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Possibly the Safest Strategy So Far in Oryx Hardmode on Destiny: The Taken King

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Okay. I have seen and shared a lot of Oryx HM strategies and tips on this blog and so far they are just the same or they slightly differ in some part. But this new strategy is totally different from the other strategies I have shared. So far, I can safely say that this is the safest strategy in King's Fall Raid Hardmode.

Earlier today, a Destiny buddy named Zaldy has shared to me a video from a youtuber named Kenan Kajtezovic, demonstrating how they kill Oryx in HM. And, he claimed in their title that this is THE BEST STRATEGY! Zaldy told me to try it but, I really don't agree on the strategy at first as it sounded crazy because it's completely different than the other strategies I've done to beat him on HM.

Essentially, the strategy that Kenan demonstrated on the video will task you to take the ogres to 25~50% health. and then everyone goes to daughter platform furthest from Oryx, then the runner grabs the aura and jumps up too, and once Oryx got staggered, you finish the Ogres, and run to bombs while relic runner drops down to the middle between daughters platforms. Rinse and repeat.

Yeah I know... This is totally different from other known strategies but, I think you should take a look at it first before judging it.

You can check out the video below to see how the strategy works:

As you can see, they have done King's Fall Raid HM flawlessly with this strategy so, I have decided to go with my buddy and try it out for ourselves!

If you want to try it out also, Kenan has some key notes or steps on how to do this strategy (it's a more detailed note on what I have said earlier), which you can see below:

1. Everyone gets on their normal position. 
2. Everyone get their ogres to at least 50 percent or whatever possible damage without dying (you can always finish them in the next phases with malices so it shouldn't be an issue to die over) and wait for the relic guy to get his relic.
3. Team jumps on the columns where the daughters spawn after the relic guy says he has the relic, always the opposite of where oryx hits. 
4. Relic runner doesnt have to kill the vessel.
5. Relic guy comes to the column where everyone is and then we all shoot the stomach to stagger.
6. Then we split the team into 3 (the two guys in back focus on back and the two in front focus on front while also getting help from the floater and relic guy on each side if needed) while still staying on the platform and shoot the ogres from the top of the columns. count down from 5. in those 5 second the ogres should be dead and on the last second everyone should head to their bombs. then we go detonate them. If ogres die together in the same spot then only one person needs to go detonate both.
7. At this moment relic guy drops down and we meet him in the middle to finish hitting oryx.
8. Rinse and repeat.

For more Destiny tips and guides, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Credits: Special thanks to Kenan Kajtezovic for this very helpful strategy.

The Easiest Method(s) to Finish King's Fall Raid in Destiny: The Taken King

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Strategy:

  • Starts of as usual with 3 guardians on the outer platforms and 2 floaters.
  • The 3 guardians and floaters get all four Ogres down to half (or lower) health but do not kill them.
  • Once the Runner has the spark, the other guardians jump to the mid platforms (Daughters' platforms).
  • Runner's job is crucial here. They have to grab the brand and come back up to where everyone else is without getting killed (not too difficult if the timing is proper & the rest of the team is distracting a bit)
  • Everyone groups up on the platform that faces Oryx (Opposite the direction of where Oryx slammed).
  • Stagger Oryx then have the 4 platform-designated guardians shoot-and-kill Ogres from top then detonate bombs. Have everyone jump down in the common middle area (between platforms)
  • After Detonations, continue shooting Oryx's chest as usual.
  • Follow normal steps for Shade
  • Repeat the new strategy for Ogres.
Strategy Video:


Tips: Since this strategy makes you not worry about adds, the opportunity for ammo/orb generation is reduced. A good way to create a lot of orbs/ammo is to have the initial thrall (spawn in the beginning) group up near the middle. Tether (Black Hole + More Orbs perk) the thrall & create a ton of orbs (plenty of ammo chances as well). Knights don't spawn until Thrall are damaged. Plenty of time to do this as it doesn't waste much of the Oryx timer.

Things this strategy does well:

  1. Platform holders don't have to risk getting fucked by ads, they can comfortably take cover near the back of their platform.
  2. Damaging ogres isn't an issue, since you have 2 floats teamshooting to half health (super doable). Once they move to the next Ogre, a platform holder can hurt their Ogre a little more if necessary.
  3. Knights become a complete non-issue.
  4. Getting to your bombs is safer since the sheer height of the Daughters platforms means you can jump all the way there instead of running under fire.
This should become one of the standard strategies ASAP.

Suggestions to avoid some troubles when implementing this strategy


New Destiny Mac Cannon in King's Fall Hardmode Found

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New Man Cannon Found in Raid!

Here's some proof of it:




And you can check out where this new Destiny Mac Cannon in Raid located by watching the video below:


I don't know why it is there but for now, I don't want to speculate that it's there because it has a purpose. I just hope that someone can explain why it's there :).

For more Destiny tips and updates, come and join our facebook community @ facebook.com/webjunkiesblog.

Credits: Special thanks to Bradley Freakin for the video and to Clay Forfi for the images.

How to Upgrade NBA 2K16 Badges from Bronze to Gold Without Using VC (PC Version)

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Okay. It seems like you can upgrade your Badges (from bronze to gold) on NBA 2K16, just the same way as you can upgrade your badges on NBA 2K15. What I mean is, you can use cheat engine to upgrade your Badges.

Now, a lot of players are posting their guides on how to turn your bronze badge to gold using cheat engine but the problem is, they give you cheat table that sometimes not compatible with your NBA 2K16 game. So, instead of giving any cheat table, I will just show you the way on how to upgrade your Bronze badge to Gold without using any VC, with the help of Cheat Engine.

Note: Just a friendly reminder though. I only use this method on offline mode. I had never used it online and I have no plan on using it ever. Also, this is a working cheat on the PC version of NBA 2K16.

How to Upgrade NBA 2K16 Badges from Bronze to Gold Without Using VC (PC Version)

Step #1: Download the latest version of cheat engine here. Install it then after you have downloaded it.

Step #2: Open Cheat Engine and then open NBA 2K16. Tip: You might want to run NBA 2K16 on windows mode to avoid lags.


Step #3: On the cheat engine interface, click this buttonand then select the NBA 2K16.exe.

Step #4: Then go to NBA 2K16, and then check out the points on your player on MyCareer. 

Step #5: Input your current points on the cheat engine and then click "First Scan". There will be lots of values which will appear on cheat engine. Our goal here is to find out which address which will give us the ability to change the values of our points.


Step #6: To find out which value should we change, you must spend first some points. Maybe upgrade your skill points or buy an animation.

Step #7: Now, go to cheat engine once again and then input the new points value and then click "Next Scan". As you can see, the addresses are now lesser and, if you spot one address that has green color on it, then that's the once that we are looking for. Note: Sometimes, you will see one value right after you click "Next Scan" and also, that's the value you are looking for.


Step #8: Now go to your NBA 2K16 game and select the badge you want to upgrade. Then, go to cheat engine and replace the value of the green color address to -1. And the, presto! You can now upgrade your badge to silver and then, just change the value again to -1, so you can finally upgrade it to gold.


DRAGON NEST MOVIE 2: THRONE OF ELVES 2ND TRAILER RELEASED!

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The 2nd trailer for Dragon Nest Movie 2: Throne of Elves has been released!


Unlike the first trailer, the second trailer is Chinese-dubbed, with English subtitles. The background story for the movie has been revealed as well.  This movie is the sequel to the first movie“Dragon Nest: Warriors’ Dawn”.

After defeating the Black Dragon in the first movie, Princess Nerwin has been coronated as the queen of the elves. Peace was restored to both the human and elf kingdom. However, attempting to conquer the world, the dark elf Elena kidnapped Nerwin and forced her to hand over the almighty gem.

Lambert and Liya have been assigned to save the queen and will embark on another new adventure.  The peace of the continent rests on the shoulders of Lambert and Liya, while their relationship undergoes trials and tribulations.

The 2nd trailer shows that what seems like the arrow which was shot by Liya in the 1st trailer reaches Lambert, who looks more mature as compared to the 1st movie.  His two dogs have grown fatter as well :D.

The arrow contains a message which invites Lambert to attend Nerwin’s wedding. Apparently, Lambert has not seen Liya for 2 years and is obviously excited to meet her again in the elf kingdom.

Meanwhile, Nerwin shows Liya a glowing gem and asks her to bring it to the wedding. It is mentioned that only elves can control the power of the gem. The screen then turns to Elena and the Black Dragon Gem.

There is a cool scene showing Lambert trying to maneuver a hover board under free fall in the sky.

Besides Nerwin, Liya, Lambert & Elena, the other characters from the previous movie are not seen in the trailer.

Dragon Nest Movie 2: Throne of Elves is produced by Mili Pictures and will be released in Summer 2016.

Destiny Tip: How to Obtain a Mask Without Using Any Silver

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Feel that you might get left out this Halloween because you ain't wearing? No silver to buy one? Then don't worry as there's a simple trick on how to wear a mask without spending any silver. 

Note: This is ain't a fancy or detailed guide. It's just a simple tip and easy to follow :).

Okay, If you have something in your inventory called "empty candy satchel" just go farm kills to fill it and hand it in...you can keep doing this every time you fill it you get a mask!

YOU MUST HAVE A MASK ON TO GET CANDY TO DROP FROM ENEMIES!

NOTE: The masks you get are rare so they will disappear after the event to be sure to glue all the ones you want to keep to "ascend" them to legendary status

Also you can redo everything on other characters! Dont freak out about the silver thing guys !

