You're not alone.

I'm 60 levels in, I've gone through hundreds of bitizens and haven't seen a single retail level 9 yet.

This is on the Android version, fwiw, so I'm assuming it's a bug.

This game has tons of them.

Retail is definitely capped at 8 in my tower as well.

Every single bitizen that has ever visited has had an 8 or less in retail only.

Randomness can not explain it considering the amount of people I've moved in and out.

It's possibly a bug related to a particular device if they are showing up for some people.

I'm using a Nexus 4.

You are just really unlucky so far.

Here is a photo of Watto's Wares with three skill 9 bitizen with a dream job star.

In addition I have two other bitizens that want Watto's Wares as their dream job, but it is already full.

I was playing this on an iPad Mini, so your problem may be a device related bug.

Yes, it's definitely capped at 8 for some devices!

I think for mine retail can only be even numbers because of about 200 I've checked, they've all only been 8, 6, 4, 2, or 0.

I'm using Android on a Galaxy S3.

I hope they fix this bug soon so I can have a perfect tiny death star...

This seems to be a bug with the Android version.

Not only is there no "level 9" but I looked and all of my Retail citizens have an even number in their job skill, 8 of course being the highest....

so not only are there no "level 9" Retailers in the Android version, there are no "level 7,5,3 or 1" either.

I too have had several level 9 Retail Bitizens, though it does feel as though there are significantly fewer.

I'm playing the Android version of the game on a Samsung Galaxy III.

EDIT: I have to backtrack on this.

I misremembered having anyone over 8, and i haven't acquired any since then, even after the holiday update.

It looks like, on Androids at least, there are no level 9 retail skills.

Question: I have cycled through 500 bitizens (using a tower bux to move them in, and then evicting after) in order to try and get bitizens with a dream job and skill level 9 into each job slot, but I have not seen a bitizen with a skill of 9 in retail (purple) yet. Not even in bitizens that have other dream jobs. Is retail capped at a skill of 8, or am I just extremely unlucky so far?

Is the max skill of retail dream job bitizen only 8?

Retail is definitely capped at level 8. It seems to be a bug with the Android version.

It seems that level 9 bitizens exist, but in androids there is a bug that only let players gain 8 level bitizens.

Users saying that they haven't any bitizen above 8 level.

However, one user points out that this is a bug.


This isn't a mod, but it will help with your issue.

I have used this method on my server, and it helped cut down on A LOT of lag.

Download

MCEdit, a world-editing tool, from their website ( http://www.mcedit.net ).

Inside of MCEdit, chose which world you would like to create the border on.

Make walls around the area you wish to have players kept in, using the invisible Block 36.

This method above will keep everyone within the walls of Block 36, allowing no new chunks to form, so your game runs faster!

Hope this helps!

Not to my knowledge.

The only mods that are still up to date with Minecraft are Bukkit plugins only.

Also, while it is possible for large worlds to cause memory usage issues, it's not the most common of issues.

I'm sure you've already done your research, but you may want to verify that it is in-fact, a world size issue.

Yes, you can, and you can do it without any mods or external editors, and without generating all of the terrain you want to section off.

You can do this by setting up a simple redstone clock circuit connected to one or more command blocks .

If, for example, you wanted to limit players to within 2500 blocks of 0,0, you could then use the player selector @a[x=0,y=64,z=0,rm=2500] to select all players "out-of-bounds".

Just make sure that this setup is encased in bedrock or inaccessible from non-op players.

Using this, you could do things like tell them to turn around using /tell , teleport them back to spawn using /tp or /kill them outright, or anything else you want such as progressively slowing them down with /effect as they wander off.

As anyone hasn't said anything about the reasons behind exploring, I thought I could share some experience (although this might be dated).

Maps more often than not concentrate a very large featureless biome (desert or tundra) on the start point.

As Minecraft concentrates certain resources (such as sugar cane, or snow, or even wood) on certain biomes, the key to having a good map would be to get a seed that somehow concentrates any desirable feature around 640 to 1152 blocks of the center point (as all strongholds are located at random positions in that radius).

Then, as suggested by @Tech, you can wall off the exterior sections.

I must tell you that it is impossible to completely cut off a section of a map.

Minecraft was made to be an endless experience.

Walling the "real world" doesn't wall off the Nether.

Assuming you could wall off the Nether, people could, with some effort, climb the walls.

I have sporadically used some mods but they failed more often than they should.

The best course of action, all considered, is to ask gently not to explore much.

And the best way to prevent that is by limiting the urge to explore.

I had a similar issue.

I bought a $10 a month hosting plan from DigitalOcean, and needed it to not use up the 1 gig of memory I had, as I needed to run some other servers.

Simply use world border!

If you have a 1.8 server, you can use /worldborder

set number of blocks to set the maximum number of blocks players can go from the world spawn point.

You can set that too with /setworldspawn.

You can read more about these commands at http://minecraft.gamepedia.com/Commands#worldborder and http://minecraft.gamepedia.com/Commands#setworldspawn

You can also disable the Nether in server.properties if you wish!

Question: I was hoping to have a pure vanilla server, but the size of the world is causing huge memory usage when only a few players are on the server. Is there a way I can prevent users from exploring so far in the vanilla version of Minecraft?

How can I prevent a world from getting too large without installing plug-ins?

While it is nearly impossible to limit a Minecraft world, without mods, it seems that the user can take some actions that might work, such as using commands.

Users suggesting few things that might work.


You can use the refinery to turn excess ore into pixels fairly effectively.

To get this, you will need the tier 2 crafting station, which you can only access after defeating the first boss.

This is, however, a very effective way to get extra bits out of excess ore.

Exploring the surface for large buildings can prove quite fruitful, as many of the chests and containers therein will contain large caches of pixels.

Take them.

All of them.

As of right now (shortly after the Frustrated Koala update), NPCs don't even get mad if you take their stuff from their containers.

If you cant' find such structures easily, there's another way to find large pixel caches.

Dig deeper down.

The world I am on has a huge underground cavern that has tons and TONS of capsules full of pixels.

dig down deep enough, and you'll start running into them all over the place.

This area is dangerous though, so be prepared.

For extra bits, make sure you kill monsters with a strong Melee weapon, which provides a high chance of them dropping bits (with ranged weapons, the chance for bits to drop is lower due to a higher chance to drop meat and leather instead).

Search for a Sewer, but don't kill the po golems , search the whole sewer and lead all the po golems to one spot.

If the po golems can't hit you, they will start throwing small versions of The po Dig a 4/6 wide gab between you and the po golems so the small po's fall in.

The small po's can be killed easy and you can collect the pixels quite easy!

Make sure the range attacks of the golems can't hit you by placing one block in front of their face

If you don't mind slaughtering NPC - killing guards yelds quite a lot of pixels.

Kill everyone you see.

Guards with sniper rifles can be dangerous.

Kill everything you see and pick all the ores that you find, and then turn the ores into pixels in the refinery and voila!

Head to the highest sector you can currently access, then look for a group of planets that are all desert.

Pull out your pickaxe, and start looking for large sections of either soft sand, or gravel.

Dig straight down, and as the sand and gravels falls, any ore that was trapped inside it will fall down and be collected, it's like your sitting at the bottom of a funnel collecting all the ore that falls.

When you run out of sand/gravel, find a new place.

