sobota, 8 lipca 2017

Horizon Zero Dawn

Horizon Zero Dawn's trophies are sometimes quite complicated and difficult to achieve and one of the most difficult is a trophy that Aloy requires to find and crush 23 Grazer Training Dummies scattered all over the map. If you really want to do everything the game has to offer, you should read on to find out where you can find the 23 Grazer Training Dummies in Horizon Zero Dawn.

Unfortunately, there is no really big reward when you do this task. You will earn a trophy that you need if you want to complete the game 100%, but otherwise there is no real reward. So you have to decide for yourself if you want to tackle this rather challenging trophy.

Rost and Aloy's House
Training Dummies 1-7
The first seven Grazer Training Dummies can be found at Rost and Aloys Haus. You will find two of them north of the bonfire, three at the gate south of the fire. The last two are directly in front of the house or on a ledge (ledge) north of the house.

Mother's Heart
Training Dummies 8-9
Then go to Mother's Heart. There are two training dummies in this area. The first of these dummies can be found directly south of the fire, the second behind the house northeast of the fire.

Mother's Watch
Training Dummies 10-11
The next two training dummies can be found in Mother's Watch. Go there and look for these dummies just outside the northern wall. One is to the left of the gate, the other to the right.

Mother's Cradle
Training Dummies 12-13
After checking out the two Grazer Dummies in Mother's Watch, we continue to Mother's Cradle, where there are two more training dummies. The first dummy is located in the southeast, in the corner of the settlement, just behind a house.

The second dummy in this area can be found outside the settlement. Head for the road that runs along the southern edge of the city and then head towards the Southern Embrace Gate. You should discover this dummy in front of a house just after the road branches.

Mother's Rise
Training Dummies 14-15
Look to the east side of the mountains and head for Mother's Rise. The first dummy in this region can be found on the cliffs behind the fire in the west. The second dummy is located on the northern side of the settlement, near some smoke racks near the fire.

Nora Hunting Ground
Training Dummies 16-17
Go from Mother's Rise to Nora Hunting Ground. There you will find two more Grazer Training Dummies. They are located on the southern side of the house.

Devil's Thirst Bandit Camp
Training Dummy 18
The eighteenth training dummy can be found in Devil's Thirst Bandit Camp. Once you are there, please look inside the gate in the southeast corner of the camp.

Mother's Crown
Training Dummies 19-20
The next two dummies can be found at Mother's Crown. Go to the village and look inside the gate, which is located in the northwest corner of the settlement.

Hunter's Gathering
Training Dummies 21-22
Leave Mother's Crown and head for Hunter's Gathering. Here you will find the third and last training dummy. The first is to be found north-west of the bonfire, in the northern part of the village. The second is located just north of the camp, but in the northern part of the village, just behind a few tents and the dealer.

Two-Teeth Bandit Camp
Training Dummy 23
The last training dummy is to be found in Two-Teeth, the bandit camp west of Hunter's Gathering. You will find this dummy on the northern side of the camp, next to the cliff / rock wall.

piątek, 7 lipca 2017

Arms tips

Byte & Barq - Ignore Barq (the dog) and focus exclusively on bytes. When these two Seekies are deployed, you can easily avoid this attack and start a counter-attack from the air as soon as you see that your opponents are using this attack. Cracker is fast, so you must be careful when you are close to the opponents; Soak in the direction of the cracker arm.

Helix - counter helix you can even attack as the first. He will typically go to an extended position and remain there for a while. If he does, you can easily attack him first and land a hit. If he does not, keep to the familiar tactics: wait, attack dodge, counter attack with a single hit. Always turn in the opposite direction to the Guardian, if equipped, unless you are close to him, then you should move in the direction of the Guardian to have a better angle for your counter-attack.

Kid Cobra - Do not jump against Kid Cobra unless equipped with Hydra Otherwise, this is a fairly uncomplicated match. Try to stay close to him so the benefits of slamamander and coolerang are reduced. If you are fighting for a longer distance, it is only an advantage for him.

Master Mummy - If this opponent decides for two Megatons, you should be closer to him, but not too close to him, and wait for a blow. You can easily dodge these blows to counter-attack them. Always undo in the direction of the arm that he is using to hit. This tactic also works with his other two arms, but these are faster than the Megaton, which is why you should keep your distance. Hold about a distance of five character lengths. Try to keep your arms charged so you can break through his super equipment.