Additionally, you can farm until you have the masks to complete the quests which will probably give you some more legendary masks or glue so you can keep the ones you want, you can then pass those masks around to your other characters so you can finish the bounties on those too!

Lasly, with duplicate (rare) masks you can dismantle them for "paper scraps" which you cant turn in for another package (you must have 4 to do this)

HAPPY HALLOWEEN GUYS!

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Destiny Tip: Some Very Helpful Tips on King's Fall Raid for Inexperienced Player

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Lots of people are new to King's Fall and Raiding in general. This is post is designed to give people an idea of what you need to make it through for the first time without spoiling the Encounters.

Fireteam Composition (always make sure you have at least 1 Titan):
  • 2x Titan - Defender and Sunbreaker (switch between)
  • 2x Hunter - Nightstalker and Gunslinger (switch between)
  • 2x Warlock - Sunsinger and Stormcaller (switch between)
Gear Loadout suggestions:
  • Scout Rifle: Hung Jury from Dead Orbit is perfect
  • Sniper Rifle: The single most important weapon - 1000 Yard Stare from Vanguard and quests is ideal
  • Heavy Machine Gun: Ruin Wake is great (does anyone else have loads of these?)
Inventory:
  • Heavy Ammo Synths - Xur and the Gunsmith, Eris and Variks
  • Special Ammo Synths - Gunsmith, Eris and Variks
For the jumping parts, always change your class talents so that you have high agility. If you are finding it too difficult, try a different jump talent e.g. Higher Jump change to Triple Jump.

If you are completely new to Raiding, don't be scared to speak up. Communication is key and there is no reason to be shy. You won't get it right the first time, every group will take a couple of wipes to settle into things.

What not to do:
  • Don't tell people you know what to do if you don't have a clue. Ask for a quick recap of your role.
  • Don't equip a shotgun when shooting a boss. Inspect more experienced players and use their load out as a guide.
  • Don't be silent. If you notice someone is still using their shotgun on a boss and you've wiped 10x because of it, tell everyone and tell them so they know they need a sniper.
  • Don't waste your super. Save that tether for the boss.
Useful Terms:
  • Stagger - when you shoot the boss continuously with a critical hit he will flinch and can't attack.
  • Relic - an item required to complete the encounter.
  • Adds - Additional enemies that spawn alongside the boss. Also called Trash mobs.
  • Buff - an active effect.
  • Debuff - a active effect that usually makes gameplay more difficult.
  • DPS - Damage per second, used as a term for shooting the boss constantly for a short time.
  • Torn - A role randomly given to a player towards the end of the raid.
  • Floater - A player who has no specific responsibility other than to help everyone else fulfil their role. Somebody to call on if you are getting swamped with adds or a certain Light Eating Ogre.
  • Enrage - A warning that you are taking too much time to kill the boss, eventually you will see 'enrage is near' which means you need to hit the boss with everything you've got before he kills you.
  • Weapons at the back - A Titan bubble with the Weapons of Light buff has been set up. You need to walk into it and walk out to receive a buff that increases your DPS.
  • Wipe - when all team mates are dead and you need to start again. Sometimes something will be bugged and you may need to wipe to reset the encounter.
  • Self Revive - The reason that Sunsingers are so useful. Always take the Fireborn perk so that you can self resurrect when there is no other option.

Destiny Tip: Quickest Way to Farm Festival of the Lost Candy

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Okay, I just found a video that claims it is the quickest way to farm festival of the lost candy. It is a video created by user bK and, it looks like if you guys need to farm candy, the fastest way is doing Seige of the Warmind. You must start it on Normal and was able to get around 47 each run which took around 2 mins per run.

Then, do it on 240 level and if you're lucky, you'll net in around 70 Candy per run in around 2 mins per go. You can watch the short video made by bK on how to do it below:


For more Destiny tips and guides, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Credits: Special thanks to bK for the tip.

Halo 5: Guardians All Skulls Location Guide (Gravelord Achievement)

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Welcome to our Halo 5: Guardians All Skulls location guide! In this page, you will find out where to locate all skulls in Halo 5 Guardians to obtain the Gravelord Achievement.

Here's a full guide showing all 13 by Maka91Productions


Halo 5 - All Skulls Locations Guide - Gravelord Achievement - Found and claimed all Skulls in Halo 5: Guardians

[0:07] - Mission 1 - IWHBYD
[0:40] - Mission 2 - Black Eye
[1:34] - Mission 3 - Iron (Legendary)
[3:33] - Mission 5 - Blind
[4:14] - Mission 6 - Thunderstorm
[6:37] - Mission 7 - Grunt Birthday Party
[7:46] - Mission 7 - Fog
[8:25] - Mission 8 - Mythic
[9:48] - Mission 10 - Catch
[10:42] - Mission 12 - Cowbell
[11:25] - Mission 13 - Tilt
[12:04] - Mission 14 - Famine
[12:30] - Mission 15 - Tough Luck

Alternate Guide:

Mission 1: IWHBYD
The first skull is pretty easy to find since it's literally out in the open. After fighting through the first indoor section of the level and re-emerging outside you will eventually find yourself looking at another forerunner entrance inside the side of a mountain where the mission continues. Off to the left will be a rather large valley/abyss with banshees swarming over it and fighting. Instead of continuing into the structure, simply resume walking forward in the direction you entered the area from and you will find a Lion Kingesque Pride Rock jutting out over the abyss. Do some clever clamoring and the skull is at the Simba location of that rock.


Mission 2: Black Eye
After you go down an elevator you will be greeted by 2 hunters for the first time in Halo 5. After defeating them you will drop down a covered air-vent-type-thing and find yourself in the reactor room of the ship. Continue to the left wall (from the direction you're entering from) and climb on top of a large white pipe that runs along the wall. Follow it to the far wall and leap across a small gap and you will find yourself standing on an air vent. Ground pound it and the skull is in the room you land in.


Mission 3: ????
Currently undiscovered.

Mission 4: ????
Currently undiscovered.

Mission 5: Blind
After clearing the courtyard filled with snipers you will get a checkpoint before a large door. When the door opens go inside and jump up on a box directly to the left and look up for a gap in the ceiling. Jump and clamber up into the rafters and crouch walk back into the heating duct. You'll find the blind skull sitting at the back.


Mission 6: Grunt Birthday Party
When you first land on Sanghelios you aren't greeted by enemies for a while, as you and your team traverse the lush terrain toward your objective. Eventually you will come to an overhang where you are looking down at your first Covenant combatants of the level, instead of jumping down and engaging them you want to take a sharp right (head to about your 4:30) and follow a couple caves to a nice outdoor picnic spot occupied by a.. special character. The skull is obvious when you arrive.


Mission 7: Fog (Cloud?)
This is another skull on the same mission as the last one, Reunion. Except this time it's at the veeeery end of the mission right before you cross the final forerunner bridge. If you look to your right you will see another forerunner structure about 150 meters along. Head over there and you will find the Fog skull waiting for you on a silver platter.


Mission 8: Mythic
After fighting your way up the winding pathway you will get a checkpoint as you exit a cave as covenant ships fly by. As soon as you exit the cave there is a dilapidated sandstone pillar, clamber up it, and jump to the pillar to your right. Once atop that you must sprint, jump, immediately boost and then ground pound to make it all the way to the farthest platform atop which sits the Mythic skull.


Mission 9: N/A

Mission 10: ????

Mission 11: N/A

Mission 12: ????

Mission 13: ????

Mission 14: Famine
When you first encounter "The Warden" in a combat setting you simply go to the left and search underneath the platform he spawns on, the skull will be sitting in the middle of the hallway.


Mission 15: Tough Luck
After you reach the outdoor area with the giant blue traveler ball make your way to the far back right. If you press down on the D-Pad the area you are looking for is target Gamma. Make your way up the handicap ramp against the right icewall that leads to the burning pelican. Jump over the pelican and on the other side on an ice ledge you will find the final skull.


Fore more Halo 5: Guardians tips and guides, come and join us on our facebook gaming community @ facebook.com/webjunkiesblog.

Note: This is a current work-in-progress. More content will be added soon.

Credits: Special thanks to Maka91Productions and Cross Coast Gaming for the video guides.

Destiny King's Fall Raid Hardmode Guide: Easy-Mode Oryx / "Standard Method / Perma-Floaters" - In-Depth Guide, Tips and Tricks

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This post is simply a collection of tips, tricks, and general outline of how the fight progresses and what should happen in hard mode of King's Fall Raid..

Requirements
  • have at least 3-4 players with Touch of Malice (this is essential for more damage done to Oryx and mobs while inside the aura)
  • have at least one Nightstalker (Black Hole, Light of the Pack, Predator)
  • have at least one Titan (Blessing of Light, Bastion, Illuminated)
  • a second/optional Titan (Weapons of Light, Bastion, Illuminated)
  • it is recommended that your Perma-Floaters have Touch of Malice
"What is the Standard Method?"

The Standard Method is simply killing Ogres and killing Knights. You'll also have two permanent floaters who will be helping on all the Ogres and the last couple of knights.

Out of your two perma-floaters, one should be a Titan with Blessing. If you have two Titans, the other one should use Weapons and also be a perma-floater.

Ideally, you'll want your perma-floaters to be 311+ light as they do more damage to Ogres.

You'll then want to assign a number to three of your teammates (1, 2, 3) - this will be the order of their jumping on a platform. Essentially, they are rotating.

Platform Guy #1 will always be with the Runner ready at the platform Oryx slams; #2 will be at the next platform counter-clockwise; #3 will be at the third.

