Secret Locations That You Should Probably Visit in Fallout 4

The Boston Commonwealth is one of the most dense maps in the history of video games. There's almost too much to do and see in this beautiful post-apocalyptic wasteland. But if you're enjoying Fallout 4, there are a few places that require your immediate attention!

Please know that for some players the following places may be classified as spoilers! You've been warned, sole survivors.

The Rocket Shed


To the northeast of Relay Tower 0BB-915, lies a little shack. A wastelander once lived here, and decided to entertain themselves by collecting a vast supply of propane canisters. The stuff you do to pass the time in the apocalypse, huh? There are a load of launchers lying around in here, and plenty of ammunition. Do yourself a favor, and check this place out!


The Stonehenge of Boston


If you happen upon the Walden Pond on your travels, head a little bit south of it and you'll come across some strangely arranged destroyed cars. We're not entirely sure why they're here, or why a Stonehenge in Boston was necessary, but be wary of the terrifying monster that lives near by. It thinks it owns the cars.


Crazy Cat Cabin


Since you're hanging around the Walden Pond area, why not take a little trip more southeast of Car-henge to a little cabin? This cozy little place was once the home of a hermit, a hermit who really liked cats. Apparently they were treated so well that the animals have chosen to stay behind. The place is filled with adorable cat pictures too. A little weird... but still kinda cute... and weird.


A Terrifying Shark


Around where you discover the Salem Museum of Witchcraft, just in the bay to the north actually, you'll find a rather an unusual site, an homage. This site here is a replica of the conclusion to Steven Spielberg's classic Jaws, complete with a terrifying oceanic predator. There's also a sunken shark cage under the water, assumedly referencing Hooper's equipment.


Another UFO


Fallout 3 had one, now Fallout 4 has one. UFOs seem to be a common thing in the wastelands... maybe the world powers should have focused on fighting these guys instead of each other! You'll find this baby north of the ruins of Somerville. There's also a cave nearby. Follow the green goo for a little surprise.


Nukes on Diamond City


If you follow this video, you'll be able to (rather difficulty) climb your way up on top of the stadium that is Diamond City. Here you can find a place to fix up your power armor, some furnishings, and even mini-nuke ammo! We're not sure if this is a place that Bethesda intended us to reach, or whether Diamond City was initially going to be bigger. But anyway, it's a cool little secret location.

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Source: IGN

Destiny 2 Confirmed But Might Be Leaving Older Consoles Like Xbox 360 & PS3

So, Destiny 2 has been confirmed and we'll more than likely have the opportunity to play it around September 2016. We're unsure about what exactly the game will be like to play, or what it will offer fans of Destiny in comparison with The Taken King, but it's naturally already gotten fans talking about what to expect.

No doubt, Activision and Bungie are working heard on hitting their release date next year, but we're wondering whether something will be abandoned in order to streamline the process - namely, the Xbox 360 and PS3. Should last gen consoles be abandoned when it comes to the future of this wildly successful shooter?

At this stage, the Xbox 360 and Playstation 3 are over 9 years old. I adore them both and I've still got both of them at home. However, in order for gaming to truly move on, players are of the impression that developers need to stop creating their products for out-of-date hardware. But what would this really mean for Destiny 2 if it was an exclusive title for the Xbox One and PS4?

With the added space and power that comes with Microsoft's and Sony's new consoles, fans of Destiny can see some of the changes that could come with Destiny 2 if it were to forgo the consoles of yesteryear.

For instance: we could see an increased number of planets, the planets themselves could be far larger, updates for the game would come far more often and a much faster pace, we could see more NPCs, have more vault space, and maybe even 60FPS could be achieved.

But is it unfair to ignore those that own a PS3 and Xbox 360; gamers who may be as devoted if not more so than those on newer hardware?

The case for buying a PS4 and Xbox One can seem like an easy sell for those that own them. But these consoles aren't cheap, and perhaps you're perfectly content with your older version. But if you have the desire to keep up with modern AAA content - and even indie content - a new console is something that you're going to need. Eventually, Activision will phase out development for old hardware, and we're wondering whether Destiny 2 will be the game that introduces it.

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How to Root T-Mobile Galaxy Note 5 Running on Android 6.0 Marshmallow

Here's a guide on how to root a Galaxy Note 5 (T-Mobile version) running on android 6.0 Marshmallow.