When you get bored, go and put the crazy amounts of ores that you've collected into your refinery/refineries, and watch the pixels pour in.

An effective way of passively gathering pixels is to build a structure with a bunch of turrets on it in an untamed area.

For best results, the turret weapons should outclass the planet you're on.

Hang around nearby and attract monsters periodically, then lead them back to your turret firing squad and pick up the remains.

Disclaimer: this is based on my experience of creating an apartment complex for NPCs on a relatively dangerous planet.

I'm not sure whether the proximity of civilian NPCs has an influence on this equation.

Also, in my case the tiers of the planet and of the turret weapons are pretty close, which requires me and the civilian NPCs to take a hand in the defense.

My guess is that on a lower-tier planet, turrets killing monsters by themselves will make for an overall more efficient process, but the higher your level relative to the monsters, the less rewarding it will be, obviously.

Using this setup, in ten minutes I gather over a thousand pixels.

However, the turrets themselves obviously represent a significant initial investment, and turrets can't be re-positioned.

The current best way to make pixels is by selling space station transponders.

Their value is 150000 pixels and they sell for 30000.

You need ores to acquire them.

So the strategy is going to a asteroid field and mine copper, silver, gold in abundance.

Then you need to mine titanium

but you can buy half of the bars from the outpost and still be profitable

All these ways of taking ores have a risk of dying.

I have a better way that COULD kill you but only if you're about to die.

Make a large (30 x 10 is good) room, make sure there's no light and monsters will spawn.

And you know they're coming!

In 1 hour I got 1,450 pixels!

Farm.

I mean Actually farm crops.

They give you tons of money of little effort.

Especially crops that grow more of it self(like pearlpeas).

Hope this helps!

For the best gain over time , I focused on farming this two products: Rice - sels for 24/pc Silk (crafted from 4 Silk Fibre at Sewing Machine )

- sels for 40/pc which is 10 per one Silk Fibre item.

Both those can be sold using Terramart Shipments which gives you twice the normal price.

Both are very convenient for farming.

Rice does not need replanting, so all you need is one sprinkler for about 40 plants Silk fibre just needs you to place Moth Trap .

You can even place them in your ship.

Of course, since I already have Terramart Shipments I also throw in any excess produces of my farm.

This probably isn't fastest method to gain lot of pixels but by the time you have build Heating EPP upgrade, you will no longer worry about pixels.

gaming.stackexchange.com/users/54850/Tomáš Zato - Reinstate Monica

Just retry the Great Sovereign Temple mission.

You can find a Valkyrie Helm inside a box that you can sell at the Outpost for 1000 pixels.

This object always reappears each time you do the mission.

You just need five minutes to find the helmet, so it's a relatively fast way of farming pixels

Question: I need a lot of Pixels to craft the various shiny weapons and armor that I have my eye on. However, the only ways that I can find to acquire Pixels are by killing enemies repeatedly, and by finding capsules underground. Neither method seems particularly quick, and frequent combat has its own associated risks.  Is there a better way? What is the fastest way to earn Pixels?

How can I most effectively farm Pixels?

Use the refinery to turn excess ore into pixels. Exploring the surface and selling space station transponders can prove quite fruitful. Killing NPC can yield a lot of pixels.

While there are plenty of ways to farm Pixels, effectively, the most common one is by using a refinery.

The community suggests few methods to farm Pixels.


Right click the sheep with the corresponding dye in your hand.

You need the correct items for dyeing sheep then all you do is tap on the sheep with the dye in your hand and it will instantly change to the allocated colour (its babies will also be that colour.)

If you are in creative, simply find the dye in your inventory and put it in your hand.

Then, all you have to do is hold down on them like you would hold down on a block when you want to destroy it.

In survival, the same rules apply but you must make the dye first.

You can dye both adult and baby sheep, and the baby will grow up into the color you died it.

If you use the sheer and shave a sheep while it is died, you will get that color wool.

(Ex: shave a pure sheep to get purple wool.)

They will grow back white.

It is possible to dye them back to white.

I hope this helps!

You make the color of dye you want to use (Dye crafting recipes are here ) and hold down on the sheep with the dye in your hand.

Ta da!

There should be guides on how to craft each dye in survival on the Minecraft Wiki, so when you get the dye, all you need to do is hold the Right Mouse and Ta-da!

You have a colorful sheep!And

if your in creative, all you have to do is get the dye out and right click.

I have found that if you have two adult sheep that are different colors (Red/Blue, White/Red etc) and you breed them, their babies will be a mix of those colors.

However, I have tried mixing Cyan and Pink, but their babies were either Cyan or pink.

I believe the 'mixing' will only work with primary colors.

(i.e. not Cyan and pink etc)

Question: I look all over the web to find how to do it, but all there is are videos on YouTube... And the thing that sucks is my school gave us iPads but they blocked YouTube so I have no way to view them. So how do I get colored sheep?

How Do You Make Your Sheep Different Colors On Minecraft?

You need the correct items for dyeing, then Right click the sheep. There should be guides on how to craft each dye in survival on the Minecraft Wiki.

In order to dye a sheep, you just apply any dye from hand or breed colored sheep.


SPOILERS AS FOLLOWS

The only one I can think of is the ArchMage Hall in the College of Winterhold.

It is free (you must complete a quest line to get it though), but it is not really a house, more of a huge room, many chests, an ingredient garden (alchemy) a bed, and lots of loot and potions.

It also has an alchemy table and an enchanting table (plus lots of soul gems).

It has the same setting of a house, and is even bigger/better than most.

Also, it does not require any DLC to obtain it.

You can get a free house in Solstheim if you have Dragonborn installed and you stop an assassination.

You could squat in the Abandoned_House or one of the other safe places .

There is a glitch that allow you to get a house in town for free when becoming Thane: Talk to the steward about the house, say yes and then quickly go to the nearest container and place all of your gold before the steward finishes the dialogue.

You should get the book and key, now take the gold back from the container.

NOTE:

In all the city palaces, make sure to find the nearest container and use Slow Time shout if you need help.

Here are some near containers in Cities Markarth:

Dwarven chest next to the steward.

Solitude: Cupboard next to Falk.

Whiterun:

Drawers in the courtroom [Use Slow Time or Whirlwind Sprint], chest in the maproom, and other containers in steward's bedroom.

Windhelm: Containers in kitchen

[Use Slow Time or Whirlwind Sprint].

Riften:

Chests left and right of the court.

By the way, you can wait and collect 5000 septims.

Talk to the steward to buy a home, and after confirming, quickly exit while he is still speaking and store all your money in the closest chest, barrel or cupboard.

When the steward has finished to speak, the game will try take you 5000, but he can't because you don't have them.

You can still get the key and enter the house.

There are some free houses in the game, but you need to complete certain guild questline to get a free house.

College of Winterhold:

Arch Mage's Quarters.

Dark Brotherhood: Dawnstar Sanctuary.

This is similar to, but not the same as, the Arch Mage's Quarters mentioned in a couple answers already.

For that you have to go through an entire quest line.

If you merely start the College quest

line(gain access to the college)

, you get a cubicle in the Hall of Attainment with a bed and a number of safe storage containers excluding the barrels.

Across the way in the Hall of Attainment you can find both an alchemy lab with lots of free ingredients and an arcane enchanter with a number of free soul gems both empty and full.