What are the pros and cons of using the Standard Method?

PROS:
  • killing Ogres/knights means you're removing threats of damage and bomb negation
  • you'll prevent your teammates from dying/your runner from being shot at by Ogres
  • you can consistently get four bombs detonated each phase
  • you can clear the remaining adds, preventing players from dying while detonating
  • it removes randomness / allows you to fully control the fight
CONS:
  • nothing really, unless one of your teammates is an absolutely terrible shot, in which case you'd know whom to help out
THE FIGHT

For clarification purposes, we'll call the section of the map where Oryx spawns as the FRONT; and the section towards the entrance as the BACK.

The major difference in Hard Mode is that after killing an Ogre, a "Light Eater Knight" appears from diagonally-across the map section of whichever Ogre was killed.

This Knight will run diagonally towards the bomb that the Ogre left behind and it will "eat" it, meaning less bombs for you to detonate = less damage done to Oryx per phase.

The idea is to kill the Ogres (Platform Guy with Machine Gun + Two Floaters with Touch of Malice); then kill the Light Eater Knight as it spawns or as it's running to the bomb (the Platform Guy can easily do this with a sniper rifle).

http://imgur.com/k2mc1Uk - Oryx has slammed his fist; Platform guys are jumping; Runner is moving and has reached 3/4's of the way to the relic

We are going to assume for this example that Oryx has slammed the FRONT-RIGHT platform.

That is #1, so have the runner and platform guy#1 ready there; then platform guys #2 and #3 are also up in sequence.

After Oryx slams the platform, have your floater Titan drop the bubble.

The Ogres will begin to spawn in succession.

Your two perma-floaters + the guy on their platform will kill the Ogre. Let's say Ogre#1 is dead; Platform Guy#1 turns around, snipes the Knight across to kill it.

The perma-floaters dip in and out of the Blessing/Weapons of Light, switching and helping on different Ogres. Second Ogre dies, Platform Guy#2 kills his Knight. Third Ogre dies, Platform Guy #3 kills his Knight.
  • Essentially, once the Runner says: "I have the Relic" - it is around the time that Ogre#3 is being killed/Ogre#4 is spawning.
http://imgur.com/WZfWJMG - Runner has reached the Relic; has slammed the Vessel of Oryx

The moment the Runner says he has the Relic, the Platform Guys MUST STOP WHATEVER THEY ARE DOING AND GET OFF THEIR PLATFORMS.

They rush to the middle area where the Titan bubble/s are to gain extra health/DPS.

The two Perma-Floaters are finishing off the Fourth Ogre. The third Light Eater Knight is crossing the lane so it can be quickly killed by then.

The three Platform Guys plus the Runner will also be killing the Vessel of Oryx.

Oryx will be slamming his fist around this time so 4-5 players can focus on his chest to stagger him. The others, ideally the floaters, can kill the fourth Light Eater Knight which is crossing the lane.

Staggering / Detonation

After staggering - DO NOT GO OUTSIDE OF THE INVINCIBILITY AURA YET!!!!!.

You can spend an extra 10-15 seconds clearing the remaining mobs - Centurions, Acolytes, Acolyte Eyes, even Thralls if there are a lot of them. Your runner shoots at Oryx continuously; the rest of the team clears mobs.

After most of the mobs are dead, have one player simply call out:

"Casually walk to your bombs... detonate in 3... 2.... 1...."

At "1" - your teammates activate their bombs and count around 5 seconds while near it; then they quickly run back inside the Invincibility Aura.

For Clarification Purposes:

  • Your three platform guys will be responsible for the bomb they were currently at/where they've rotated to
  • One of your perma-floaters will be assigned to wherever the fourth Ogre was (ie. the platform where the Relic was on top of)

Running / Artillery Barrage Transition
  • Have your platform guys run around the platform/ogre/bomb they had been responsible for earlier
  • One of your floaters will run around the fourth platform (where the relic was/ where the bomb he detonated earlier was)
  • The other floater / runner can just pick their own Deathsinger platform and run on the outer rim of that; or the lane of the map; or the outer front edge
Repeat the steps for the Normal "Ogre/Knight" Phase, just remember to rotate your platform guys based on their numbering order.

Shadow Realm / Echo of Oryx Transition
  • Pretty much the same as it was on Normal Mode; kill the Knights outside first, then the Thralls outside the portal
  • when teleported, continuously damage the Echo and watch out for any Thralls that come inside
  • call out whenever the Echo has teleported and in which direction
  • call out if the Echo is about to charge/slam; if you're teleported, jump away to avoid being insta-killed (if the Echo slams you just as you materialize)
Repeat the steps for the Normal "Ogre/Knight" Phase, just remember to rotate your platform guys based on their numbering order.

You should have Oryx at 0% health after four phases; or five in case you missed a bomb earlier. Just nuke his chest and enjoy your loot.

ADDITIONAL TIPS / QUESTIONS:

(1) "Can we do the regular method where we are assigned a platform and DO NOT ROTATE platform guys at all?"

Yes, of course. Remember that it's best that one Titan should still be the permanent floater (Blessing of Light/Touch of Malice). Having that bubble ready once everyone starts running to the middle helps a lot in preventing deaths.

As of now, majority of players are probably still 310 or lower, hence they have not reached the 311+ threshold yet to avoid being too penalized against mobs. So the idea is to rotate platforms with your weaker teammates; and your strongest teammates (or Titans with blessing and weapons) being the permanent floaters to do the maximum damage to Ogres.

However, if your team can manage and are all decently geared, then killing Ogres should never be an issue. Feel free to just assign them specific platforms if you want.

(2) "Okay, we want to try Rotating Platforms so we can have two permanent floaters; but I'm someone who can easily get confused, what can our team do to make it easier?"

Instead of rotating all three players, you can just assign them to a fixed platform - Front Left, Front Right, Back Left.

Only one player needs to rotate and that is the player who is assigned to a platform - but the relic has spawned on top of it. This player will run to BACK RIGHT which no one is covering.

In case Oryx slams back right = http://imgur.com/hpUniQC

In case Oryx slams front left = http://imgur.com/QOY91ch

In case Oryx slams back left = http://imgur.com/kdmPOUr

The player which has rotated will be responsible for the Ogre at the platform he rotated to; the Knight that spawned across; detonating the bomb the Ogre left behind; and (if it's a running transition), he'll run around the platform where he moved to.

The other floater will be responsible for the fourth Ogre's bomb and the fourth Knight spawning diagonally-across from the Relic platform; and (if it's a running transition), he'll run around the Relic platform.

(3) "We only have X number of Titans in the group, what buff should we use?"

If you have only one Titan, designate him as the Perma-Floater (hopefully he has Touch of Malice). He should use Blessing of Light (Bastion/Illuminated). With Bastion, your bubble lasts until the Runner has acquired the Invincibility Aura and has made his way to the middle - which means your Platform Guys can easily dip in and gain the buff once they're told to get off their platforms.

If you have more than one Titan, assign the other one also as a Perma-Floater. He should have Weapons of Light (Bastion/Illuminated). This makes Ogre/Knight/mob-clearing a breeze.

(4) "You mentioned having at least one Nightstalker, for what purpose?"

Nightstalkers are orb-machines and amazing for crowd control and anti-detection.

(a) Start the fight and the Thralls would spawn. Funnel the thralls towards the front-middle of the map. Shoot a tether (Black Hole, Light of the Pack, Predator), and watch those orbs popping up. The Knights would not even spawn yet until several seconds after a Thrall is killed.

(b) Once the Runner has the Relic and everyone is moving towards the middle, if you're a Nightstalker you can throw a smoke bomb on yourself to make your way safely (not that it's necessary, but if in case you were being randomly shot at, it helps).

(c) Finally, towards the end of each phase, you'll probably have the third or fourth Light-Eater Knight crossing the lane. A tether at the intersection of that lane completely prevents the Knights/Vessel from moving too much. If it catches the Centurions/Acolytes/Eyes, it can also completely disrupt and weaken them.

This gives a chance for quick and easy kills, and protecting your teammates and those bombs.

Plus, look at those orbs! It ensures your Titan floaters will always have their bubble ready each cycle.

(5) "As a Warlock, I pride myself in having a clutch-revive if I die. Anything extra I can do?"

Only for emergencies and general confusion - which should rarely happen.

Assuming your team is doing the Running/Artillery Barrage transition, and one of your teammates ended up running at the same area as you, there is a good chance you'll run into each other and die from the barrage.

You can just move away from him and sit down, sacrifice yourself (so your teammate has more room to run around in). Self-ress later.

Additionally, you can throw your Solar Grenades on the lane intersection to scare off the Knights for a few seconds as they are moving towards a bomb.

(6) "What is the optimum Runner progression as we're doing the normal phase?"

Majority of fast/good Runners will say: "I have the Relic/you can get off your platforms" by the time the 3rd Ogre is being shot at (really fast!); or the 4th Ogre is spawning (kinda fast).

Remember that around this time, the Hive Tombship has spawned and is slowly moving above you.

If you are on one of the FRONT platforms and you're still on it, you can get hit by the homing shots and die, so it is imperative that the Runner is fast to move, so you can get off your platform quickly as well.

(7) "WTF? Where is that Knight?"

Please refer to the diagram to see where the Knights spawn.

The FRONT Knights will always spawn at the puddle at the corners diagonally-across from the Ogres that were killed.

The BACK Knights will always spawn at the opposite platform, just behind one of its ledges. You'll see its head pop out from that ledge for an easy headshot.