Before anything else, read the following reminders and precautions:
  • This guide is intended for T-Mobile Galaxy Note 5 SM-N920T only. Do not try this on any other Android device. Flashing a file on an incompatible device will result in bricking it.
  • Charge your phone up to 50% to avoid power issues during flashing process.
  • Backup your important contacts, call logs, sms messages and media content before proceeding.
  • Don’t forget to create a Nandroid backup and also backup its EFS partition.
  • If there’s OEM Unlock option in your phone, then enable it first. Enable OEM Unlock on your phone. To do so on your phone, go to settings > about device > tap the build number for 7 times to enable developer options. Get back to the settings and open developer options. Under developer options turn on “OEM unlock.“
  • Turn off Windows Firewall before connecting your device to your PC.
  • Uninstall Samsung Kies if you have already installed it.
  • Make sure that you’re using original data cable to establish connection between your phone and your computer.
  • Follow this guide carefully to avoid any mishaps and get the process done successfully.
Required downloads and installations
How to Install Android 6.0 Marshmallow on T-Mobile Galaxy Note 5

1. Make sure that you’ve installed and downloaded the stuff linked above.

2. Open Odin3 V3.10.6.exe that you extracted on your PC.

3. Put your Galaxy Note 5  in download mode now. To do so, turn it off completely. Now turn it on by pressing and holding Volume Down + Home + Power Key. Once your phone boots up, press the Volume Up key to continue.

4. Connect your phone to your PC now. The ID:COM box in the top-left corner of Odin3 should  turn blue. This indicates that your phone is connected properly.

5. Now load the files in Odin one by one as follows.
  • Click on the PIT tab and load the PIT file that you got after extracting the firmware.zip file.
  • Click the BL tab and select the BL_N920TUVU2DOK5_CL6256935.tar.md5 file.
  • Click the AP tab and select the AP_N920TUVU2DOK5_CL6256935.tar.md5 file.
  • Click the CP tab and select the CP_N920TUVU2DOK5_CL6256935.tar.md5 file.
6. Make sure that your Odin3 looks like this. The only option ticked should be F. Reset Time.

7. Now you’re all set to flash the test firmware. Just click the start button in Odin3 and sit back.

8.Once the process box above ID:COM box shows green light and flashing process is finished, disconnect your device.

9. Now reboot your device. To do so, press and hold Volume Up + Volume Down + Power Key. It will reboot in a few seconds.

10. As it boots up, checkout the all new Android 6.0 Marshmallow running on your T-Mobile Galaxy Note 5 SM-N920T.




How To Root Galaxy Note 5 SM-N920T Running Android 6.0 Marshmallow

1. Download SuperSu.zip file and copy it to your T-Mobile Note 5’s internal storage.

2. Download this custom kernel.tar file and place it on your desktop.

3. Put your Galaxy Note 5 in download mode using the method explained in step 2 above.

4. Open Odin3.exe now and click on the AP tab. Select the kernel.tar file in the AP tab now.

5. Connect your Galaxy Note 5 to your PC now.

6. As soon as Odin detects your device, click on start.

7. This will flash custom kernel on your device.

8. Now you need to flash a custom recovery on your Galaxy Note 5. To do so, download this philz_advanced_cwm_recovery.tar.md5 file.

9. Flash the recovery on your Galaxy Note 5 using step 2 – 5.

10 Once you’ve flashed the file, boot your Galaxy Note 5 into recovery mode. To do so, turn off your device, now turn it on by pressing and holding Volume Up + Home + Power Key.

11. Once your’e in recovery mode, tap “Install Zip > Choose Zip from SD card > locate SuperSu.zip and flash it.”.

12. Now reboot your device. Your Note 5 will be rooted on Android 6.0 Marshmallow. That’s all.

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Credits: Special thanks to Danon.brown and Manh_It for the tips and guides.

How to Farm Syndicate Medallions Fast in Warframe

What you need to know to find those dastardly medallions and earn moar syndicate standing each day!

What Are Medallions?

They are little trinkets that you can find and turn in to their respective syndicates (at Relays/Tenno Hubs) to redeem syndicate standing.


Where do I find them?