I just befriended Uthgerd the Unbroken

and she became my companion and gave me her house key.

Even if she dies you get to keep the house and store all your stuff in.

It's in Whiterun.

Question: I love to play Skyrim, but I am broke. I can't seem to get enough money for the cheapest one I know of, the one In Whiterun. Does anyone know of a cheaper one or a way I can get a free one?

Is there a way to get a free house in skyrim?

There are some free houses in the game, but you need to complete certain guild questline to get a free house. The only one I can think of is the ArchMage Hall in the College of Winterhold.

It seems that there are ways to get a free house in Skyrim, mostly as a reward after completing certain quest lines.

The community details few ways to obtain a free house.


As of 1.0, you can create an Ore Detector at an Agricultural Station .

When used, a green circle is emitted which temporarily highlights any ores in a block color: From my testing, this seems to highlight all ores but coal.

Actually, there is a way to do this.

If you have the matter manipulator out, it highlights any blocks the cursor is over, even if it's out of mining range.

This allows you to see any block on the screen simply by mousing over it.

Nope, no such technology exists.

The best you can do is light the dirt to see about 6-8 blocks into it.

Beyond that, you're better off just looking underground.

I know this probably isn't what you're looking for

but there is another way to find ores in the ground without having to create anything or using the matter manipulator to see

, that is to use the command /fullbright

having admin privilege.

(I don't recommend that, it would spoil the fun)

If you're into mods, there are alternatives to the Ore Detector .

The Illuminated Ores removes the need for a detector and instead makes all ores glow and thus revealing their positions.

Alternatively, the Ground-penetrating Radar Station works the same as an Ore detector, but shows a wider range and is stationary (without digging it up and placing it again of course).

Question: Can we create a kind of sonar / scanner to scan for deep resources ?

Starbound - Any way to detect mineral in the ground without having to dig?

you can create an  Ore Detector at an Agricultural Station, if you have the matter manipulator out, it highlights any blocks the cursor is over, even if it's out of mining range. The  Illuminated Ores removes the need for a detector and instead makes all ores glow and thus revealing their positions.

It seems that the most common way to detect ores is using tools, such as ore detector.

The community lists the available ways of doing so.

While a user is implying that there is no way to do such a thing.

Someone is suggesting the usage of mods.


There are a couple of options available for you: First one being: Embark out of your Titan and quickly shoot the enemy pilot down.

Usually greedy, enemy pilots will try their best to eliminate your Titan for their own gain, giving you opportunity to shoot the enemy down and embark back to your Titan.

If possible: Be surrounded with your friends and teammates.

Usually when looking at your Titan's back, the viewer can notice the enemy on top of your Titan.

This is especially useful if you're on a party or have your mic to communicate with.

Yell out to your teammates to eliminate the enemy rodeoing on you.

Unlocked at level 13:

Use the Electric Smoke tactical ability. Creates a cloud form around your Titan, which generates electricity and hurts those held within the cloud's radius.

Rodeoing pilots, if held on to your Titan and within the electric cloud, will most likely die in this process.

Unlocked at level 24: Use Cluster Rocket/Missile ordnance.

When used, it spreads rockets that injure and should eliminate the enemy on top of your Titan.

However, shoot at a nearby wall/obstacle/enemy, so the clusters of missile could spread wide enough to hit the enemy on your Titan.

There are a few options to getting pesky pilots off your back.

hop out and shoot him

manually eject (kills your titan, but doesnt give him any credit for it).

you can also kill him in the air during this because it launches him up as well.

use electric smoke then stand in it.

the pilot will either die or be forced to jump away use cluster missiles on a wall and stand in the explosions (hurts you, but kills him much faster) call out to your team for help

Just realized something you can do, have tried in a few games and has been working incredible.

So obviously when they rodeo you they are waiting to see if you're Titan stops moving, which they interpret as you having disembarked.

They can't see in front of the Titan so just have to guess based on the movement.

So what you do is suddenly stop moving, and look down.

They will assume you disembarked, and jump off the Titan to prepare for small arms combat.

Once they jump off.

Dash away, turn around, and blast them.

Something I've found that helps, is to listen for their footsteps.

You'll hear them mounting your titan, banging around above your head.

I've found that if I disembark as soon as I hear them I can often catch them by surprise while they're ripping the cover off my titan.

The fastest way I've found, and one I don't see many people using it to get out of your titan and jump kick the pilot.

Instant kill and very little aiming needed.

A great way to take an enemy off your titan is to get out of it and spam some orndance near it.

Grenades are available from lvl 1 and it's hard to miss your own titan.

i have played titanfall for a very long time

and i figured that the best way is to use electric smoke and wait for him to hope of then dash backwards to splatter him.:]

Question: I have a bit of a problem with hop-ons. These lazy enemy pilots are always hitching rides on my Titan without my permission, and it's beginning to become a nuisance. What can I do to get rid of these freeloading troublemakers?  I don't have an actual screenshot of this happening, but it looks something like this:     Note: Actual rodeo attack may not appear exactly as shown

What can I do to stop an enemy Pilot from rodeoing my Titan?

There are a couple of options available for you:   First one being:  Embark out of your Titan and quickly shoot the enemy pilot down, use the Electric Smoke tactical ability or manually eject.

While there are many ways to deal with enemies trying to rodeo a titan, the most common one is to eject and fight.


The simple answer is burn a human effigy in any bonfire.

It will temporarily prevent invasions.

Disconnecting the console from the internet is the only sure way to prevent player invasions in Dark Souls 2.

That said, there are many conditions for both being able to invade and being susceptible to invasions, so your friend shouldn't have to worry too much.

In my 72 hours of playing the game, I've been invaded only 3 times, not counting the areas belonging to the PvP-covenants.

Those are entirely optional.

Like the comments above mention, you can minimize invasions while online for about an hour by burning a human effigy at a bonfire.

The item description for the human effigy mentions this effect:

A warm, soft, shadow-like effigy.

Use this item to reverse Hollowing.

It also weakens the links to other worlds, preventing invasions and most cooperation.

Peer closely at an effigy, and one begins to perceive a human form, but whose form it takes depends on the person looking.

The Way of Blue supposedly summons available members of the Blue Sentinels covenant to help the Way of Blue player being invaded.

I don't believe it matters whether the Way of Blue player is hollow or not, but the Blue Sentinel must be human, wearing the ring and also not fighting a boss or near a boss gate.

With all these conditions, I'm not surprised people have seen few protectors these first few weeks after the game is out.

Only a portion of players elect to join the Blue Sentinels, and then they both have to sacrifice a ring slot and not lose their humanity to be able to help.

Since your comment mentions the original Dark Souls, I'll add that in that game you would never be invaded if hollow; only in human form.

So you could easily play through the whole game without disconnecting your console and never be invaded.

In my experience, invasions have resulted some of the most nerve-wrecking and adrenaline-filled battles in the Souls series.

They've also been some of the most memorable, so I recommend not trying to prevent them.

You don't necessarily have to disconnect from the internet, just sign out from XBox

Live/PSN while playing.

I only do this when I am in the Rat-Bro areas (sorry guys, but I am on a mission and it isn't avoiding your trap and spell spam) mostly because I always seem to get pulled into their worlds at the most annoying times.

I guess you could just always sign out when invaded, but your sin will skyrocket (and it's annoying for legit pvp-ers).