The Knights can also be shot through the "dark cloud" (spawning Acolytes); if you're fast enough you can get in two headshots/kill it before the Acolytes spawn.

(8) "Okay, I'm on a platform and I killed X Ogre and X Knight, what should I do now?"

The players on the first two platforms per slam will always have it easy. Your Ogres are dead, you turn around and snipe the Knight. You'll have several seconds until the Runner has obtained the Relic.

Use this time to shoot a few Acolytes or Eyes. It can help a lot in preventing your teammates from taking damage.

(9) "The Runner has the Relic and tells us to get off the platform, my Knight is still alive, what should I do?"

(a) If you're a good shot/have good situational awareness, stay on your platform and kill the Knight; you can even take out a couple of adds quickly if you want while you're moving to the middle bubbles.

(b) If you don't want to risk it, get off the platform and continue shooting at the Knight as you're moving to the middle bubbles.

Remember though that if it is too risky and you may die while trying to kill a Knight, just play it safe. It's better to lose one bomb to a Knight than lose one player. You can still kill Oryx though you'll need 5 cycles instead of 4.

(10) "The Runner is moving to the middle; the last Light Eater Knight is crossing the lane; the Vessel is running to us; TOO MANY THINGS GOING ON!! AHHHH!!!"

It's okay. Don't panic. It's part of the fight.

Again:

if you're a Nightstalker and you see a Knight/Vessel crossing the lane, tether it
if you're one of the floaters, continue watching for the last Knight and kill it
if you're a platform guy/runner, just gang up on the Vessel
Again, remember that if it is too risky and you may die while trying to kill a Knight, just play it safe. It's better to lose one bomb to a Knight than lose one player. You can still kill Oryx though you'll need 5 cycles instead of 4.

(11) "Oryx is opening his chest! A Knight is still alive! AHHHHHH! What should I shoot!?!?! AHHHH?!?!"

Again, don't panic. It's quite easy to manage.

You can still stagger Oryx with 4-5 people shooting at him; with the 6th player (one of the floaters) killing off the last Knight

For the third time, remember that if it is too risky and you may die while trying to kill a Knight, just play it safe. It's better to lose one bomb to a Knight than lose one player. You can still kill Oryx though you'll need 5 cycles instead of 4.

(12) "Oryx has staggered! Let's run to bombs, k?!"

NO!

Stay inside the aura, as mentioned. Stay there! Shoot the mobs - kill the most threatening ones like Centurions, Acolytes, Eyes, and even packs of Thralls.

You have around 35 seconds from the moment Oryx staggers, to the moment he closes his chest anyway. Spend 10-15 seconds of that clearing the mobs.

And, again, calmly go towards your assigned bomb... listen to the countdown... "3...2...1". Step near/in it; wait around 5 seconds as your screen flashes brightly, then run back inside the Aura.

You'll have no deaths to mobs because most of them are dead.

You'll have no deaths to bomb explosions because you timed it right and everyone can get back inside the Aura safely.

Plus - it calms everyone's nerves!

(13) "Any more tips for the Echo of Oryx/Shadow Realm?"

The Echo usually slams once. However, if you tether and someone's close to it, it can slam up to three times. Just be aware of where it is; kite it at the edge while everyone else keeps shooting.

If a Titan is teleported early, have him drop a bubble (Blessing of Light) in the middle of the room. This allows the team to dip in and out if they're using Touch of Malice. It can also prevent instant-death in case someone is teleported and the Echo slams at the same time.

(14) "What is the optimal weapon loadout?"

Recommended:
  • Touch of Malice
  • your highest damaging/impact sniper
  • raid machine gun
Versus Ogres = floaters with TOM; platformers with Machine Gun

Versus Knights = platformers with Sniper

Versus Mobs/Oryx = everyone with TOM

Please note that TOM is not necessary for everyone to have; it's essential for the floaters though to do as much damage while dipping inside the Blessing.

Getting TOM is not necessarily a "must have Gjallarhorn" moment, because obtaining that weapon outside of Week2 Xur is pure RNG.

TOM can be easily obtained (story mission, strikes, exploration, normal mode raid, events), and, for me, it just shows that you, Guardian, did a bit of effort in playing the game before trying Hard Mode.

It just means that you came prepared.

(15) "I'm confused about Light Level with regards to damage to mobs, or what armor pieces I should be using."

311+ Light Level is optimal for a perma-floater as it ensures maximum damage to Ogres; but again, if you have only one Titan (even at a lower light level), he should be guaranteed this spot.

That being said, if you're 310 and below (and cannot get any higher), wear armor that can prevent you from taking ARC damage - this can mitigate a bit of damage from Ogres, Centurions, Acolyte Eyes.

Being 305-310 hardly matters, compared to the difference it makes when reaching the 311+ threshold.

(16) "Should I do this Standard Method? I know of others such as the "No Knights Method" that seems to be popular?"

It is completely up to you. Whatever you're comfortable with.

I personally prefer the Standard Method simply because it removes any and all randomness from the fight (Runner shot by ogres, players shot by Ogres, Ogres dying too early/too late, Ogres dying close to Knight spawns and Knights eating the bomb, players dying atop the Deathsinger platforms, players dying to newly-spawning mobs, players not making it back inside Aura, etc)

The phases will be the same, no matter what; the timing will almost always remain as such. It allows the group to control the fight to their advantage.

The bubble in the middle will not dissipate for a long time; players running into it get buffed and can continue killing their Knight as it crosses.

When staying in the Aura, clearing mobs before detonating, and doing a countdown, it calms everyone's nerves since everything becomes systematic.

Lastly, it's almost the same as in normal mode - which means it's what we've been "trained" to do for the past few weeks. We've been trained to kill Ogres then run to the middle for this fight. On hard mode, the only difference is pretty simple - we turn around and snipe a Knight. That's all it is, really.

Again, this is simply my preference; what strategy you do is completely up to you.

(17) What is your success rate doing this method?

When grouping with randoms, they are all trying a new/different strat. We'd have several hours of wipefests due to random stuff happening (mentioned above), to the point that everyone has almost given up or I'm forced to find another group.

Oryx dies in a couple of tries with this strategy.

Again, it will always come down to player awareness, communication, and just playing to the best of your abilities.

As always...

For more Destiny tips and guides, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Credits: Special thanks to el2mador for compiling this tips.

Destiny News: New Challenge Mode for King's Fall Raid Confirmed by Luke Smith!

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Even though Bungie has made no official announcement, Destiny’s Luke Smith confirmed that a Challenge mode will be added to King's Fall Raid, in an offhand comment first spotted by More Console. According to Smith, each of the three main boss fights in King’s Fall – Warpriest, Golgoroth, and Oryx – all have an added challenge – a special way of killing them if you will – that will unlock unique rewards and a new emblem. I don't know why, but somehow, I'm guessing that all those secrets in the King's Fall might be use in this new challenge mode. That's a speculation though.


It looks like all of those fans who assumed that the Challenge Mode would involve beating each of the bosses in a unique way, not just simply taking on a higher light level version. For example, some think that the Warpriest challenge might be to beat the King’s Fall boss within one or two Oculus summons.

In addition, it’s possible that Goloroth’s challenge might involve using a limited number of Reclaimed Light orbs, or having every player grab gaze at least once. For the final Oryx boss fight, however, it’s hard to imagine what the challenge might be, since the boss fight is so structured.

But what's more interesting about Challenge Mode is the bit about new rewards. It seems very likely that at least one of the rewards for each boss fight will be one of the three remaining Calcified Fragments, but anything beyond that is anyone’s guess. With a complete set of Calcified Fragments, though, comes the expectation of additional rewards, like a 320 artifact or a new exotic weapon.

Whatever the case may be, it’s pretty clear that Destiny players are not yet done with King’s Fall no matter if they’ve beat Hard Mode zero times or 10 times. Bungie has a plan in place that will extend the lifespan of the raid far longer than any previous raid, and presumably the rewards will make the effort worthwhile.

However, until Bungie says anything official, we’re left speculating as to the nature of these Challenge Modes and what they might entail. If nothing else, an opportunity to experience the raid in a completely new way is very exciting.

How about you? What are your thoughts about this announcement of a new challenge mode in King's Fall?

For more Destiny news and updates, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Halo 5: Guardians All 117 Mission Intel Location Guide

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Here's a guide on where to find all 117 mission intel location on Halo 5: Guardians.

Finding all 117 Mission Intel locations and picking them up will help unlock the following Achievements:
  • “Conspiracy Theory” (10 Gamerscore / Silver Trophy) — Found and claimed one piece of Intel.
  • “Hunt the Truth” (40 Gamerscore / Silver Trophy) — Found and claimed all Intel.
  • Bonus: The text & audio files in these Mission Intels reveal lots of Halo 5 backstory.
Halo 5 Mission Intel

How to find missing Mission Intel?: In-game the Mission Intel will appear simply as data tablets, usually with a bright colored blue or purple screen, that you can pick up to collect when you stand next to it. It can be confirmed as being Mission Intel simply by walking up to it, as the on-screen text will then tell you can press the B button to download, access or pick up the Mission Intel. – Do note that the name of the Intel differs per Mission, so it can be called Data Pad, Artifact, Station Intel, etc.

Does the game save each Mission Intel you collect?: Yes, the game will automatically save the Mission Intel you just collected if you picked up the Mission Intel, so you don’t have to play to the end of the mission. After picking up each collectible you can safely quit the mission without losing collectibles progress.

Tip: Spartan Locke can use his armor to ping for nearby collectibles, which will then be pointed out on your HUD.

