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Monday, December 26, 2011

Kino der Toten Stage Running Strategy

Here's an uber solo strategy for Kino der Toten that's sure to bring you far.


Start out on Kino der Toten. You'll be in the lobby. Purchase Quick Revive right off the bat. You never know what'll happen, and this piratically grants you a second chance.

For the first few rounds (rounds 1-4) try to knife as many zombies as you can. Only use your pistol when it's an emergency. If it's an absolute emergency, purchase the M14, but don't unless you have to.

Sketch of Kino der Toten.
Accumulate 2750 points. Open the doors upstairs for 750 points, and the next doors for 1000 points. In the foyer room, purchase an MP40, and stay there until you've accumulated 2500 points.

Purchase the door to the dressing room, and then the theater. From there, just stay in the theater and run around the stage. Running laps around the stage ensures that all the zombies will follow you in a long tail, and you'll be able to walk backwards and shoot through many zombies at once. You'll be able to outrun and out-walk the zombies, so don't fret to the thought of so many zombies in close proximity to you. Do not turn on the electricity.

Purchase the M16 as soon as possible. Buy ammo off the wall whenever you need. The points you gain from shooting through several zombies itself will easily earn you enough points to buy ammo whenever you need. Having virtually unlimited ammo guarantees that you will be able to survive indefinitely unless a mistake is made.

Feel free to alter this strategy however you like. Here are some tips and alterations that you can consider when playing solo with this strategy.

If you like, you can purchase claymores, as you receive some after every wave. However, claymores make crawling zombies. As a general rule, you always want to be able to look straight ahead. Changing your angle disables you from shooting through several zombies at once and limits your view. On top of that, crawling zombies go slower than regular zombies, making them lag behind and waiting for you as you make another lap. This can cause you to die very easily, so using claymores is to your judgement.

Explosives such as grenades must also be considered. They also make crawling zombies, and that again can cause many problems.

Only a certain number of zombies can be on the map at once. It may be a good idea to let them all spawn before you open fire on them. After killing a few zombies (or just one if you're far in the game), you can wait for more zombies to spawn before opening fire again.

If you do decide to turn on the electricity, there are many things you need to consider. Firstly, yes, this strategy can still be used with the electricity turned on. However, you must understand that by turning on the electricity, the curtain will open, giving the zombies another way to enter the stage. Nova gas zombies will also start spawning, and they would be the most annoying adversaries to go against. They are small zombies, meaning you have to aim down, and they explode after death, releasing nova gas. Nova gas not only damages you, but also limits your view, and not being able to see pretty much means you're dead.

Nevertheless, if you do turn on the electricity, purchase Juggernog, Speed Cola, and the rest of the Perk-A-Colas. If you also get the chance, use the Mystery Box to see if you can get the Thundergun and Monkey Bombs. Make sure you always leave a weapons slot for the M16 though.

Sunday, December 18, 2011

Using Gremlins in Halo Wars

This "combat support" vehicle definitely lives up to its title!


Gremlins are an unique vehicle in Halo Wars that only Professor Anders can use. This little hillbilly van is much more useful than it may seem at first. Using this vehicle properly can allow your troops to easily breeze through anything your opponent throws at you.

Again, only Professor Anders can use Gremlins. Gremlins can be purchased at the center base unit of any base, allowing the player to purchase Gremlins as early as the beginning of a game. At a very low price of 200 resources, they can be produced cheaply and effectively at a pinch.

Gremlins are van-like vehicles that don't really have too much armor. There is a laser turret mount on top of the Gremlin that can target infantry and vehicles. Gremlins have a unique EMP attack that temporarily disables vehicles and turrets. Gremlins are vulnerable to aircraft as they can't defend themselves against them.

A freshly built Gremlin really isn't all that strong, but with Professor Anders' faster technology research rate, upgrading Gremlins isn't difficult. The Gremlin's first upgrade increases the damage output from the Gremlin's laser mount, which is nice. This does significantly more damage on both infantry and vehicles. The second upgrade allow the Gremlin's EMP attack to affect more than one target.