After disconnecting too many times, the game will disconnect you from all multiplayer content for something like 2 real weeks (wouldn't know exactly, but I heard it happens to people with bad connections who get dropped by the client

/server too many times).

My personal favorite is to use the Seed of a Tree of Giants to turn enemies against the invader and/or make a break for the boss door if you're close enough).

Yup just start an Xbox live party and it will put you in offline mode.

Plus you still get to talk without worry of invasions

Hope this isn't too late to convince your friend to play.

The only way to turn off invasions is to turn off all online play by disconnecting your computer/console from the internet.

Which unfortunately turns off a lot of the really cool aspects of this game.

That said, the Way of the Blue covenant is super-helpful for protecting against invasion.

I've had a Blue Sentinel pop in each time I've been invaded.

Even had a second one pop in once after the first one died.

If you're human (which you aren't always, but that can be easily fixed with a small soap stone), you can even call in some white phantoms/shades to help you.

How to stop invaders Take your console offline Sounds stupidly simple, but simply disconnecting your console from the internet will prevent any and all players from invading your game.

It’s an inelegant solution, but one that is guaranteed to work.

If you disconnect during an invasion, the game punishes you by being unable to summon or be summoned.

Using a Bone of Order resets this penalty.2.

Use a Seed of the Tree of Giants Seed of the Tree of Giants turns all enemies in the area hostile towards an invader.

As soon as one enters your game, use it, especially if you’re in a tough part of Drangleic.

Former enemies become essential allies in banishing invaders back to where they came from.

There is a tree in the Forest of Fallen Giants which, every time you’re invaded, has the chance of dropping one of these seeds, you can travel here and see if one has spawned, evening the odds a little upon the next invasion.

Use the Black Separation Crystal As soon as the sign pops up informing you of an invader entering your world, head into your inventory and use the Black Separation Crystal.

This item banishes invaders back to their own world, or if you’re an invader in a spot of bother, leave the world you’ve entered.

Question: My friend recently started playing Dark Souls 2...and the low-risk of invasion has immediately turned him off from the game.  I want to encourage him to give it a try, and I feel like turning off this online capability would help him enjoy the main story a lot more.   I know there's a convoluted way to do this for the original Dark Souls, but is there a way to do this in Dark Souls 2?

Is there any way to turn off invasions in Dark Souls 2?

You can burn a human effigy in any bonfire will reduce invasions. Disconnecting the console from the Internet is the only way to prevent player invasions.

While there are in game ways to deal with the invasion problem, most players tend to go offline.

You don't necessarily have to disconnect from the internet, just sign out from Xbox

The community suggests few in game ways to stop invasions.


Since clan castles generally have more hp than loot storage, they will be harder to be destroyed completely, and they will only receive loot once they have fully destroyed it.

According to this only 3% of the loot stored in your clan castle can be taken during a raid.

Whereas 20% can be stolen from your gold storage and elixir storage according to the wiki .

Therefore it is safer to keep your loot in the clan castle if you don't plan on spending it immediately.

miva2 points out very good reasons, but also there's the practical side.

It's a good idea to have your gold/elixir/dark elixir in whichever is guarded better (or closest to the center of your base).

Additionally, goblins don't target your clan castle, because it's not classified as a storage.

So, overall, I think it's better to keep your resources in your clan castle if you don't need them immediately.

There is another benefit aside from the one that miva2 mentions about the Clan Castle only being loot-able to 10% rather than the normal 20%.

This other benefit is that it can hold more resources than your current storage space allows.

If you have max gold storage of 1,000,000 for example and currently have 900,000 and you win 200,000 then the clan castle allows you to store that extra 100,000 until you've spent the gold you have.

Also you can only collect as much loot as you have room for in storage.

So if in the previous example you collected from your clan castle 100,000 of those resources would go into your stores and the remaining 100,000 would stay in your clan castle

I agree with the others, but I think there's one exception that rule.

If you have more resources than the amount required to reach the loot cap, it is better to collect it.

For example, at TH8 300k is the cap and you need to have around 2.4 million of each resource to reach it.

If you leave your war bonus in the CC, you will lose 7% of it + 300k.

If you collect it, you will only lose 300k.

If removing resources from your clan castle fills one of your storages the remainder of the resources stays in the clan castle until you make room in your storage.

After which the remainder can be removed from the castle.

Question: With the new clan wars update, any resources won will stay in your clan castle until you withdraw them. When you withdraw them, the game asks "are you sure?" which led me to wonder if there is any reason to keep them inside the clan castle.  What benefit, if any, is there to keeping resources in your clan castle?

Is there any benefit to keeping resources in my clan castle?

Clan castles have more hp than loot storage and will be harder to be destroyed completely. Goblins don't target your clan castle, it's not classified as storage.

It is widely accepted to use a clan castle as storage, since it is harder to destroy.

Users listing benefits of using a clan castle as storage.


They are not invisible, just very hard to see when the camera is moving.

Move slow, don't move the camera too much and look for the edges of the figure.

Once you find one, move straight towards them slowly, and look for them to notice you.

They roam around a little in short patrol lines.

Stop moving and rotate your view as best as you can to keep them in front, since a backstab is probably going to be a one shot kill.

When they get close enough to commit to combat, attack.

When they take damage, their health bar appears briefly.

It is difficult to judge because the closer they are, the more your player model blocks them from view.

If you have to retreat, either turn and sprint, or backpedal, trying to move your view slowly enough that you can still track them.

Try to be mindful enough to retreat along the path you approached to avoid attracting the attention of a second or third one.

Do not open any chests etc.

before you have taken care of the one(s)

nearest the object.

The worst part about this area is that the other players' ghostly apparitions are easily mistaken for enemies.

The enemies are less grey.

If you're playing the Scholars of the First Sin edition, you've got an option that gives you a better chance against these enemies.

Obtaining the "Eye of the Priestess" item from Frozen Eleum Loyce will make all ghost enemies in the Shaded Woods completely visible and capable of being locked-on to.

No.

Until a mod comes out for the PC version there is no way to make them more visible.

They do have a very faint silhouette though.

This needs confirmation, but if you're with a lit torch, you can see their shadows.

I never tested this, since i was running like hell trying to get the itens and keep myself from get killed.

The easiest way to see them is to have both brightness maxed out, in setting and on tv/monitor.

I can easily see them and their attacks

You can use weapons like the Arced Greatsword - any weapon that swings wide but doesn't have a lot of recovery time is great because it gets their health bars to show up.

Question: When going through the foggy part of the shaded woods you are often attacked by some unseen attacker. I'm assuming ghosts or invisible attackers. Is there any way to make them visible to have a fighting chance?

How can you see the ghosts or invisible people in the shaded woods

They have a faint silhouette. Don't move the camera too much and look for the edges, have brightness maxed out in settings and on tv/monitor. Obtaining the "Eye of the Priestess" item from Frozen Eleum Loyce will make all ghost enemies in the Shaded Woods completely visible and capable of being locked-on to.

In Dark Souls 2, the ghosts are faintly visible and the player can use many tricks to make them visible.


All the big 30-point symptoms near the center line are excellent at killing people off in job lots, although tricks like Pneumonia or Hypersensitivity can potentially be more effective in their specialized areas (As the descriptions state, Pneumonia is especially dangerous in cold areas while hypersensitivity is particularly dangerous in urban environments where exposure to various allergens is much more common).