Location:
- Any of your daily syndicate missions.
- For a collection of scrrenshots of missable medallion locations, click HERE !


How do I find them?

Do they drop from enemies?
- Nope.
Do they drop from containers?
- Nope.
Do they fall from the sky?
- ...
THEN WHERE DO THEY COME FROM?!
- They're just lying around in some dark corner somewhere.

Common Medallion (500 standing): No Glow
ex) Insignia (Steel Meridian)


Uncommon Medallion (1000 standing): Glowing Aura
ex) Defender Insignia (Steel Meridian)


Rare Medallion (5000 standing): Glowing Aura and Beam of Light
ex) General Insignia (Steel Meridian)


How many can I find per mission?
Depends. Based on the wiki and forums, the mission type and tileset affects the number of medallions. Mission can spawn up to 8 medallions or none at all. Rare instances of mission spawning any number of medallions between 0 and 8, even just 1.
*To help out with this section, post a comment below on how many medallions spawned for each mission type as well as the tileset the mission took place.

[CGC] Corpus Gas City: 0 - 8
[CIP] Corpus Ice Planet: 1 - 3
[CO] Corpus Outpost: 2 - 8
[CS] Corpus Ship: 0 - 8
[GA] Grineer Astroid: 0 - 8
[GF] Grineer Forest: 0 - 8
[GG] Grineer Galleon: 0 - 3
[GSe] Grineer Settlement: 0 - 8
[GSh] Grineer Shipyard: 0 - 8
[IS] Infested Ship: 0 - 8


* The 'Courtyard' map (two tall stuctures on either side of the cyropod, tall tower in the back, and large cliff-face in the front) can have up to 2 medallions (all found in the large tower: 1 at the top floor just outside the room and 1 in the room right below).

* The 'Dam' map (large pit in the middle with longs bridges connected in a rectangle) can have up to 3 medallions (found at the bottom: 2 inside the lowest orange cargo-containers and 1 laying outside next to a closed door).



*sidenote: Getting more than 1 rare medallion per mission is possible.


Tips:

What should I bring?
- I can not stress this enough, BRING A MOD WITH LOOT RADAR!!! Medallions will show
up on the mini-map with the following mods:
-> Thief's Wit (Warframe Mod)
-> Loot Detector (Warframe Aura Mod)
If you can, bring both! Some medallions can be hidden outside the range of your loot radar if
you're only using one.

Where should I look?
- Run around the map like a mad man and search every nook and cranny! But mostly bee-line
from one loot marker on your mini-map to the next.
- Keep in mind that some mission may not have medallions (e.g. Corpus Ship Defense). So no
need to panic if you couldn't find any.
- Try to stealth or turn off the alerts/alarms as frequent as possible. Those pesky control console
icons can end up covering up loot icons that can potentially be medallions.
- Utilize wall running, air dashing (quick melee while in mid-air), and coptering (quick melee while
ground/air sliding) to get to hard to reach places.

Squad or Solo?
- Try form groups that will assist in hunting dem medallions and not rush to extraction. Or just go
solo and take your sweet, sweet time.
- If you do plan on hunting as a group, EVERYONE has to pick up the medallion themselves or
they won't get it. So be sure to waypoint medallions for everyone.
- If you join a mission mid-game and the host (or everyone in the squad, not sure) has already
picked up a medallion, that medallion won't spawn in your game. So it is really recommended to
form your own squads or play solo.
- Only people who have access to and still hasn't done the mission yet will see the medallions.
Not satisfied with finding only common medallions?
- Well you can always restart and try again! Each time different medallions will generate on the
map (same number of them too so maybe it isn't all random?). Who knows, you might end up
finding a rare medallions ;) (that's 5,000 syndicate standing!!!)
- Do keep in mind though, that quantity doesn't mean quality. Sure you'll have more chances at
getting a higher rarity medallion, but 1 rare = 5 uncommon = 10 commons. So a run with only 5
6 medallions could potentially be worth more than a run with 8.

Bonus Tip: If a player outside the rank of the syndicate mission is brought in at the start (invited in prior to mission) then the mission plays the same as any regular mission with no medalions at all (for the invited player) HOWEVER if a third player joins after the mission begins then however many medalions remain become availbe (again for the invited player).

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Credits: Special thanks to SkySplitter for this guide.