Where to find all Mission Intel in Halo 5? The in-game collectibles locations for the Mission Intel are described in this detailed video guide with voice-over tips by Maka.

The Mission Intel are listed in the videos in the order that they appear per mission.

Mission 1: Osiris Intel Locations
All 7 of the Intel locations on the “Osiris” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 1 Intel Locations Guide:

[0:07] – Unggoy Personal Log 005
[0:30] – Jul’MDama’s Log
[0:53] – Covenant Combat Orders 0283
[1:27] – Halsey Research Notes 1/4
[1:59] – Halsey Research Notes 2/4
[2:32] – Halsey Research Notes 3/4
[3:06] – Halsey Research Notes 4/4

Mission 2: Blue Team Intel Locations
All 8 of the Intel locations on the “Blue Team” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 2 Intel Locations Guide:

[0:07] – Argent Moon: Station Warning
[0:26] – Log: 2557-3-17 1231 SMT 1/4
[0:48] – Test Results: Asteroidea 59B
[1:25] – Test Results: Asteroidea 61F
[2:16] – Log: 2557-3-19 1653 SMT 2/4
[2:40] – Test Results: Asteroidea 472A
[2:57] – Log: 2557-3-19 1654 SMT 3/4
[3:13] – Log: 2557-9-12 613 SMT 4/4

Mission 3: Glassed Intel Locations
All 6 of the Intel locations on the “Glassed” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 3 Intel Locations Guide:

[0:07] – Evelyn Collins: Meridian Day 1
[0:41] – The History of Meridian 2/6
[1:06] – Evelyn Collins: Meridian Day 5
[1:39] – The History of Meridian 1/6
[2:07] – Evelyn Collins: Meridian Day 17
[2:33] – Shipment Received 2558-8-11

Mission 4: Meridian Station Intel Locations
All 8 of the Intel locations on the “Meridian Station” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 4 Intel Locations Guide:

[0:07] – Settler Personal Log, ID 0991
[0:33] – Deglass Team Incident Report
[1:01] – Excavation Team Personal Log
[1:26] – Deglass Team Personal Log
[1:43] – Laser Operator’s Personal Log
[1:59] – Settler Personal Log, ID 4259
[2:20] – Settler Personal Log, ID 6421
[2:42] – Meridian: Speculative Overview


Mission 5: Unconfirmed Intel Locations

All 7 of the Intel locations on the “Unconfirmed” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 5 Intel Locations Guide:

[0:07] – The History of Meridian 3/6
[0:25] – Message From Apogee Station 1/3
[0:54] – Brill Operator’s Personal Log 2/2
[1:20] – Brill Operator’s Personal Log 1/2
[2:05] – Message From Apogee Station 2/3
[2:36] – The History of Meridian 4/6
[3:10] – Message From Apogee Station 3/3

Mission 6: Evacuation Intel Locations
All 6 of the Intel locations on the “Evacuation” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 6 Intel Locations Guide:

[0:07] – Offworld Message 1/3
[0:38] – The History of Meridian 6/6
[1:11] – The History of Meridian 5/6
[1:41] – Offworld Message 3/3
[2:06] – Offworld Message 2/3
[2:53] – Public Update: Glass

Mission 7: Reunion Intel Locations
All 7 of the Intel locations on the “Reunion” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 7 Intel Locations Guide:

[0:07] – Unggoy Personal Log 083 1/2
[0:35] – Unggoy Personal Log 083 2/2
[0:57] – UNSC Marine Status Update
[1:24] – Forerunner Record: Search 4/5
[1:46] – Forerunner Record: Search 1/5
[2:16] – Forerunner Record: Search 2/5
[2:36] – Forerunner Record: Search 3/5

Mission 8: Swords of Sanghelios Intel Locations
All 12 of the Intel locations on the “Swords of Sanghelios” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 8 Intel Locations Guide:

[0:07] – Ceremonial Sword 3/6
[0:35] – Patrol Log – Scout ‘Ghattan
[1:05] – Ceremonial Sword 1/6
[1:30] – Patrol Log – Scout ‘Thrun
[1:56] – Patrol Log – Scout ‘Hakkat
[2:28] – Patrol Log – Scout ‘Makesh
[3:05] – Ceremonial Sword 2/6
[3:40] – Sangheili Personal Log 503
[4:05] – Kit Pitlimp’s Adventure Log 1/4
[4:32] – Message to Kitun’Arach 1/2
[4:57] – Message to Kitun’Arach 2/2
[5:35] – Sangheili Person Log 139

Mission 9: Alliance Intel Locations
All 8 of the Intel locations on the “Alliance” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 9 Intel Locations Guide:

[0:07] – Sangheili Personal Log 383
[0:26] – Honorguard Personal Log 1/2
[0:54] – Sangheili Medic’s Personal Log
[1:18] – Camp Quartermaster Personal Log
[1:53] – Sangheili Linguistics Report
[2:16] – Sangheili Personal Log 673
[3:02] – Do Not Open
[3:21] – Dr. Halsey: Status

Mission 10: Enemy Lines Intel Locations
All 10 of the Intel locations on the “Enemy Lines” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 10 Intel Locations Guide:

[0:07] – Ceremonial Sword 4/6
[0:32] – Message to Jacul’Arach 1/4
[0:51] – Sangheili Personal Log 449
[1:11] – Unggoy Personal Log 023
[1:32] – Message to Jacul’Arach 2/4
[1:52] – Sangheili Personal Log 061
[2:21] – Dear Covenant Please Read
[2:46] – Covenant Attack Plan
[3:19] – Kit Pitlimp’s Adventure Log 2/4
[3:50] – Forerunner Record: Search 5/5

Mission 11: Before the Storm Intel Locations
All 5 of the Intel locations on the “Before the Storm” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 11 Intel Locations Guide:

[0:07] – Honorguard Personal Log 2/2
[0:32] – Attack Wing Jardam Cambat Report
[1:06] – Sangheili Security Officer’s Log
[1:32] – Unggoy Science Report
[2:03] – Dr. Halsey: Status [Supplemental]

Mission 12: Battle of Sunaion - Hunt the Truth


Timeline in minutes for the Mission 12 Intel Locations Guide:

[0:07] – Message to Jacul’Arach 3/4
[0:27] – Chant of the Guardian
[0:50] – Prayer of the Guardian
[1:27] – Message to Jacul’Arach 4/4
[1:57] – Kit Pitlump’s Adventure Log 3/4
[2:21] – Ceremonial Sword 5/6
[2:41] – Sunaion Officer’s Personal Log
[3:06] – Ceremonial Sword 6/6

Mission 13: Genesis Intel Locations
All 10 of the Intel locations on the “Genesis” level of the Campaign are shown in this video guide.

[WORK-IN-PROGRESS]

Timeline in minutes for the Mission 13 Intel Locations Guide:

Mission 14: The Breaking Intel Locations
All 5 of the Intel locations on the “The Breaking” level of the Campaign are shown in this video guide.

[COMING SOON]

Timeline in minutes for the Mission 14 Intel Locations Guide:

Mission 15: Guardians Intel Locations
All 10 of the Intel locations on the “Guardians” level of the Campaign are shown in this video guide.

For more Halo 5: Guardians tips, walkthroughs and guides, come and join our facebook community @ facebook.com/webjunkiesblog.

Credits: Special thanks to Maka91Productions for the video guides.

Dragon Nest Hero Level Guide: Understanding the New Form of Leveling at Level 90 Cap (T5/3R Update)

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Hero Levels.

Recently as part of the October Update in KDN, they introduced a new form of leveling, currently translated as "Hero Levels."

Hero Levels are a sort of rebirth system, think Diablo 3's Paragon levels or Blade and Soul's Hongmen levels. They are levels that boost your stats past the level cap. In Dragon Nest, they sort of work like the Unified level system, meaning your entire account is affected, and your entire account can contribute. The current cap is level 50.

To be able to get Hero EXP, you must already be level 90. You can only get EXP from level 90 content.
Hero Level experience can be gained by clearing the following:
– Lv90 Abyss dungeons (15 EXP)
– Lv90 Nest (35 EXP)
– Lv90 Nest Hardcore mode (70 EXP)
There is a Hot Spring buff that increases these amounts as well.

There is a weekly cap of 3500 EXP points that you can obtain, however you can still continue to get EXP from the following: 
– Arena Shop (2 per week, 75 medals, 50 EXP)
– Nightmare Shop (2 per week, 2000 Nightmare Stars each, can only be purchased by Level 90 and above, 50 EXP)
– Heroes Battlefield Shop (1 per week for each technique fragment type A/S, 30 of either fragment, gives 50/100 EXP respectively)
These items do not count towards the weekly cap, for a total of 350 extra EXP on top of the 3500. This is per character.

The amount of EXP needed can be seen cumulatively in the following charts



The EXP is cumulative, so just subtract the levels to find out just how much that specific level needs.
E.G. to get from 49 to 50 you would need
97111 - 91274 = 5837 EXP.
Overall without the use of the EXP consumables, it would take 28 weeks to go from 1 to 50.

The stats you gain per level can be seen in the chart below.


For more Dragon Nest tips, guides and news, come and join us on our facebook gaming community @ facebook.com/webjunkiesblog.

Halo 5: Guardians Complete Walkthrough Guide

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Here's a complete walkthrough guides from the beginning mission to ending mission of Halo 5: Guardians.

Mission 1: Osiris
Welcome to the Halo 5: Guardians walkthrough!

Mission 1 Briefing: Fireteam Osiris is dispatched to recover the UNSC’s most wanted criminal: Doctor Elizabeth Halsey.