I'm personally a fan of Coma because it also makes the disease harder to cure and Necrosis because it means that corpses still remain infective (which can be a big plus if you haven't infected everyone yet).

I personally usually go with these two in the middle here:

The two abilities are:

Total Organ Failure Coma

I'm not sure if these are the fastest ways to kill off a population but between them they'll usually result in a world population graph that looks like this (assuming the whole population was infected before you went lethal):

This is a good method: Wait until everybody is infected (a message will pop up saying "There are no healthy people left").

If you use a Bio-weapon, go to step 11,if not, go to the next step.

Evolve Coughing, Sneezing, Pulmonary Fibrosis and Total Organ Failure -

this is your main symptom (you can devolve Coughing, Sneezing and Pulmonary Fibrosis for extra DNA points).

If cure progress is over 80%, go to step 6, else go to step 5.

You don't need to worry about the cure.

Instead, evolve better symptoms : Hemorrhagic Shock - very lethal (evolve Anaemia, Haemophilia and Internal Haemorrhaging) Necrosis - very lethal (After Hemorrhagic Shock) Tumours - doesn't increase severity, but is lethal (after Haemophilia) Internal Haemorrhaging - quite lethal (after Haemophilia) Systemic infection - quite lethal (after Tumours) Immune Suppression - quite lethal (after Sneezing) Dysentery - quite lethal (after Diarrhoea) Get Insomnia and Paranoia (slows research).

Get Seizures (after Paranoia) and Insanity (after Seizures)

- reverses cure efforts.

Devolve Seizures if you want.

Get Coma and Paralysis - slightly lethal and reverses cure (after Total Organ Failure).

If the cure still builds up get Genetic Reshuffle in the Abilities section.

Get some of the good symptoms from step 5.

Get the Annihalation Genes (In Abilities) -

Completely fills the Lethality bar (after all 3 of its main abilities).

Watch the world die!

I just play with transmission, not symptoms, until everyone is infected, then evolve Anaemia, Haemophillia, Internal Haemorrhaging and the next one up.

Costs around 70-80 points altogether

I usually start with something like coughing and sneezing.

After like 80% of the world is infected, evolve immune suppresion and when 90% is infected total organ failure and coma.

Now, you see how the world is doing.

Cure is going too fast?

Coma>

Paralysis>inflammation>

Paranoia(Can also pick up insomnia as well)>Seizures>Insanity.

Need more lethality?

Coma>

Systemic infection>

Tumors>

Internal hammeorging> Hemmrotic shock>

Necrosis.

If everybody is dying too quickly, Immune suppresion>Fever>skin lesions>Necrosis.

When the pop-up that says(THERE ARE NO HEALTHY PEOPLE LEFT IN THE WORLD)appears, coughing and sneezing can be devolved for extra dna points.

With no bonus genes, using bacteria..not that that matters I think, starting in India on Brutal.

Water 1

Air 1 Drug Resist 1 Water 2 Air 2 (Whatever the air and water combo is)

Cold resist 1 Drug resist 2 Cold resist 2

Hardening 1 Devolve mutated symptoms until everyone is infected.

You should not have to pay for any of the downgrades.

Once everyone is infected, devolve two skills in transmissions, and the two cold resists from the abilities tab.

Go to your symptoms and starting with the bottom left one, go straight diagonally to the right and go up one...

ends with total organ failure

and then I added my left overs into seizures.

You shouldn't have any issues.

Watch your points, and just pump them into going to the right, so you can get the internal hemorrhaging, tumors, etc.

I also added the dysentery, first, before I went right.

Question: After a bit of practice I am now easily getting to a point where my plague infects the entire planet.    I am finding that with symptoms like Total Organ Failure and Comas that my plagues have a medium level of lethality and while everybody seems to die off pretty quickly I was wondering if these two are in fact the quickest way of killing everybody off.  So, now that everybody is infected with my plague - what is the quickest way to kill everybody off?

What is the quickest way to kill everybody?

Coma makes the disease harder to cure and Necrosis means corpses still remain infective. Tricks like Pneumonia or Hypersensitivity can be more effective in specialized areas.

There are plenty of ways to kill everybody in plague inc. Few common tactics involve  the usage of total organ failure and coma.


Experience is gained by performing different activities in game, such as upgrading buildings, completing achievements, donating troops in clan, destroying town halls(by raiding) etc.

The more experience you gain, the higher your level goes.

To answer your question, the most effective and quicker way is by upgrading buildings.

The buildings particularly the defense buildings are those which actually allow you to safeguard your town and collected resources.

Further the saved resources (by raiding and collecting from mines both) allows you to upgrade more buildings.

Achievements whereas do give you quite a lot of experience as well as gems

but I won't consider it the quicker route as it takes a lot of time to literally complete some of the achievements.

Whereas destroying the town hall while raiding only gives you single-digit experience.

Moral

: Raid more > Collect more resource >

Upgrade buildings.

P.S- Experience level does not define you as a GOOD or a PRO player.

Hope this helps. :)

Clan hopping is the best way to level up.

I levelled up 17 levels in a day all from clan hopping.

Clan hopping is when you join a clan, donate all that is possible, leave then join another clan.

When you donate, depending on how high your troops are, you get Xp.

It's a great way on how to level up.

Since I joined clash of clans I have gained my experience, And have found a few ways of levelling up.

One, is clan hopping, where you join a clan, donate all troops which are needed in the clan, leave it and then join another one, carrying on with the same idea.

This really helped me, And i levelled up about 9 levels in 2 days or so, so I advise you to use this!The second one is to get gold and elixir, what you can do is use your gems to give them a boost, so you earn double the amount for 24 hours!

The best thing is to upgrade your collectors and mines also the defence and army as much as possible and donate many troups as much as possible .

To donate troups train the high spacing troups like dragon and join any clan ,so that u'll get a troup request .Donate

them and join another clan.

This is the best way to get level up..!!

Good luck!...clash on..!!

The best way is to join a clan and donate troops - the more troops you donate, the more XP you will gain.

If you are in need of a clan, go to the Supercell forum or search in Clan Wars Assist , a free iOS app which lists hundreds of clans.

Question: How do I gain levels quickly and effectively?

What is the best way to level up in Clash of Clans

The most effective way is by upgrading buildings. Clan hopping and upgrading collectors and mines are also good ways to level up.

The fastest way to level up, in Clash of Clans, is by clan hopping while donating troops.


Look at the Minecraft-Wiki entry for Spawn .

Player Spawning Since Minecraft version 1.3, players in both singleplayer and multiplayer will spawn, by default, anywhere within a 20x20 area centered at the world spawn point .

An individual player can change their spawn point by merely lying in a bed—they do not have to go to sleep (which can only happen if all players use a bed at the same time).

Unlike spawning at the world spawn, a player's spawn point is set at specific coordinates; the player will always respawn on the same block.

This block is also where the player is placed when the player gets out of the bed.

If there are transparent blocks over the spawn block, the player will be respawned on top on the blocks, but will get out of bed inside of them on the same level as the bed.

Emphasis mine.

Setting only the worldspawn will not help you ,you need to set the players' spawnpoints.

So the command you should be using instead is /spawnpoint <player>

<x

> <y

> <z> which will actually set the spawnpoint as if sleeping in a bed

(see Commands ).