Although really not too strong by itself, it really is a "combat support" vehicle. It's upgraded EMP effect can stop movement and attacks from pretty much any ground vehicle. Here's an example in which Gremlins are extremely useful.

Your opponent sends in three Scorpion tanks, each manned by a Spartan. By properly using a Gremlin, it can disable all three. Say you had three or four Gremlins, you can alternate EMP attacks to keep disabling those tanks. By disabling these tanks, your guys can easily destroy them with ease and no resistance.

Gremlins truly are useful allies to have. They are dangerous enemies for any infantry or vehicle. If aircraft come, you could always use Anders' cryo bomb to easily get rid of them. Their EMP attack can prove to be fatal for any vehicle or turret, and buy precious time for your own guys to attack. And they're cheap. Honestly, these underused vehicles are amazingly dangerous when you actually use them.

Saturday, December 17, 2011

Benefits of Building Turrets in Halo Wars

Every station and fortress has four turret spots, yet they are not always used. Have you noticed the turret spots yet?


Turrets, believe it or not, are a vital part of fortifying your base. This article will explain why building turrets in Halo Wars plays a vital role in the success of your games.

At the beginning of the game, turrets are especially useful for scaring off scouts and early infantry attacks. Count how many times you've been caught off guard at the beginning of games and it caused you to lose. Now imagine how much of a difference it would have been to have even one turret there. Exactly.

Although turrets are stationary, they do not take up any population. This means you can have four turrets defending your base without holding back your army size. Extra firepower is always welcomed at the base is it not?

Each turret can individually be upgraded to have damage bonuses on certain troops (e.g. infantry, aircraft). Say you're facing Sergeant Forge, and you know that he'll eventually be throwing Grizzly tanks at you. Making turrets with rail gun attachments can do that little extra damage to help you pull through from that assault. Nevertheless, any turret can combat all types of troops, making it completely capable of defending from any types of attack.

Later in the game, when you should be controlling several bases and have a hefty income, resources should definitely be spent investing on turrets. It might prove to be life-saving, and since it doesn't drain your population, it wouldn't hurt to have some extra firepower.

Lastly, by purchasing one time upgrades at the field armory, you can increase the strength and sustainability of all your turrets. All turrets would be upgraded and all future turrets will automatically be upgraded at the regular cost of a normal turret.

There has been much debate over the process of building turrets. Many complain that it is a drain on resources and are ultimately ineffective. Well, when you consider the reasonable health of a turret and the amount of damage it can dish out, turrets aren't exactly "useless" weapons. Early on however, building just one turret may be sufficient to defend your base. Any more too early would be a drain on precious resources.

They don't need to be micromanaged. When you really consider this, this is actually very useful. Your focus and attention are vital resources when attacking or defending. Spending that focus and time on doing something else results in giving your opponent time to do a little bit more damage. Turrets will shoot at anything, so even if airstrikes are coming in and tanks are blasting away, your turrets will fire to its last round before going down.

Just remember, technically nothing strategically bad happens if you build turrets. Sure it might cost a bit of your resources, but it's always good to have some sort of extra defense.

Friday, December 9, 2011

Trading Basics in DarkStar One

Learn the basics on how to become a space merchant.


Among doing missions or bounty hunting, trading commodities is an honest way of making a living in the galaxy. This article will teach you the bare basics of how to trade.

When you are docked at a trading station, you can view its tradables (known as commodities). There will be four bars on the left of each commodity. These bars will either be red or green.

Dark Star One runs on a supply and demand economical system. When a trade station has an anundancy of items, they try to sell it off for a cheap price. At a distant system, another trading station might be very low or have none of a certain commodity. Desperate for a supply, trade stations will offer very high prices for a surplus of this commodity.

Your job is to buy cheap at one place, and sell high at another. That's all there is to it!

Of course, knowing Dark Star One, it might be difficult for beginners to understand what all the graphics and menues mean. When you check the star map, each location will be presented with several little images of commodities. The commodities shown in green are commodities that the trade station has a large supply of. Any other location that does not have that commodity listed will be in demand for that item. Make sure that the commodity is bordered in red. Those commodities are illegal, and smuggling illegal commodities will be explained in a different article.

This is the concept of trading. The act of trading will be explained in this section of the article.