Call of Duty: Black Ops 3 Shadows of Evil Map Overview

A map for the new Zombie players and also for the "Pros" to navigate on the map!

Plain map



Artifact map



Legend:

Artifacts



Railway line + Symbols



Legend:

Railway line ----- Train station ----- Symbol


For more Call of Duty: Black Ops 3 tips, come and join our facebook gaming community @ facebook.com/webjunkiesblog.

Credits: Special thanks to jaNw1zzle for this map.

Best/Recommended Character Builds in Fallout 4

Like the previous Fallouts before it, Fallout 4 has the SPECIAL system, which is designed so people can build up characters however they choose. Now, most veterans to the series (I've played Fallout 1-4, with the exception of Tactics and BoS) know how to use the SPECIAL system to get the most out of our characters. We've made snipers that can kill anything from long distances, super-sledge wielding monsters that eat bullets and spit out fire, idiots that blunder their way to success, and so on. 

Note that I said veterans. Anyone who's played the series, whether it be old timers that played 1-2, newbies that started on 3-NV, or (like me) people that love all of it, we all know how to use the SPECIAL system to some extent. However, I have no doubts that there will be people who are new to the series that are faced with the overwhelming SPECIAL point distribution and the new perk chart. What I also have no doubt of is that people usually pick what they think is convenient; I played Fallout 3 for a long time using "what seemed convenient" (SPECIAL 5's all across the board scenario except for five of em). 

We all learn, though, that this is a boring way to play, and specializing in something is all scores of fun; for those of you who don't know how, or maybe you are a more seasoned player who wants to compare notes, this is how to make a build for your next playthrough in the Wastelands.

IMPORTANT- TRY NOT TO SKIP ME

Listen up children, this stuff's important.

For all you would-be guys and gals who are tempted by the thought of scavenging for Bobbleheads, here's a tip: You see children, the Frankensteins (and other enemies) might violently and viciously rip you to shreds, but only if you're under Level 15. According to most of our reports, the Bobbleheads are mostly in dangerous places that will get you hauled off to god-knows-where. 

Consider yourselves officially warned.

Note: In Sanctuary Hills, there is a "You're SPECIAL" book where baby Shaun's crib was at the start of the game. This book will add a +1 to a SPECIAL attribute of your choosing, which is pretty damn important. Not only that, but when you meet Preston Garvey, the room he's in has the Perception Bobblehead, adding a much-needed +1 to Perception for many builds. This guide will assume you picked up both, or at least bothered to read this part.

SECTION 1- THE FOUNDATIONS

These are builds that are meant for a certain type of playstyle. They can be mixed and matched with Section 2, and really, the flexibility of the perk chart makes me highly recommend this.

Essentially, pick two. Do a VATS build with an Engineer, a snake-tongued sniper, and any combination in between. If not, then just follow one of the foundations and it'll carry you a great distance.

The crit/VATS build: Everyone's Favorite


This was my first build ever, and the one I always come back to. Most of us that have made builds know the true power of this build, and how ludicrously destructive it can be against opponents. However, in Fallout 4, this is jarringly different from previous games; rather than having a percentage define how often you can unleash crits (I played NV with a 75% crit chance or something like that), now it is filled by a meter. Not only that, but the speed of how QUICKLY this builds up is determined by your Luck (and sometimes your weapon). Crits are only unleashed in VATS as well, so Agility is also extremely important (though Agility has always been important with crit builds). Perception is also key; VATS accuracy is determined by how high Perception is. Can't build up that meter if we keep missing.

SPECIAL:
Strength- 1
Perception- 5+1 (Bobblehead from "When Freedom Calls") 
Endurance- 1 
Charisma- 1
Intelligence- 6 (Intelligence will always be important in these games)
Agility- 6
Luck- 8+1 (Apply YOU'RE SPECIAL book here)

Low strength, low endurance, and low charisma makes this a vulnerable character. Not only that, but since we can't get Armorer (Level 3 Strength perk), we have to rely on the BoS to dish out some decent power armor (just join the BoS and have a talk with Elder Maxson, then proceed to meet the crew. They will give you a T-60, Mark II with no obligations to do any further missions with that faction). Higher Int ensures we level up at a fairly nice rate, while being able to build whatever guns we want. High Agility and Perception ensures we have lots of AP and we can hit something in VATS, and having such a high luck ensures that we will unleash crits quite often (2-5 hits off an enemy).