Just use @a to set it for every player at once.

As Rokk points out, this will not work for "Lobby" areas (i.e. where you will spawn when you first enter the world as a new player), since you need to run it for every player, and you can't run it before a player first spawns.

For this case, I suggest a sufficiently large (i.e. 20x20 or greater) spawning area, set with /setworldspawn .

Note that you spawn on the top blocks in the set area, so building it underground will not work.

Try using the a repeater with a command block that states: " /spawnpoint @a[r=<size of spawn from the center, outwards>] <

x> <y> <z> " This will ensure that people within the specified area (within the [r=

<>] circle) will have their spawnpoints set to the coordinates and as soon as they leave the range, they can set their spawnpoint anywhere else.

No pressure plates or tripwires required.

Try /gamerule spawnRadius false

You could set the default gamemode to adventure mode (in adventure, minecraft spawns the player directly on the block) and then put a pressure plate at the spawn point and set the player to survival or creative.

While MrLemon's answer is probably the best way to go, you will have to repeat it every time a new player joins for the first time.

I suggest installing Bukkit and using a plugin to set a specific spawn.

Alternatively, you could just make the spawning area 20x20.

As MrLemon pointed out, players always spawn randomly in a 20x20 area around the world spawn.

If you want to set each player's spawn point to a specific location, you could put the world spawn point in the middle of a 20x20 area of tripwires, which then activate command blocks setting the spawn point of all the players inside the area to wherever you want it to be, and then teleport them there.

It's what many minigames do.

One way i do it is to have a repeater constantly repeating /spawnpoint @a ~ ~ ~ the whole time until they leave spawn and go over a pressure plate that uses setblock commands to disrupt the redstone clock repeating the spawnpoint command and then after leaving spawn they are free to set spawn where ever they want!

kind of technical but not really.

What I do is have the first time players on my Realms Server spawn in a huge square, and when they leave they step over a pressure plate that sets their spawn.

Try that, you might like it.

Question: I am trying to make a Minecraft map but I can't set the world spawn. I did  /setworldspawn  then  /kill  and I ended up 10 blocks away then I tried again I was still 5 blocks away.   In the map it needs to keep updating your spawn point and having it not not working correctly is not an option. In one case I set the spawn, and then ended up in the next level of my map, which is clearly not intended.

setworldspawn is not spawning players to the exact place

Set default gamemode to adventure mode, install Bukkit and use a plugin to set a specific spawn.

There isn't a simple or a specific way to spawn players in exact positions. Furthermore, while there are plenty ways to do it, the most common are to either use mods or use presure plates in combination with redstone.

The community suggests tips in order to spawn players in exact places.


A friend of mine has had luck with a Freeze-heavy mage.

Between cones of cold, water elemental, and frost nova, you should be able to protect yourself while establishing board presence.

Don't forget to add two Flamestrikes to your deck -- they'll wipe all of Anub's 4/4 Nerubians at once, which is great for in the late game when he's managed to keep 2 or 3 on the board.

Your goal is to survive long enough to drop big minions and waste him.

Alexstrasza (if you have her) will deal a quick up-to 30 damage for you, while big minions like Boulderfist Ogres can take hits from the 4/4 Nerubians, and wail on Anub if left unattended.

I was able to field Gruul as well.

Beyond that, keep some beefy taunt minions with at least 5 health

(Sen'jin and Sunwalker are good choices) to soak up and outpace his minion growth.

Finally, Anub will only use his hero power if he can't play cards -- with a little luck, you will have fewer 4/4s to deal with, and eventually be able to push through.

Good luck!

I used priest my first play through.

The deck was essentially the same as the 'Amaz' deck, but I ran two Sunwalkers instead of Rag and Faceless.

You could also run Mass Dispel, Sunfury Protector/Defender of Argus with Ancient Watchers and/or Silence.

I've noticed a lot of other people finding themselves at a point where they have drawn their deck and fatiguing before they win.

Alternatively you could run Freeze Mage or Control Mage, like the deck @Raven_Dreamer mentioned.

I've also beaten Anub'Rekhan with the new Zoo variant that Kolento has introduced.

There is a fair few guides on reddit that go more in depth.

A lot of good advice already, but Druids are also pretty handy.

The idea is to throw up a wall of powerful taunt minions like Druid of the Claw and Ironbark protector, and buff other minions into powerful taunters with cards such as Mark of the Wild and Mark of Nature.

Do this as fast as possible with the help of Innervate and Wild Growth.

When you're well protected, you can start throwing down cards like Starfall, Starfire and Swipe in addition to attacking with your minions to finish off the boss.

There are other more powerful Druid cards that fit with this plan too, but if you've got access to those, you probably don't need me to tell you what they are (Ancient of War etc).

I've used this cheap druid deck on Hearthpwn (Adurin's F2P Anub & Faerlina Normal/Heroic Ramp Druid).

The theory there is -

you have a lot of high hp taunts, where Anub will run his minions in.

Then on turn 3 where he gets the 2/8 taunt you are good to go, as soon as this minion is killed you get one of your high value taunts on the play field and win easily from there.

For the sake of completeness of the answer the decklist: 2x Defender of Argus2x Keeper of the Grove2x Sunwalker2x Druid of the Claw2x Earthen Ring Farseer2x Harvest Golem2x Chillwind

Ironbark Protector2x Lord of the Arena2x

Sen'jin Shieldmasta2x Wrath2x Swipe2x Innervate2x Mark of the Wild2x Wild Growth

There's a lot of different answers, but I beat him with a relatively cheap Paladin deck after a couple of tries.

Truesilver/Peacekeeper/Equality etc.

are very effective at dealing with his hero power.

Just be sure to play a lot of taunts.

I beat rekhan with a freeze mage deck as well.

Used Mirror Images, Ice Barriers, Frost Bolts, Ice Lances to slow down the assault, then Frost nova, doomsayer a full board that included one of those 2/8 taunts that summons a creature from my deck.

Alexstrasza comes out, plus 2 Molten Giants I summoned from my hand after the Doomsayer exploded.

Win.

Ice Lance2x Mirror Image2x Frost

Bolt2x Doomsayer2x Arcane Intellect2x Frost

Ice Barrier2x Vaporize2x Kirin Tor Mage2x Cone of Cold2x Fireball2x Blizzard2x Flamestrike1x Alexstrasza1x Pyroblast2x Molten Giant

I was able to beat rekhan on the 2nd try with a freeze mage variant.

9th turn alex, 10th turn 2x frost bolt 2x ice lance and hero power.

you will need loot hoarders, coldlights, and novice engineers to get to the optimal hand.

it's basically an OTK mage without the spell damage cards.

I won quite easily with secret Hunter deck: 2x hunter's mark 2x arcane shot 2x abusive sergant 2x timber wolf 2x explosive trap 2x freezing trap 2x misdirection 1x snake trap

(I only have one) 2x snipe 2x dire wolf alpha 2x

eaglehorn bow 2x animal companion

2x dead shot 2x unleash the hounds 2x mind control tech 1x savannah highmane (probably useless in the deck) Mage deck with freezes and removals would be my second choice - freeze all minions into doomslayer could be really worthy there.

I found ramp Druid to be very effective on this fight, and managed to take him out nearly unharmed on my first attempt with a turn 3 taunted Ancient of War.