Mechanica - If you use Homie or Whammer, you should move close to it and avoid the attack. If you use the turret, you should keep a little longer distance, but do not move too far from your opponent. It should always move in the direction of the turret arm when equipped with it. This makes the dodge easier and at the same time makes it harder for you to hit her with her other arm. As with the Master Mummy, you should also have loaded your arms as far as possible against these opponents in order to strike through their super armor.

Min Min - It does not matter which arms she uses, you should always be as close as possible to this opponent and stay there. If you're having trouble moving to this distance, you should retreat a bit until you can comfortably avoid. Your arms are quite slow, and Dragon does not work well when you are close to her, so you should take advantage of this.

Ninjara - When he jumps, you can get on a "teleport dodge" (teleporting) and an attack as soon as he disappears. When you get the right timing, your hit will reach the position where it reappears, so you can land a hit. You should never attack Ninjara first if you meet him in one of the later matches, as he almost always evade and pack you. Try to stay close to him and move into the direction of his triblast arm, if equipped.

Ribbon Girl - Try to stay close to her, and do not bother attacking her when she jumps. Just stay tuned to it and slip into the direction of your Popper Arm when equipped with it. This is the only arm before which you have to be careful at a short distance because it has a very fast attack. This lady fights at great distances excellently who you use the slapamander, so you should not try to fight from afar against her when she has equipped herself with this arm.

Spring Man - When equipped with Tribolt, you should stay close to him and avoid the Tribolt Arm. Otherwise, just stay close to him and wait for his attack. Then dodge and counter with a single punch.

Twin Point - When equipped with the parasol, you should always avoid the direction of the Parasol. If you are caught and frozen by the Chilla Arm, you can still block and attack. Block first and be careful not to be grabbed. If you see that the opponent wants you to pack, you should take a single punch

Max Brass Tips


Max Brass is like a combination of Master Mummy and Spring Man. When it charges (charge), it gets much bigger and gets a super armor. You must ensure that your arms are charged as often as possible to break through their armor. Like most enemies, they should be attacked first, dodge, and then beaten themselves.

If he has equipped himself with the hammer, you should always avoid the direction of the hammer arm. When using the fist / fist on one arm, you should always keep clearance when charging it, and occasionally insert your fastest arm to hit his fist arm. If you manage to hit his charged Fist Arm close to his body, he will explode and damage him.
Hedlok uses Max Brass's body, which means he has the same abilities and arms. The easiest way to defeat Hedlok is to keep as large a distance as possible and hit it with a single arm to fill your own rush. Once your Rush Meter is full, you should approach him and wait for him to attack you. If he does, jump or deviate in any direction and then use your Russ Attack immediately. This ensures that the rush attack hits, which is the best and easiest way to inflict damage to Hedlok. On hearing degrees of difficulty, this is almost the only way to gain (or at least the only one that does not require much work).

When Hedlok is charged and the giant fist is used, keep as large a distance as possible and keep moving. It is very difficult to dodge a drumfire from attacks of a charged fist, especially the additional explosion in the end, which is why you should not even try to fight when this happens. If he's not using the huge fist or is not charged (charged), you should keep about four or five character lengths and wait for him to hit you while you keep moving. Once it strikes, please swing in the direction of this hit and use a single hit to counter.

At level 4, you can fight frontally against Hedlok, but you should always wait for him to hit first. If it is loaded (charged) or the hammer is used, always keep as large a distance as possible. If you use Hammer and Glove, you should always avoid the direction of the hammer arm. Otherwise, please move in the direction of the huge fist.