Recommended weapons:
Righteous Authority (crit meter builds 15% faster AND double the crit damage)
Kellogg's Revolver (Restores all AP after a crit, which is GODLY)
Any weapon that either freezes opponents after crits, has 25% less AP cost, or restores AP somehow (Legendary enemies provide these)

Recommended Perks (choose these when the next rank is available):
Action Boy/Girl: I like this as my Level 1 perk. Regenerates AP 25% faster, 50% is the max.
Better Criticals: The meat of this build, allowing you to unleash better and better criticals up to 2.5x the normal crit damage.
Critical Banker: Allows you to store up to 4 crits (that's 3 in reserve plus a fourth that the meter provides) for whenever you need it. Nice for when you're facing horribly powerful monsters at high levels.
Four-Leaf Clover: Some will argue with me about this. It is a REALLY low chance, but when it happens, a hit on an enemy in VATS fills up ALL your meter, not just some of it; this perk has saved my skin quite often. 
Grim Reaper's Sprint: Gives an x percentage on a kill restoring AP. Combined with Kellogg's, you don't run out of AP very often.
Gunslinger: Adds increments of 20% extra damage to pistols, which we need for Kellogg's Revolver to be deadly and effective.
Rifleman/Commando: Adds increments of 20% extra damage to whatever rifle style you like. Keeping in mind that Righteous Authority runs on Fusion Cells (laser weapon ammo), which are expensive, I like Rifleman over Commando as I will mod RA to be non-automatic. I'm much more accurate with it and waste less ammo. Choose ONE, NOT both.
Gun Nut/Science!: We like RA and Kellogg, so we need to be able to modify them. 

From here, you can deviate however you like. Personally, I like both Lockpicking and Hacking, so I'll choose those, and I won't deny that I got my Strength up to 3 just so I could mod armor. It's handy in a pinch.

Recommended companions: 
Hancock- adds Critical Hit value by 20 (meaning it recharges 20% faster) if you have 250+ radiation (let's face it, you will be irradiated quite often in this game).
Cait- If health falls below 25%, AP regenerates faster (which happens a lot for me in this game as well).

Danse is useful too (20% damage increase against Ghouls, Super Mutants and androids), as well as McCready (20% increase in headshot accuracy in VATS) and Preston (20% extra DMG and DR when fighting 3+ enemies). You can mix and match these as you want, but getting all their approval can be a pain. 

What you're going for: 
All VATS. You go into VATS, you kill an enemy, AP restores by chance. Go in again, a hit adds a crit by chance. You proceed to unleash all the crits you want at a legendary enemy, AP restores thanks to your revolver. Seeing a snowball pattern here? Good. You also have so much AP that you can run away from Deathclaws all you like and still cap a couple crits at them. It's a pretty nice build, and being able to choose when you want crits is super powerful. 

THAT SAID, I also recognize that because VATS slows down time rather than freezing it, it's less powerful than it once was. The game is more dynamic and because the FPS aspects are much better, it makes this build mostly for the bullet-time enthusiasts, really.

The sniper build: Sniping's a good job, mate


Ah, the sniper, my second build. This is a staple for Fallout players, as snipers have been extremely valued since the days of Fallout 1-2 (seriously, a sniper/gauss rifle and VATS to the eyes in those games was super overpowered). Again, the name of the game has changed, much like the VATS/crit build: since the character is proficient in all guns, it's really more about optimizing the character to do as much damage as possible, have as much control as possible, and have as much VATS power as possible, since Perception and Agility compliment one another (and really, VATS is a skin-saver more often than not). 

SPECIAL:
Strength- 2
Perception- 8+1+1 (Bobblehead and You're Special)
Endurance- 1
Charisma- 1
Intelligence- 6
Agility- 8
Luck- 2

Getting maxed out Perception is crucial, as well as having super high Agility as well. Once again, a low Strength and Endurance character makes this a general weak character, so companions may be necessary. Low luck means the loot will not be as great, and low Charisma means your prices at the vendors will suck; that said, I doubt you won't be able to find a decent rifle, as hunting and combat rifles begin showing up around level 15, and that's where the meat of this build comes from. Sure, you can create sniper rifles out of plasma and laser rifles, but nothing beats a .50 cal in terms of sheer stopping power. 