I think any deck with a lot of taunt minions with attack >= 4 and health > 4 should be able to deal with him relatively easily, so a ramp or midrange Druid should be a solid choice.

I have a different deck people never seemed to consider.

I ran a warlock deck with lots of cheap efficient creatures.

I also had a lot of those 4 damage to create spells and other things good at removing creatures.

Essentially everything in my deck was super cheap and extremely efficient for cost.

Using the warlock ability I was able to get an extra card each turn which allowed me to gain control of the board quickly and keep it.

Question: Between the 45 health, the 4/4 creatures every round, and the fact that he always gets a coin, I'm really struggling to beat this one on Heroic.  What are some strategies I should follow when building a deck to beat this solo encounter?    Which class is best suited?  What cards would be most effective?

How can I beat Anub'Rekhan on Heroic?

Try using a Freeze-heavy mage. You goal is to survive long enough to drop big minions. Run a warlock deck with lots of cheap efficient creatures.

While it is possible to beat Anub'Rekhan with more or less any deck, the most common tactic is frost mage based builds.


I always use the Motocross Bike on the moon stage.

When fully upgraded the Motocross Bike spins very quickly (courtesy of the Mid-Air Control upgrade), and when combined with the low gravity of the moon you can get up to 20,000 coins each time you leave the ground.

The moon stage is also described as good for farming (coins) on the wiki :

Its main characteristic is low gravity.

It is also very useful for farming as air times are usually 10000

Image from the wiki

I haven't played in quite a while, but I always found the race car on the highway stage to be a pretty fast way to gather a lot of coins.

Quickly reaching the high-value coins seemed to be a pretty efficient way of coin farming.

You may also want to look at the answers on this previous question regarding the best vehicle on each stage, since distance directly corresponds to coins earned.

(though it doesn't directly answer coins earned over time, which seems to be more along the lines of what you're looking for).

Moonlander on Moon Level.

Right as you start the level just thrust straight up until you reach about 1/4 on Fuel Tank.

Just release and fall

and you'll end up with 35,000 to 50,000 points within about 20 seconds.

Rinse, repeat.

You'll run about 1 million points every 8-9 minutes.

Diesel truck in highway can get you easily 1 million per-run (~9000m).

I haven't tried yet but some people report 17000m with the kiddie express, it takes some 33 million to fully upgrade it though (and it's pretty lame before that).

Kittie xpress Maxed Out on Highway level, 15-20 million coins per round or more.

Go on the moon backwards with the jeep - you get around 300 coins for air time while going on with jeep and when you get in the air hold the break button and you can get up to 3500 coins.

Question: In Hill Climb Racing, I lack coins. So, in which stage would I be able to gain the most coins by doing tricks and collecting coins left on the stage?

Which stage is best for getting maximum coins?

Try using the Motocross Bike, Moonlander or the race car to gather a lot of coins.

There are many ways to farm lots of coins in a single run, such as playing the moon stage.

Community suggestions, regarding coin farming.


The short version: Back in the days not everyone had a two button mouse .

But besides that, there were clickables that offered more than just the default verb.

The defaults are there for convenience.

For example, in most of those old point and click adventures, you had to specifically open or close a door.

But you could as well look at it

and you might even be able to just use it.

Short answer:

It's an old game and its predecessors used even more verbs.

Long answer: To understand why they had all those verbs, you have to understand where it came from.

Before LucasArts (née LucasFilms) started making Adventure games, Sierra was the driving force in the industry.

In Sierra's adventure games, movement was done with the mouse, but all other interactions had to be typed.

Maniac Mansion, LucasFilm's first adventure game, started with a list of 15 verbs they thought were the most commonly used in adventure games.

It's important to note that Maniac Mansion didn't have auto-highlighting when you moved your mouse over something.

What Is" was used for this.

"New Kid" was used to switch between the 3 characters on your team.

Either Indiana Jones and the Last Crusade or Secret of Monkey Island also introduced the concept of a default action when you right-click.

Right-click will seldom actually solve a puzzle even if what you need to do is the "obvious" action.

These verbs changed slightly over LucasArts first few games (except Loom) until you got the original Secret of Monkey Island interface.

You'll notice that Read, Unlock, and Fix were merged into Use, while What is was replaced with Look at when auto-highlighting was added.

However, LucasArts realized that more of these verbs were extraneous and pared it down even further in their next game, LeChuck's Revenge: Monkey Island 2.

Turn On and Turn Off

got merged into Use, while Walk to just lost its place entirely.

Instead, you just click on something that's not an item and you walk there.

At this point, LucasArts also changed the inventory from being a list of item names to having graphics for the items.

This was used in all subsequent games including the CD version of Secret of Monkey Island (pictured in the question), up until Sam and Max

: Hit the Road .

Sam and Max was the first LucasArts game to remove the actions from the screen UI, giving the game designers more space to actually have the playable part of the game.

LucasArts remaining SCUMM games

did this is various ways:

Sam and Max had the cursor change depending on the current action.

Right-click switches actions instead of being the default action.

Items are accessed by clicking on the box.

The Dig had no actions, items are accessed by moving your mouse near the bottom of the screen.

Full Throttle and Curse of Monkey Island used a 3-item Verb Coin that only appeared when you held the left mouse button down.

Items are accessed by pressing the Tab key.

(All above images are from Wikipedia)

Surely you must have missed all the descriptions, which were often quite fun.

Apart from that, basically nothing, just look at how it has evolved in future versions.

BTW, are you sure you never used them?

I find it quite hard to believe: could you use objects and combine them without using the actions?

If I recall clearly, you didn't miss much if at all.

While there were many verbs, you didn't really need to use all of them.

The times where you could have used a more specific verb (such as open/close) could also be done by the generic use verb now present in nearly all current adventure games.

There are only a few moments where you were required to use those "specialty" verbs in the monkey games as part of the puzzle (such as opening the safe by pushing/pulling on the handle).

I believe there were also some comedic moments when you could pull on some things

and you get a funny response or do something silly, but not absolutely required.

Nowadays, most of the verbs have been cleaned out.

A lot of that due to the fact that it cluttered up the game and made it more difficult to grasp.

All the more reason why many of those other verbs were useless and how the ubiquitous use verb remains.

The reason most of those verbs were there was due to the engine (SCUMM [Script Creation Utility for Maniac Mansion]) which was the base for most old Lucas arts adventure games.

Since they were thought as necesary during the development of "Maniac Mansion" and removing them was more work than it was worth it, so for a lot of time those remained there as legacy code.

Some of the verbs used in "Maniac Mansion" disappeared over time as they were redundant or confusing.

I think you had to use the flowers you picked in the forest

(what kind of pirate picks flowers) use them on the meat from the kitchen then give that meat to the vicious guard poodles.

Also there was the filling the grog from one mug to the other to melt the lock for the prisoner.

I remember that one took my 12 year old brain a while to figure out.

Also picking up that stone idol under water, I'm almost certain you can't just right click that.

I can't remember any specific instances, but I do remember some of the absurd use of verbs gave some funny replies from Guybrush.

Question: I played the first Monkey Island more than 20 years ago and I remember that the user interface was showing many verbs/actions (give, open, close, pick up, etc.) to choose from. If I remember well I finished the game without ever using any of those actions and I always right-clicked on objects to execute the default action on them.  Was there any special use of the actions that I missed ?