In the trade menu of a trading station, slide the meter to the right to purchase a commodity. Make sure that the four bars are green, purchase as much of that commodity as you can. Go to the star map, and find a location that does not have this commodity in an abundance or have it listed as illegal. Set your waypoint there. Takeoff the trade station and go into hyperdrive when you can.

After arriving at the location, pirates might be waiting to ambush you. If this is the case, drop your container. Don't worry, you will get it back later. Dispatch all the pirates. Return to your cargo, and dock it to your ship.

Make your way to the trade station. Enter the trading screen. The commodity that you recently purchased should have some of those bars filled in red. If so, move the meter to the left to sell your commodities.

This is all you need to know how to make an honest profit in space.

Tuesday, December 6, 2011

Confining in Phantom Brave

Understanding the confining feature of Phantom Brave.


Confining is a unique feature found in Phantom Brave. Understanding the basics might be easy, but truly using it to its maximum effect can allow you to take down the strongest of foes or save yourself from heartache.

You must already know that you can turn objects on the map into your ally phantoms. And so, when you go into battle, you might simply confine a phantom into the closest item to an enemy.

For a while, this might work. However, once you start engaging in more difficult battles, you must confine your phantoms into the most effective object there is. If you haven't noticed yet, every item has a pair of stats, an equipping and confining set.

The equipment stats mean nothing when confining, but the confine stats are worth a look at. These confining stats will modify your phantom's stats. This could hugely impact your battle postively or negatively.

Note that confining stats reflect the object. For example, confining a phantom into a rock will result in your phantom having a higher defense stat while having a lower speed stat.

With that being said, confining could lower or increase a phantom's stat, and that should always be recognized when confining. Say you confine a fighter into a spirit tree. The fighter's intelligence and resistance stats will increase, while his attack stats decreases. This would be a pretty ineffective match as the fighter would be less effective. Now let's say you confine a mage into that spirit tree. Again, her attack decreaes, but her intelligence goes up. This would be beneficial, as she wouldn't have any use for attack anyways, and a high intelligence is the base for all magic related attacks.

Confining is a major aspect of Phantom Brave. Always think before you act and you will be largely sucessful in your fights.

Sunday, December 4, 2011

Fast Way to Get High Honor in Red Dead Redemption

Need to show heroism on a deadline? Look no further! This article will teach you how to get high honor in Red Dead Redemption in a pinch.


Being a good person is much harder than being a real person. In Red Dead Redemption, there are few activities that will increase your honor, and such activities are few and few in between.

There is, however, a very fast way to increase your honor level very quickly without using any cheat codes. This can be done be repeatively winning duels.

Of course, you can simply wait for someone on the street to start bad-mouthing you, or you could make people angry at you and make them challenge you.

If you have some money to spare, head over to MacFarlene's Ranch. There will be a poker table that require small bets in order to play in. Also wear a gentleman's attire so you can cheat.

Purposefully cheat whenever you have the chance. A poker player will call you out for cheating, and challenge you to a duel. Killing your opponent will earn you honor points though disarming will earn you twice as much.

The people who challenge you respawn, and you you can repeat this however many times you want, or for as much money you have. Remember that poker tables are inactive at night.

Friday, December 2, 2011

Best Nacht der Untoten Strategy

How to brave a night with the undead.


Nacht der Untoten was the very first Nazi Zombies map to be released. Since then, many have dicovered glitches and what not to get to incredibly high levels. There is, however, a possible but theoretical way to reach high waves.

Firstly, understand that every weapon will ultimately lose its strength as each wave comes. No ray gun or machine gun will make up for the amount of bullets zombies at wave 70 can absorb. There is also no perks to aid you. Finally, there is no electric barrier that guarantees instant kills.

Therefore, the only logical way to stay alive indefinitely is by doing "laps" around a spot. The concept of this idea is that zombies will not be able to reach you, and you will always be able to evade zombies in your position.

There is only one place in Nacht der Untoten where you can effectively run laps. This can only be done inside the room where you have to open the the "Hell" door.

As long as you only open the Hell door, and run around the pillars in a clockwise lap, then zombies will not be able to hit you.