Recommended weapons:
Really, this is left up to you. I am personally running a rifle (which I lovingly nicknamed The Broken Camera) that's a .308 caliber; the rankings in Gun Nut and Science have allowed me to make a great recon sniper rifle that actually points out where targets are with a red diamond above their heads. It's like the Sims, only way gruesomer (I think I found a new name for my rifle, actually). Kellogg's is great if you use VATS often.

EDIT: Renamed it "Grim Sims Sim" :)

Recommended Perks (choose these when the next rank is available):
Action Boy/Girl: Trust me, snipers need VATS, and more AP= awesome. 
Commando/Gunslinger: This is really up to you. When the sniping is over and they have gotten wind of where you are, it is up to you to have something ready for backup. Whether its a SMG, a revolver, a shotgun, whatever, you need to be able to fight close-quarter should the need arise. It's also good to have a long-range, a medium range, and a short range weapon (sound familiar?)
Concentrated Fire: Whoo, boy. This will always be one of the best perks in all the Fallout series. Targeting a body part repeatedly (say, the head) will increase the accuracy of VATS by an x amount of percentage. Max is 20%, with an extra 20% DMG stacked on. Holy cannoli, is that awesome or is that awesome? 
Gun Nut: Cause modding a perfect sniper rifle is a must. Can go hand-in-hand with Science if you need a sidearm that's a laser/plasma/gamma weapon.
Penetrator (giggity): This allows you to target people behind walls if they have a body part in exposure. So a raider taking cover (who forgets to put his stupid foot out the way) will allow this perk to kick in and shoot his stupid face off from behind cover in VATS. Awesome.
Rifleman: Let's face it, who the hell builds an automatic sniper rifle? That's not going to work. Not only that, but the crippling effect in later ranks is outstanding against charging idiots.
Sneak: Cause being able to fire and kill people from a distance is helped when you are significantly harder to detect.
Sniper: Adds extra control while zoomed in via scope, as well as granting a knockdown ability AND non-auto, scoped rifles gain an extra 25% headshot ability in VATS. This is THE perk to get for this build.
Quick Hands: Every shot counts, and most sniper rifles have very few shots. Ergo, reloading very quickly is a must, and why you have 8 Agility. 

EDIT: Ninja and Mister Sandman are godsends to this build if you're trying to get sneak criticals, which I'm sure many of you will do as sniper. A good silenced rifle can do wonders. 

Recommended companions: 
MacCready: OH MAN, is his thing dope. It's essentially the fourth and final rank of sniper, adding another 20% to your VATS headshot ability.
EDIT: Deacon's perk, which grants 20% extra sneak damage and 40% extra Stealth Boy duration, is a must if you're going for sneak criticals.

Other companions that boost damage, like Danse, can be helpful to dishing out more damage. 

What you're going for: 
You are sent by some settler to go take care of those super mutants. You find a nice vista to take them out, and one by one, you pick them off in a hail of long-distance gunfire. You are a silent death; most don't even see you before you blow their brains out. One or two may become aware of you, but your crackshot abilities makes it difficult for them to reach you, as you put a couple rounds into their brains with VATS. Was that last one behind cover, and you just put one in his eye anyways? Yes, he was. 

It's a staple of Fallout, and one that is enjoyed by many. I hope you do too. 

The melee build: Becoming the Bear Jew

"The Bear Jew" is from Inglorious Basterds. Please don't label me a racist. 


The melee/unarmed build has been somewhat of a clunky experience for Fallout players. This is mostly due to the fact that there were some pretty strong enemies in the universe (namely, the Deathclaw) that were tricky to fight/punch before they punched you. A mother Deathclaw in F:NV, for example, was impossible to deal with on Very Hard difficulty, and other enemies were tricky, due to the instability of the mechanics behind it. 

There's two ways one can play the melee/unarmed build, really: high Agility or high Intelligence. High Agility allows one to sprint, use VATS, and sneak to stay nimble. On the other hand, high Intelligence allows for the Science! and Nuclear Physicist perks, which allows a melee/unarmed character to wear and modify Power Armor as much as they please, soaking up large amounts of damage as needed in order for them to close the distance. The PA variant will have to really look around for fusion cores, but if you know where to look, they can be abundant. It really is about how you want to play the game, so I'll write both variations. 