What was the point of each verb/action in Monkey Island?

The reason most of those verbs were there was due to the engine which was the base for most old Lucas arts adventure games. Some of the absurd use of verbs gave some funny replies from Guybrush.

It seems that it wasn't detrimental to use the extra actions.

People suggesting that the other actions were just for the looks.

While someone explain that this was the result of the game engine.


In five nights at Freddy's 2 the music box is used to keep the marionette in a box.

This feature was added so people do not stay in the Freddy Fazbear mask.

When in the mask you can not access the camera, which is required to wind up the music box.

So the marionnette can't get out of the box.

It was added because when you are in Freddy Fazzbears head, you do no have access to the cameras.

The puppet pops out if you don't wind up the music box for a while, but it'll take a while for it to pop out

If you do not wind up the music box the marionette (puppet) will pop out of it, although it may take a while for it to pop out.

It was also made so people do not stay in the Freddy mask all the time because you need to access the music by using the camera

and you cannot use the camera with the mask on because that would not be scary.

The purpose of winding the music box is in order for the Puppet animatronic not to kill you.

It starts to unwind as soon as each night starts except for night 1 when it starts unwinding later.

As I stated the Puppet will hunt you down if it unwinds all of the way and once that happens there is no way to put the Puppet back.

This and foxy are the two preventative measures stopping you from just sitting there with the Freddy Mask on.

Also, if you do get the game, take note of when you hear "Pop Goes the Weasel".

This is the tune that plays when the music box unwinds all the way and the Puppet is ready.

Question: What happens when you don't wind up the music box in Five Nights at Freddy's 2?  I'm just wondering. I don't have the game yet, so before I get it I would like to know.

What happens when you don't wind up the music box in Five Nights at Freddy's 2?

This feature was added so people do not stay in the Freddy Fazbear mask. In Freddy Fazzbears head, you do no have access to the cameras. The purpose of winding the music box is in order for the Puppet animatronic not to kill you.

The music box has to be wind up, in order for the player to survive longer.


There is a skill called heavy takedown that does exactly what it says.

You can use bait to get nature to kill them.

There are also sniper rifles that are quite effective against heavies (Z93 and SA-50).

The M-700 is less effective, but can still one shot kill if shot in the back/side of the head.

Explosives are also extremely effective, but also not very stealthy.

EDIT: You can kill heavies by stabbing them in the back of the head, as well as hitting the back of the head with an arrow.

The sniper rifle SA-50 does the job pretty effectively.

You need a headshot to kill the heavies in a single shot.

Otherwise, two or three body shots will do the job.

With the silencer attachment, its perfect for liberating outposts.

Unlocking the SA-50 made the game a lot easier for me.

It can kill a bear in a single shot.

I say the best method is Rock Bait and C4 explosive .

Sticking a bow up a heavy from behind causing a headshot is too difficult.

I did it before but it took a long time to do so.

The c4 will cause some panic but you will still be considered as stealth .

Just crouch and let the enemy calm a bit from the initial chaos.

For other enemies besides heavy, I Use a sniper(M-700) attached with sound suppressor attachment.

I also would recommend the attachment of a scope on the sniper and upgrade your personal skill of weapon sway to increase hip fire .

This method is used to effectively kill from distance without being caught unstealth .

Other ways are throwing knife, bows, c4, molotov, grenade, mine, rock baiting on takedowns.

There's 3 ways I've found of killing heavies effectively.

Take Down; with the right skill, a heavy can be taken down just like anyone else.

High-powered sniper-rifle; putting a single bullet from such a weapon into the head will one-shot kill heavies; if you've got a suppressor and shoot from a distance you can do this without alerting other guards.

Buzzaw; the highest powered LMG in the game will let you trivially kill heavies in direct open combat.

Spraying bullets in their general direction for 1 second is generally enough to take them down.

This isn't stealthy though !

Another way to kill a heavy would be to use fire arrows with the recurve bow.

This only requires one shot and the heavy will burn to death.

If you manage your cover properly you can stay hidden and kill from a safe distance.

From personal experience, I would say incindiary devices are much more effective than explosive ones, but you've already mentioned that.

Back-headshots are another way and snipers are effective aswell.

High explosives like plasique, mines, and exploding vehicles are actually extremely effective in eliminating heavy gunners and heavy flamethrowers.

Speaking of, the flamethrowers are much more vulnerable than the gunners due to their fuel pack being exposed.

And another related, yet well known fact is that you can shoot the fuel pack on flamethrowers...

I would say the stealthiest, longest ranged method would be to use throwing knives or arrows on the back of the head.

Question: I'm using the bow at the moment, and I find that it takes several arrows unless I'm using incendiary ones. What are some efficient ways of killing them quickly?

What are efficient ways of killing heavies quickly?

Try the snifer rifle SA-50, Rock Bait and C4 explosive and Buzzaw. Other ways are throwing knife, rock baiting and high-powered snifer-rifle.

While there are many ways to beat down heavies, it is most suggested to use either a sniper rifle or the skill heavy takedown.

The community details tactics to beat heavies quickly.


This is known as the killfeed .

This term has been widely used throughout many different multiplayer games, including old ones such as Quake, Counter-Strike, Starsiege's Tribes, etc.

For the etymology of the word the origin is unknown but it has likely started off with Quake/Quake II.

Some examples of killfeed from the games you have mentioned: From Giant Bomb : A standard in nearly all competitive online shooters,

the Kill Feed is the live on-screen update of the kills in an multiplayer game, providing updates as to whom is killing whom, as well as other important events.

I've never heard of "killfeed", but then I haven't been into games in a while.

In Quake (the first one) they were called obituaries.

See here for the list of Quake's obituary messages, including such classics as "X rides Y's rocket", "X accepts Y's shaft", and "X chewed on Y's boomstick".

In some games, these messages are known as "Obituaries".

The area where kill notifications are posted is called the "Killboard" in many games including TF2 and Eve Online.

Killfeed is the correct answer

however it is a term much that is much older than Cod and probably dates back to quake

, I know I knew of it long before COD exsisted.

The results you are seeing are biased due to popularity of search terms and lack of inter-generational gaming history.

The first COD game was in 2006 and the term kill feed was widely used before then.

Google dates the term 'kill feed' back as far as feb 2004 but has no prior data to that.

The term 'killfeed' dates back to 2010 where we also see a spike in usage of 'kill feed'.

This corresponds with the release of COD: Black Ops.

Another example of this bias from an article saying Starsiege:Tribes has a notable kill feed with custom messages e.g. 'Player A blasts Player B with the Spinfusor'.

However the quake series did this first including custom environmental deaths 'PlayerName Melted' when you fall in lava for example.

Its possible its as old as Doom!

I usually call that a "killfeed" as well, but have also heard it referred to as the "log".

This makes sense, as it documents what's been happening in the game.

Question: It's probably obvious from the title, but I'm specifically thinking of messages like   ProGamer64 [image of shotgun] L33tCamper   that appear in the bottom right corner when a kill happens, then fade away after a few seconds.  Is there a standard term for these messages or the list of them?

What's the right term for the list of "X killed Y with Z" messages in a multiplayer shooter?

This known as killfeed. In Quaker they were called obituaries.

The most common term that is used to describe the action in question is killfeed.

While few users suggest it is called obituaries.