Knowing that, you must also have a gun that is abundant on ammo. Weapons from the Mystery Box cannot count, as you do not have access to a steady stream of ammunition for high rounds.

The Thompson is really the only weapon that can be effectively used throughout Nacht der Untoten. The Thompson can be bought off the wall for a reasonable price of 1200 points. Refilling ammo costs as little as 600.

When you actually use this lapping strategy, you generally run laps around the pillars. Zombies will follow you, but not necessarily hit you. Eventually, the zombies will hit their population max, meaning that they won't continue spawning until one or more zombies is neutralized. Therefore, you purchase a Thompson and run laps. Only focus on evading zombies at that point. When zombies no longer spawn, you will find that you have a long "tail" of zombies. Turn and fire while walking backwards.

Hitting one zombie is worth 10 points. If one bullet flies through six zombies, that will earn you 60 points. Theoretically, if you aim properly, you will always earn enough points to refill ammunition. Refill ammunition whenever necessary.

Attempt to hit as many zombies as you can. Bullet penetration means that it will fly through as many zombies as it touches. Once you're in high rounds, you should always focus on evading zombies after killing one or more. Just one zombie spawning and coming from a back window can cause you to go down.

If you understand this article, you should now know that this strategy can produce unlimited bullets and inflict no damage upon the player, meaning you can go as long as you physically can (or get bored).

Keep in mind that this strategy is most useful in solo games. Having even one more player could complicate things very much. If another player is playing, they will form their own tail of zombies, meaning that if the players get too seperated from each other, the tail of zombies will eventually collapse on tem, causing almost guarantee death.

Remember to take your time and keep it safe. You can go far with this strategy as long as you be stay focused and persistent.

Air Superiority in R.U.S.E.

Air superiority is they key to any battle.


If you control the skies, then you control the battlefield. Therefore, you must do everything in your power to own it, and defend it.

R.U.S.E. has four classifications of aircrafts. There are recon planes, fighter planes, fighter-bomber planes, and bomber planes. This article will give you an explanation of each of these classes and how to take advantage of them.

Recon planes are usually unarmed aircrafts that can do surveillance over the battlefield. Recon planes are very useful to find intel on enemy forces with a low risk of being shot down. They are inexpensive, and have a wider range of sight than regular ground recon units. However, if recon planes are attacked, there is very little hope for survival as they are unequipped with weapons. An escort may be useful for crucial flights.

Fighter planes are the key to the sky. They are the force in the air to push out opposing forces. These fighter planes are usually somewhat expensive, but are deadly in the skies. They can only attack other flying aircraft and infantry units, though they do very little against infantry. Players should always be trying to accumulate more (and stronger) fighter planes than opposing players. Fuel is not factored in this game, therefore your fighter planes should always be in scramble above your base.

Fighter planes are necessary when attempting to bomb the enemy base. When fighter planes accompanty bomber planes, they are called escorts. Payloads are always the most important objective of an air mission, and therefore protection of bomber planes are of the utmost importance. Fighter planes are necessary to defend against the bomber, and so I stress the fact that an abundance of fighter planes are always necessary.

Fighter-bombers are aircrafts that can engage other aircrafts and carry a small payload. They are very useful for supporting your land units and can hold their own against other fighter planes. Like the fighter planes, they should always be in scramble so they can quickly when necessary. Although they can cause significant damage to fighter planes, they are ultimately weaker, and so they are most useful when in close proximity to ally fighter planes.

Although they carry payloads, they are generally not used to bomb structures. The bombs are instead more often used to defend against a land attack as well as to destroy anti-air fortifications. Imagine having a bombing run with anti-aircraft guns on the ground. Fighter-bombers are the only effective way to disable them.

Bomber planes are really the aircraft that can level the battlefield. If the bomber plane can survive long enough to reach its destination, then enemy units or structures will likely get leveled or critcally damaged. Some bomber planes are equipped with machine guns to help defend against fighters, but like the fighter-bomber, they are ultimately weaker to the fighter plane. Therefore fighter planes should always accompany bombers on bombing runs.

Losing the air is losing the battle. Always fight for control in the skies.