Power Armor reliant: 
SPECIAL:
Strength- 9
Perception- 1+1 (Bobblehead)
Endurance- 5
Charisma- 1
Intelligence- 8+1 (Apply YOU'RE SPECIAL here)
Agility- 3
Luck- 1

Agility Beast:
SPECIAL:
Strength- 9
Perception- 1+1 (Get them bobbleheads)
Endurance- 5
Charisma- 1
Intelligence- 5
Agility- 6+1 (Apply YOU'RE SPECIAL here)
Luck- 1

The PA variant will enjoy frequent level-ups; the Agility beast will be closer to what the melee builds in other games have been like. Batting someone's face off when you remain undetected grants a crit, which is why the Agility beast relies on stealth and VATS to keep constantly ahead of their enemy. Not only that, but the Agility beast should be able to swing, then sprint in the opposite direction if need be. I know fighting melee monsters like the Deathclaw can be pretty hairy, but there are steps to preventing a bludgening death. 

Recommended weapons:

Furious Power Fist- Has bonus damage after every hit. If you don't know where to find it, go to Swan's Pond and... well. Shoot the swan. 
Super sledge- sheer power over the fact that it's a slow melee and costs a lot of AP. Recommended mostly for the Power Armor variants
Rockville Slugger- significantly decreased AP cost, which is a must for Agility beasts
Chao's Revenge- Great early weapon, easy to find too. 
World Series 2076 Bat- Novelty, really. But do you want to become the Bear Jew or not?

Here, you mainly want to keep to your variant. Agility beasts will be more inclined towards reduced AP cost weapons, while the PA variants relies on sheer power, since you can tank a lot of damage, so stuff like the super sledge is key.

Recommended Perks (choose these when the next rank is available):

For the PA variant:
Nuclear Physicist- Up to 2x the duration of cores. The meat of this, so try to scavenge as many fusion cores as possible. Once you've found like, 20, they'll last you a lifetime.
Pain Train- You may have to train in Strength or find the Strength Bobblehead, but when you do, man, this is the one for you. 

Agility Beast: 
Action Boy/Girl: Cause more AP= Awesome
Sneak- becoming harder to detect is crucial to closing the distance
Ninja- The best thing to happen to melee/unarmed characters. 
Blitz- This will take leveling up once or twice, depending on whether you look for the Agility Bobblehead or not. Some high-level raiders are guarding it in a wrecked ship (no spoilers here). When you do get to Agility 9, it's crucial so that AP cost to melee is reduced if you're even standing a small distance away from the enemy
Moving Target- Compensates for lack of power armor, and overall a fantastic perk. 

BOTH:
Pretty much half the stuff in Strength is for melee builds. Iron Fist, Big Leagues, Armorer, Blacksmith, ESPECIALLY Rooted. Ergo, why both variants have really high Strength
Toughness- gotta take that damage to dish out damage
Life Giver- Kinda bleh, but in reality, this may be the extra push one needs to stay alive.

Recommended companions: 
Strong- Man, Strong is such a wild card. For one, he says funny ♥♥♥♥ all the time and knows Shakespeare like the back of his hand. On the other, he doesn't like it when you do... A LOT OF THINGS. The PA variants will have a lot of issues with him, since he dislikes you using Power Armor. Hell, I'd consider going cannibal just so you can quickly get him to like you. If you can get him to idolize you, though, he'll grant you 20% extra melee damage if health is 25% or below. Nice for that finishing move whenever you find yourself low on health.

X6-88- Permanent 25 energy weapons resistance
Preston- cause man, such a boring character, such a decent perk

What you're going for: 
The PA variants will just charge on in, swinging madly and stumbling people over as they go as they take a super sledge and blow people's heads clean off. The Agility beasts, however, will try to get in as close as possible and unleash all kinds of hell via VATS, sneak and anything that is reliant on AP. Pick your flavor. Or train to merge both into a hellish beast that spits fire and eats bullets, which inevitably happens when you're Level 30+. Really, it's when you're lower that you have to pick one of the two, but with much playing, you can become both.