Mission 1 Tip: Jackals Takedown Strategy: Throw a grenade at the shields the Jackals are always dragging around to get them to lower/break their shield defense, which opens them up for the killshot.

Elites Takedown Strategy: Switch your weapon for a Plasma Pistal (often gets dropped on the floor by Grunts or Jackals) then use its fully charged EMP blast (by holding the fire button until your controller gives the vibrate cue) to instantly break an Elite’s shields, thus opening them up for a headshot kill with the Magnum gun (for more Magnum ammo look at nearby weapon racks).

Mission 2: Blue Team
Mission 2 Briefing:“Signs of hostile activity, but she’s still here.” While Spartan Locke and the rest of Fireteam Osiris are conducting business on the frigid cliffs of Kamchatka, the Master Chief and Blue Team are on a separate mission set in the deep reaches of space. A remote ONI research station called Argent Moon has gone dark, and Blue Team has been deployed to investigate. This sort of mission wouldn’t normally be a priority for Blue Team, but the Master Chief has been pushing himself hard of late — perhaps in an effort to distract himself from the loss of his longtime AI companion, Cortana.

In short: The Master Chief is reunited with his Spartan II Blue Team for a routine investigation on the lost ONI research station Argent Moon. – ONI research station Argent Moon went dark 19 months ago. Recently, a band of scavengers discovered the station and sold their find to the late Jul ‘Mdama. Whatever secrets lie hidden in the secluded station can’t be allowed to fall into Covenant hands. Blue Team’s mission is to investigate Argent Moon, eliminate all hostiles within, and reclaim the station for ONI.


Hunters Takedown Strategy: Pick up an Elite’s Energy Sword, create a diversion and get behind it, then strike a Hunter twice in its back to kill it. Alternatively, in Hunter battles after you sneak up behind them, you can use rockets / shotguns / grenades / fuel rod cannons on their back to kill them as well.

Mission 3: Glassed
Mission 3 Briefing: Osiris must pursue Blue Team to a glassed world beyond UNSC jurisdiction.


Tip: In the first section after opening the gates, be sure to activate the optional automatic turrets on the right hand side behind a breakable wall.

Vehicle Weakness Tip: Most vehicles have a weakpoint. Look for red arrows around the reticle of your weapon, which indicate a critical hit.

Mission 4: Meridian Station
Mission 4 Briefing: Fireteam Osiris learns that Meridian Station harbors many secrets.


Part 2 of Mission 4 on Meridian Station: At The Frontier colony, Fireteam Osiris saved the pinned down settlers from the Forerunner Prometheans to get the info they need from their near-rampant A.I. leader Governor Sloan. They go in to find clues to where Blue Team went next.



Ground Pound Tip: When to perform the mid-air Pounder move? Clamber up to a vantage point and use Ground Pound to decimate all enemies below you.

Mission 5: Unconfirmed
Mission 5 Briefing: Fireteam Osiris travel to the area of a dig site where Master Chief and Blue Team may have gone, only to uncover a huge underground Forerunner structure. Inevitably their search leads to a Chief VS. Locke battle!


Special Move Tips:
– Shoulder Charge Move: Sprint while you melee to do a shoulder charge to break through mid-level walls or ice stalactites.
– Hover Move: Jump and aim down your sign while in the air you will hover and slowly fall down as your jetpack gets activates.
– Thruster Pack Move: Jump further or dodge left & right to quickly get behind cover or dodge a grenade quickly.
– How to perform a Ground Pound Move: If you hold the melee button in the middle of the air (to charge the move) a circle will appear on the ground and a quarter of a second later the center circle will turn white and a beeping sound indicates you can fly down to the ground (where you’re aiming/looking) for maximum damage on nearby enemies.

Mission 6: Evacuation
Mission 6 Briefing: Osiris need to give chase to Master Chief aboard the Forerunner Guardian spaceship, but to do that they need to access the space elevator to make a Pelican escape before the outpost gets changed into a crater in the ground.


Mission 7: Reunion
Mission 7 Briefing: Blue Team arrives at the Forerunner world Genesis, where they discover the true reason for the Guardian’s activation.


Mission 8: Swords of Sanghelios
Mission 8 Briefing: When evidence reveals the Master Chief is in danger, Fireteam Osiris’ mission changes from retrieval to rescue.


Mission 9: Alliance & Mission 10: Enemy Lines
Mission 9 & 10 Briefing: Fireteam Osiris sets out to find a Forerunner Constructor. Along the way they will be battling a Covenant Kraken and the Arbiter’s forces.


Mission 11: Before the Storm & Mission 12: The Battle of Sunaion
Mission 11 & 12 Briefing: Help the Arbiter free Sanghelios from the Covenant once and for all. In turn, this will let us get the Forerunner Constructor to the Guardian and hop a ride to the Forerunner world Genesis.


Mission 13: Genesis


Mission 14: The Breaking


Mission 15: Guardians & Endings


Note: If you finish the game on Legendary difficulty level, you’ll get a new ending scene after the credits.


The End. The wait is on for Halo 6 in two or three years.

Credits: Special thanks to GameRiotArmy and CenterStrain01 for the video guides.

Destiny: The Taken King Armsday Week (Best Rolls for Your Weapons)

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Here's a list of the available rolls this week!
For those new to Armsday, here's the basics: Each week you can order a number of weapons from the gunsmith, equal to your gunsmith rank, up to a max of 3. You can rank up by doing the weekly weapon tests. On the Wednseday following your order, you get to choose from a number of rolls (combinations of perks) on each of the weapons you ordered. Again this number is equal to your gunsmith rank, up to a max of 3 possible choices. Below are the rolls available to those who ordered these weapons last week.

New Orders These are the weapons that were available last week for order.

Arminius-D (Auto Rifle)
Of the first 2 rolls, Roll 1 sounds pretty solid, with relentless tracker, persistence, and fitted stock.
1)
ScopePerk 1Perk 2Perk 3
GA PostRelentless TrackerPersistenceSnapshot
SD ThermalFitted Stock
Braced Frame
2)
ScopePerk 1Perk 2Perk 3
SC HoloDanger CloseFeeding FrenzyHigh Caliber Rounds
SD ThermalSpeed Reload
Smallbore
3) TBA
ScopePerk 1Perk 2Perk 3
S1P1P2P31
S2P32
P33

SUROS DIS-43 (Scout Rifle)
Roll 2, with full-auto and Hand-Laid Stock, is sure to be an excellent VoC replacement.
1)
ScopePerk 1Perk 2Perk 3
SLO-12Perfect BalanceSpray and PlayLightweight
SPO-28Feather MagSmallbore
SRO-57
2)
ScopePerk 1Perk 2Perk 3
SLO-12Hammer ForgedFull AutoSnapShot
SPO-28Appended MagazineHand-Laid Stock
SRO-37
3)
ScopePerk 1Perk 2Perk 3
SLO-12Fitted StockHidden HandSpeed Reload
SPO-28Feather MagSmallbore
SRO-37

Judith-D (Hand Cannon)
Rolls 2, with relentless tracker, final round, and explosive rounds, this is a beast for PvP.
1)
ScopePerk 1Perk 2Perk 3
Quickdraw ISRelentless TrackerFeeding FrenzySpeed Reload
Steadyhand ISExplosive Rounds
Reinforced Barrel
2)
ScopePerk 1Perk 2Perk 3
Quickdraw ISRelentless TrackerFinal RoundSpeed Reload
Sureshot ISExplosive Rounds
Oiled Frame
3)
ScopePerk 1Perk 2Perk 3
Quickdraw ISArmy of OneFeeding FrenzySpeed Reload
Sureshot ISExplosive Rounds
Reinforced Barrel

Uffern HC4 (Hand Cannon)
Given the small magazine that comes stock on the hand cannon, you can go with roll 2, for extended mag, zen moment and triple tap will also work well with this gun. This is an excellent PvP roll. But you might want to hold out for firefly for PvE
1)
ScopePerk 1Perk 2Perk 3
Fastdraw ISMulliganSnapshotLife Support
Steadyhand ISInjection MoldUnderdog
Truesight IS
2)
ScopePerk 1Perk 2Perk 3
Fastdraw ISZen MomentExtended MagTriple Tap
Quickdraw ISReinforced BarrelEye of the Storm
Truesight IS
3)
ScopePerk 1Perk 2Perk 3
Fastdraw ISZen MomentLightweightRescue Mag
Steadyhand ISInjection MoldEye of the Storm
Sureshot IS

Lyudmila-D (Pulse Rifle)
Roll 3, with Full Auto and Injection Mold is an excellent addition to an already excellent weapon.
1)
ScopePerk 1Perk 2Perk 3
GB IronArmy of OneFull AutoSingle Point Sling
SD ThermalHand Loaded
Reinforced Barrel
2)
ScopePerk 1Perk 2Perk 3
GB IronDanger CloseRodeoSnapshot
LD WatchdogHand Loaded
Injection Mold
3)
ScopePerk 1Perk 2Perk 3
SC HoloSurroundedFull AutoSingle Point Sling
SD ThermalHand Loaded
Injection Mold

Old Orders These are the weapons that were ordered in previous weeks and not yet redeemed

SUROS DIS-47 (Scout Rifle)
Good things come to those who wait... roll 1 is our holy one; Full Auto, Perfect Balance, and Smallbore!
1)
ScopePerk 1Perk 2Perk 3
SLO-12Perfect BalanceFull AutoSnapshot
SPO-26Appended MagazineSmallbore
SRO-37
2)
ScopePerk 1Perk 2Perk 3
SLO-12High Caliber RoundsPartial RefundSnapshot
SPO-26Feather MagReinforced Barrel
SRO-37
3)
ScopePerk 1Perk 2Perk 3
SLO-12Fitted StockCounterbalanceLightweight
SPO-28Oiled FrameSmallbore
SRO-41