Crash Bandicoot N. Sane Trilogy


Over 20 years ago, Naughty Dog created a game that, despite its simple design, became one of the best-selling PlayStation titles of all time. The talk is of course Crash Bandicoot, the crazy, mutated bag roof (No, crash is not a coyote).
In his condition, the main antagonist of the series, who is ridiculed by the scientific community, wants to create an animal armies on the Australian chain of islands in order to seize the world's dominion; With crash as general. But what the crazy hero does not like at all is the fact that the crazy doctor wants to experiment with his girlfriend Tawna - and so he sets out to cross Cortex 'nasty plans. To do that, Crash has to fight through daredevil levels, which are spiked with all sorts of traps and opponents.
Good thing our hero has superhuman powers and can sweep like a tornado around his own axis. So it is possible for you to crush enemies and crates, and the hurled adversaries can with some luck bring even more with them. In some crushable crates, Crash finds voodoo masks that protect him from a single enemy attack. If you collect three at a time, you become invulnerable. On the way, you can snap up Wumpa fruits, which can jump an entirely life-like genre with one hundred pieces. Be particularly attentive and find all the coins hidden in a stage, beckons you a bonus round, in which you can open secret level sections.
The level of difficulty of the three Jump 'n Runs should not be underestimated, especially the jump behavior is just not easy to calculate at the beginning and provides for some frustrating section repeats. Most of the time you are in the game in the linear 3D-level. Famous are also the sections, where Crash runs directly on you and is pursued in the best Indiana Jones style by a gigantic rock clump.
If the first part is loosened at most by one or the other 2D passage, the second and third game have much more variety to offer. In Crash Bandicoot: Cortex Strikes Back and Crash Bandicoot: Warped, our hero learns some new skills, and riding, motorcycling, jet skiing or scuba diving playfully, just like the often crazy Bossfights mood.
At least since his appearance as a retro-show in Uncharted 4: A Thief's End, it was clear that the time for a comeback from Crash Bandiccot was ripe. After all, his reputation was a little bit shattered after the adventures of the naughty hero continued in the years after the PSone with a rather successful success of various developer studios. In addition to his performance in the last Skylanders part, the remake of the legendary first three games follows. And doing so was much less easy than imagining.
The developers of Vicarious Visions could not access the original assets and the source code, but had to create the games from scratch and recreate the 75 levels. This succeeded in an extremely charming way. So you are now presented instead of pixelated textured polygons detailed and crisp optics, which on a PlayStation 4 Pro a 4K image with 30 pictures a second. In the games, however, almost nothing has changed. However, you can already play as a character from the first game with Crash's sister Coco.

czwartek, 6 lipca 2017

The Legend of Zelda: Breath of the Wild


In the announcement of the expansion pass for The Legend of Zelda: Breath of the Wild sounded the first of two DLC packages for the Nintendo Switch Launchtitel not particularly exciting. It should contain a higher degree of difficulty as well as additional features for the game environment map, it was called spongy at the time. Contrary to this expectation, the Legend of Zelda: Breath of the Wild - The Legendary Examinations is a challenging and worthwhile expansion of the already huge gameplay.
Almost naked and alone
The highlight of the first DLC package is testing the sword. Once you have found the master sword, you can reinforce your power by taking on a 45-space challenge. Like on the Jotverde Island in the main game, you start without clothes or weapons and carry only the Shiekah stone with you. Not even the forces obtained after a successful completion of the four Titans can be used.
They fight through spaces with well-known adversaries, climbing climbs and different conditions such as lava, thunderstorms and snowfall; Always with scarce resources. In order to survive, the game requires the creative use of all of the skills you have acquired in your travels through Hyrule. From the use of certain weapons against elementary enemies, through the clever use of runes, to the most effective combination of cooking ingredients - sword testing is required at all levels.
If you commit a fatal error, it is "back to the start" - at least almost. The test is divided into three sections. After successfully completing a section, you are teleported from the challenge and do not have to go through the already mastered rooms again. The reward for each completed phase is ten additional damage points for the master sword. If you have also conquered the very demanding last spaces, the sword is permanently in its luminous state with 60 damage, as long as it is usable. The second great feature of the DLC is the master mode. In this (with a separate scoreboard) new difficulty level, Hyrule becomes even more dangerous. Thus all opponents have a "degree of hardness". Red Bokblins, for example, become blue and suddenly very strong opponents appear in places where they are not expected. In addition, opponents discover Link when they approach them and regenerate energy during a battle if they are not continually attacked.
Everywhere in the sky of Hyrule hovering also balloons fastened planks, on which are opponents and also the one or other treasure chest. These changes make it at least partially, the game also after a passage on the normal difficulty mode again interesting to shape. However, the more powerful opponents encourage a very defensive style, in which one fights as best as possible out of the way.