SUROS JLB-47 (Rocket Launcher)
1)
Barrel ModPerk 1Perk 2Perk 3
Warhead VerniersSingle point slingFeeding FrenzyPerfect Balance
Linear CompensatorSpeed ReloadQuickdraw
Countermass
2)
Barrel ModPerk 1Perk 2Perk 3
Warhead VerniersSingle Point SlingCluster BombPerfect Balance
Smart Drift ControlFlared MagwellQuickdraw
Countermass
3)
Barrel ModPerk 1Perk 2Perk 3
Warhead VerniersHeavy PayloadTrackingPerfect Balance
Soft LaunchSpeed ReloadLightweight
Countermass

Eirene RR4 (Sniper Rifle)
Roll 1, with Faucon, Firefly, and Unflinching, this is an excellent sniper for both PvP and PvE
1)
ScopePerk 1Perk 2Perk 3
Convo SS4FireflyHigh Caliber RoundsUnflinching
Faucon SS1Rifled BarrelUnderdog
2)
ScopePerk 1Perk 2Perk 3
Condor SS2Triple TapSnapshotLife Support
Faucon SS1Injection MoldLast Resort
3)
ScopePerk 1Perk 2Perk 3
Condor SS2Army of OneSnapshotClown Cartridge
Faucon SS1Hand Laid StockUnderdog

Tuonela SR4 Scout Rifle
1)
ScopePerk 1Perk 2Perk 3
Candle IS2ReplenishQuick-DrawFirefly
Torch HS2Hand-Laid StockUnderdog
Signal MS5
2)
ScopePerk 1Perk 2Perk 3
Spark IS6Life-SupportSnapshotFirefly
Flash HS4Casket MagUnderdog
Signal MS5
3)
ScopePerk 1Perk 2Perk 3
Candle IS2Recue MagLightweightFirefly
Flash HS4Hand-Laid StockDanger Close
Signal MS5

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Destiny TTK Guide: Clarifying All Misinformation About Salvage Points

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Lot's of misinformation has been spread around the web about the Salvage Points in Destiny. So, this page is created to clarify all those misinformation.

First lets start with scoring. Deploying a probe nets you 100 points per teammate deploying. This means that you can get 300 points from a deployment. Note the score from the before and after shots below. You'll notice that while I was awarded 100 points, the score of my team went up by 300. Because I had 2 teammates capturing the point with me.



It's also worth noting that standing in the circle to deploy nets you about 20% of your super gauge. This also applies to control, though I think Control is closer to 10%

Next we'll talk about actually capturing a Relic. Capturing is worth 200 points per teammate in the game. This is basically a guaranteed 600 unless you have a random teammate that dropped out for some reason. Note the before and after picture below. You can even see the scoreboard and note how each teammate had their score boosted by 200 points.



Finally, dismantling a probe. Worth 150 points per teammate in the game. This is basically the wager of playing Salvage that I'll get into in the next section. Here are some screenshots again. Before and after:



So what does this mean? First, you need to understand the basic principle of Salvage. Salvage is all about the wager. Basically, you're making a wager that that you can capture a point and hold it for 45 seconds without letting the other team touch it. The game rewards you well if you can pull this off.

The main problem from Salvage comes from the deployment phase. People don't understand that you get more points the more people are deploying. So what happens is one person is capping and the other two fan out and look for respawns to defend the first player. Except now they've turned the scoring to the favor of the enemy.

In an ideal scenario, you would be betting your 300 points, against the enemies 450 that you can hold the point. If you win, your 300 points doubles up, and you get 900 total points from a capture. But this is only if you are betting smart. If you instead have 1 person capture, you're now betting 100 points against the enemies 450. You should see the obvious disadvantage here.

Summary:

Always capture a point with your teammates. Always rez before captures. If you are by yourself, don't take a point just because no one else is there. Maybe even try to kill 2 enemies and let the third one cap for an easy dismantle. Either way, just use the information above to make better judgments when it comes to Salvage.

Hint: This also applies to capturing zones in control, FYI.

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Credits: Special thanks to Kor_of_Memory for this guide.

Destiny's Final Three Calcified Fragments Might Be Located on King's Fall Time-Gated Challenges

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To date, the total calcified fragments found are 47 out of 50. So obviously, 3 more fragments have not been found. Now, there are certain rumors that those three final calcified fragments will be discovered when hard mode of King's Fall Raid comes but, it looks like all those rumors are just rumors after all. Not even a single fragment were found in HM so this leaves many Guardians questioning... Where are the final three calcified fragments?

A few days ago, Luke Smith confirmed that a Challenge mode will be added to King's Fall Raid, in an offhand comment first spotted by More Console. According to Smith, each of the three main boss fights in King’s Fall – Warpriest, Golgoroth, and Oryx – all have an added challenge – a special way of killing them if you will – that will unlock unique rewards and a new emblem. 

The addition of a new challenge on King's Fall is a good news but, the better news is the unique rewards and new emblem. Even better, thanks to Smith, we now know that the last three calcified fragments are locked behind these Challenges which are not yet active. Although Luke Smith promises more info about these Challenges will be shared "in several weeks," he did reveal that at least part of these rewards will be the final three Calcified Fragments.


Finding these Calcified Fragments is actually part of a questline that ultimately rewards you with the highly coveted Touch of Malice (which requires you discover 45 of them). We don't yet know what discovering all 50 will reward you with, but I'm fairly positive it'll be another powerful Exotic item.

Challenges being time-gated is just another example of Bungie's goal in year two to not only keep Guardians invested in the game, but to also limit the randomness of acquiring certain Exotics. Like Sleeper Simulant and Black Spindle, completing these Challenges will probably be a mystery. However, once you discover how to complete them, you'll probably be rewarded quite nicely.

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How to Find All 28 Unique Weapons in Halo 5: Guardians

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This Halo 5 Unique Weapons locations guide will help you find the total of 28 Unique Weapons locations for the Xbox One first-person shooter game. Picking up these Halo 5 special weapons will give you access to the Halo 5 weapon variants in the Requisitions menu for Customization of “Halo 5 Weapon Skins“.

Halo 5 Unique Weapons

Unique Weapons list and their effects:

1. Sword of the Faithful: Personalized by the Prophet of Regret’s majordomo. Improved Beam Rifle with enhanced hipfire accuracy, faster heat dissipation, and a higher rate of fire.

2. Krith’s Left Hand: Reclaimed from the notorious Kig-Yar Pirate King’s personal vaults by the previous Arbiter, Ripa ‘Moramee. Advanced Beam Rifle that fires a burst of energy with each pull of the trigger.

3. Twin Jewels of Maethrillian: A twin missing it’s sibling. Advanced Binary Rifle modified with the dual beam emitters that enhance the rifle’s anti-armor utility.

4. Retina of the Mind’s Eye: The core of this ancient weapon holds a shackled mind Improved Binary Rifle upgraded with additional magazine capacity.

5. Closed Fist: Left hand of Endurance-of-Will, the Didact’s loyal lieutenant. Improved Boltshot with an extended magazine and faster rate of fire.

6. Open Hand: Right hand of Endurance-of-Will, the Didact’s loyal lieutenant. Advanced Boltshot that fires a swarm of tracking bolts with each press of the trigger.

7. Pool of Radiance: Both the Swords of Sanghelios and Covenant use once-forbidden armaments in their bloody civil war. Advanced Fuel Rod Cannon that fires unstable projectiles which leave a dangerous residue in their impact area.

8. Light of Urs: The war on sanghelios had led to unprecedented advances in fuel rod technology. Improved Fuel Rod Cannon that fires faster-moving projectiles that do more damage.

9. Typhon: What Chalybs build, Watershed Divisions perfects. Improved Hydra Launcher with upgraded recoil compensation, warhead damage, and reload speed.

10. River of Light: The war against the Flood led to many technical advance. All proved fruitless. Improved Incineration Cannon that will unleash a long burst of energy blasts if allowed to charge up by holding the firing trigger.

11. Echidna: Experimental mini-missile warheads are just one of Chalybs Defense’s many R6D projects. Advanced Hydra Launcher load with experimental EMP warhead capable of temporarily disabling enemy vehicles.

12. Heartseeker: Forerunner Warrior-Servants were relentless on the hunt. Advanced Incineration Cannon that fires tracking energy charges.

13. Talon of the Lost: Sangheli miners and engineers continue to discover amazing new properties of the Subanese crystals used in Needler ammunition. Advanced Needler that fires carefully calibrate shards that can embed themselves in armor.

14. Hailstorm: The Hailstorm owes much to a pre-Covenant weapon used during the volatile early-interstellar period of Sangheli history. Improved Needler which fires fast-moving crystal shards that exhibit strong homing behavior.

15. Scourge of Fire: Modifying design patterns to enhance their performance was once considered apostasy. Improve Plasma Caster that fires two plasma bolts per shot and does not overheat.

16. White Scar: There is little honor to be found in slaughter, but that’s enough for some. Advanced Plasma Caster that fires modified bolts set to proximity detonate if hipfired and have a needler fragmentation effect.

17. Whiplash: Acheron Security has recently made great strides in developing compact fast discharge energy cells and miniaturized sensors. Improved Railgun featuring a faster charge cycle, multiple shots per magazine, and projectiles fitted with proximity airburst fuse.

18. Arclight: Those who can’t acquire super-soldiers acquire super-weapons instead. Advanced Railgun firing armor-piercing high-explosive (APHE) projectiles. Shots take longer to charge, but can be held indefinitely.

19. Ad Victoriam: There’s nowhere to hide. Improve Rocket Launcher that fires two additional missiles in a “V” pattern with each shot. All three missiles can be laser-guided when using Smart-Link and feature an airburst proximity fuse.

20. High Five: BOOM! Advanced Rocket Launcher loaded with experimental submunition ammo. Each shot unleashes five Hydra mini missiles that lock-on to ground and air targets.

21. Appetite for Destruction: Raze everything to the ground. Improved SAW fitter with a high capacity drum magazine.

22. The Answer: Inquiring sentients want to know. Advanced SAW with slightly lower rate of fire, but each projectile has a proximity-fused high explosive warhead.

23. Didact’s Signet: Made by the Didact’s own hand to reward his most elite Prometheans. Advance Scattershot that fires fast-moving long-range projectiles with stronger homing behavior after ricochets.

24. Loathesome Thing: Strained in the ichor of uncountable foul parasites slain in a hundred thousand wretched hives. Improved Scattershot with increased damage, faster rate of fire, and extended magazine.

25. Lawgiver: Dure lex. Sed lex. Improved Shotgun with increased damage, accuracy, and rate of fire.

26. Blaze of Glory: Advanced technology married to brutal simplicity. Advanced Shotgun with Forerunner mechanism to fire fast-moving hardlight projectiles with extra range and anti-vehicle effect. Reloads with a single shell.

27. End of the Line: All good things must come to an end. Improved Sniper Rifle with reduced recoil, but emphasis on faster rate-of-fire has slightly reduced damage.

28. Arrow of Time: There’s no going back. Advanced Sniper Rifle with extended magazine and heavy-duty cyberlink that prevents descope. Unfortunately, the weapon does have extra recoil to compensate for.

This video shows at 6:25 minutes that all these Unique Weapons are listed in the Weapon Skins section.


How to find missing Unique Weapons?: In-game the Unique Weapons will appear simply as weaponry on the ground with a bright blue outline, that you can pick up to collect when you stand next to it. It can be confirmed as being Unique Weapons simply by walking up to it, as the on-screen text will then tell you can press the B button to pick up the specific Unique Weapon that’s in front of you.

Does the game save each Unique Weapons you collect?: Yes, the game will automatically save the Unique Weapons you just collected if you picked up the Unique Weapons, so you don’t have to play to the end of the mission (although that is recommended with the new weapon in your arsenal). After picking up each collectible you can safely quit the mission without losing collectibles progress.

Tip: Spartan Locke can use his armor to ping for nearby collectibles, which will then be pointed out on your HUD.

Where to find all Unique Weapons in Halo 5? The in-game collectibles locations for the Unique Weapons are described in this detailed video guide with voice-over tips by Maka, IGN & GSG.

The Unique Weapons are listed in the videos in the order that they appear per mission.

[WORK-IN-PROGRESS]

Mission 1: Osiris Weapon Locations
Both of the Unique Weapon locations on the “Osiris” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 1 Weapon Locations Guide:

• [0:09] – Open Hand
• [1:38] – Loathesome Thing

Mission 2: Blue Team Weapon Locations
The sole Unique Weapon location on the “Blue Team” level of the Campaign is shown in this video guide.


Timeline in minutes for the Mission 2 Weapon Locations Guide:

• [0:02] – Blaze of Glory

Mission 3: Glassed Weapon Locations
There are 0 Unique Weapon locations found on the “Glassed” level of the Campaign.

Mission 4: Meridian Station Weapon Locations
There are 0 Unique Weapon locations found on the “Meridian Station” level of the Campaign.

Mission 5: Unconfirmed Weapon Locations
The sole Unique Weapon locations on the “Unconfirmed” level of the Campaign are shown in this video guide.

Timeline in minutes for the Mission 5 Weapon Locations Guide:

• Nornfang

Mission 6: Evacuation Weapon Locations
There are 0 Unique Weapon locations found on the “Evacuation” level of the Campaign.

Mission 7: Reunion Weapon Locations


All 4 of the Unique Weapon locations on the “Reunion” level of the Campaign are shown in this video guide.

Timeline in minutes for the Mission 7 Weapon Locations Guide:

• Talon of the Lost
• Pool of Radiance
• River of Light
• Twin Jewels of Moethrillion

Mission 8: Swords of Sanghelios Weapon Locations
There are 0 Unique Weapon locations found on the “Swords of Sanghelios” level of the Campaign.

Mission 9: Alliance Weapon Locations
There are 0 Unique Weapon locations found on the “Alliance” level of the Campaign.

Mission 10: Enemy Lines Weapon Locations
There are 0 Unique Weapon locations found on the “Enemy Lines” level of the Campaign.

Mission 11: Before the Storm Weapon Locations
There are 0 Unique Weapon locations found on the “Before the Storm” level of the Campaign.

Mission 12: The Battle of Sunaion Weapon Locations
There are 0 Unique Weapon locations found on the “The Battle of Sunaion” level of the Campaign.

Mission 13: Genesis Weapon Locations
All 3 of the Unique Weapon locations on the “Genesis” level of the Campaign are shown in this video guide.


Timeline in minutes for the Mission 13 Weapon Locations Guide:

• Lights of Urs
• Spitfire
• The Answer x 2

Mission 14: The Breaking Weapon Locations
The sole Unique Weapon location on the “The Breaking” level of the Campaign is shown in this video guide.


Timeline in minutes for the Mission 14 Weapon Locations Guide:

• [1:30] – Didact’s Signet

Mission 15: Guardians Weapon Locations
Both Unique Weapon locations on the “Guardians” level of the Campaign are shown in this video guide.

[COMING LATER]

Timeline in minutes for the Mission 15 Weapon Locations Guide:

• White Scar (at the top Promethean platform, next to Covenant ship debris)
• Twin Jewels of Maethrillian (at the Epsilon Core’s top exit)

Credits: Special thanks to Maka91Productions, GamingSinceGaming, IGNGameplay and ReadyUpLive for the video guides.

Minecraft: Story Mode Assembly Required" Complete Walkthrough Guide

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Here's a complete walkthrough guide on episode 2 Assembly Required of Minecraft: Story Mode which will give you hints, tips on how to finish each task from beginning to ending moments of the game. 

The full Minecraft: Story Mode Episode 2 walkthrough is livestreamed by Doug right now!


Alternative Playthrough

Welcome to the Minecraft: Story Mode Episode 2 walkthrough!

At the top of this page Doug is your voice-over commentator showing you around the game’s chapters. – He makes all the nice-guy choices. Below you’ll find a more evil playthrough.

Synopsis: In the second chapter of your story, time is running out for our intrepid heroes. The Wither Storm looms ever closer, consuming everything in its wake. Depending on their decisions, Jesse and friends are off to explore either kingdoms of chaos or wondrous Redstone marvels in search of Magnus or Ellegaard, the remaining known members of The Order of the Stone. Can these legendary figures help our heroes stop the impending threat?

Your path in ‘Assembly Required’ will differ greatly depending on your choices made in ‘The Order of the Stone’, so more than one playthrough is definitely recommended after your season concludes! Did you choose to save Gabriel or Petra amid the Wither Storm? Did you choose to seek the help of Magnus the Griefer or Ellegaard the Redstone Engineer? This is one of Telltale’s most divergent episodes yet depending on the paths you’ve chosen – and many players will have completely different experiences depending on where they’ve decided to go!

The Episode 2 chapter names are:

• Chapter 1: Nether Say Die
• Chapter 2: Griefer Madness
• Chapter 3: Occam’s Razor
• Chapter 4: No Time to Lose
• Chapter 5: In the Shadow of Giants
• Chapter 6: Left Behind

Alternative playthrough for the full Episode 2:


All Alternate Scenes
Overview for all Alternative Choices in Minecraft: Story Mode Episode 2 “Assembly Required”:

• [COMING SOON]

Next Episode: Please join our upcoming “Minecraft: Story Mode Episode 3 Release Date” discussion about what will happen in Episode 3: The Last Place You Look.

Credits: Special thanks to NukemDukem, AlzuGaming and AFGuidesHD for the tips and videos.

Soloing Crota Like A Boss, Just By Using Rock Band Drum Kit

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Well, there's nothing really informative here. No tips, no guides, no hints... Just a pure gimmick on how to solo Crota using a freakin' Rock Band Drum Kit.. Whaat????

In the video you will watch below, you can see Sean Gallagher soloing Crota using his Rock Band Drum Kit... Well, who ever thought that you could integrate Rock Band peripherals to Destiny? No one did! Until this kick-ass Guardian did!

Keep in mind that not only do you have to use the drum pads for many of the button presses, you have to keep your hand on the middle of the drum kit to use the directional pad to move the character. That is a strange way to keep your hands while you're playing, and you can see how much he has to adjust what his hands are doing throughout this run.

This is a purely gimmick run, and I feel a bit silly talking about it, but it's so much fun to watch, and it had to have been a major challenge. The first comment on the video nails it, in fact: "Oryx is definitely even more pissed that somebody's killed his son with DRUMS."

Enough said.. Just watch the video below:


In the future, I will not be surprised if anyone will try to kill Oryx Using All Rock Band Kits. Drums, Guitars, Bass and someone singing to kill Oryx.... Now that would be fun! :) Pretty hilarious don't you think? HAHAHA.

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