The heavy build: I am heavy weapons guy, and THIS... is my weapon.


NOTE: I am currently in the process of verifying the effectiveness of this build on Survival difficulty. Thus far, what I can say is, try to get Commando early, because you will be using small weapons in the first half of the game. Also, getting Gun Nut is crucial when using those small arms, because we need to build automatic receivers to actually have it count as an automatic weapon via Commando.

The heavy weapons is yet another staple of the Fallout series. In Fallout 1-2, if you didn't become a sniper, this was the second way to go, really. The miniguns and missile launchers in those games were devastating, and anyone who has fought a minigun-wielding Super Mutant knows that those ♥♥♥♥ers have to die, and die fast. 

However, it's again made different by the characters ability to pick up a minigun and start shooting it with little reduction in accuracy. So it's more about getting the player character to be, once again, as effective with large weapons as possible. Besides, you want the big ka-booms, no? 

SPECIAL:
Strength- 7
Perception- 4+1
Endurance- 2
Charisma- 3
Intelligence- 6+ 1 (You're SPECIAL here)
Agility- 3
Luck- 3
This is the one foundational build that you can stray from all you like, really. There's not too many perks to support this, the lifestyle is expensive and hard to find ammo for, and heavy weapons aren't really my thing, so I can't give more information on this than what I know.

Recommended weapons:
Anything that's big is good. To start off, I'd do a decent combat rifle with an automatic receiver; it's arguably the best small gun in terms of Commando. Eventually, when the vendors and other people start selling ammo for the big guns, then you can focus on them.

This build is about sheer power. So anything that adds any kind of extra damage (burning, freezing, etc.) is good for you. So guns like Ashmaker (unique burning minigun in The Big Dig quest), Big Boy (sold by Arturo, fires two mini-nukes for the cost of one) and Party Starter (unique rocket launcher that does more damage against humans) are awesome to get ahold of. 

Cross your fingers that the Legendaries provide you some of these. I got a freezing Rocket Launcher once, but I was a sniper. Twas a shame. 

SUPER IMPORTANT EDIT: I found it the awesome way that the Missile Launcher, as well as the Fat Man, count as both a heavy weapon AND as an explosive weapon, so the Heavy Gunner perk and Demolition Expert perk stack on it. It means that if maxed out, you can do 4x the normal damage (from 150 to nearly 600+), thus making those two perks really important. 

Recommended Perks (choose these when the next rank is available):
Cap Collector: Sounds weird, but hear me out. Missiles, 5mm ammo, and so on are really expensive. This is why it's in your best interests to try and get low prices at vendors, so this is actually a really good perk to do so.
Commando: Odd as well, but think about it. You're taking all the perks to improve hip-fire accuracy, and when you just don't have any more minigun ammo, then it's time to bust out a full-auto combat rifle. It goes hand-in-hand with this build 
Demolition Expert: Gotta crank out the damage with explosives if you intend on slinging around that missile launcher, yo.
Gun Nut: Gun Nut is just a great perk in this game, period. You can make a quad-bazooka and fire four rounds rather than just one. Sounds great to me. 
Heavy Gunner: The staple of this build, it increases the amount of damage you do with heavy guns like the minigun and gatling laser.
Science!: Cause you know, a gatling laser can only be modded via this. 
Scrounger: Again, a weird one, but we gotta find that ammo in boxes more often. It's crucial to maintaining this lifestyle. 
Steady Aim: Improves hip accuracy, a crucial component to heavy guns
Strong Back: You have heavy guns, you need to be able to carry tons of stuff. 

Recommended companions: 
I... guess it's really up to you. Preston's thing is good, and so on, but I can't really recommend a single person for this. In fact, I'd do the Lone Wanderer for this if you want, since their perks don't really compliment your lifestyle all that much. 

What you're going for: 

You want your enemies to be pummeled in a hellstorm of gunfire and explosions. Essentially, you're going full Michael Bay on them. Not much to it. 

Some people think they can outsmart you. Maybe. You have yet to see someone outsmart a bullet.

The pacifist build: Living the Monk Livestyle

Fine, you want to essentially be Jesus of the Wastelands. This is THEORETICALLY how one could do it, though I don't think I'll ever try testing this one out anytime soon (sorry, I like blowing up stuff too much to sustain from my trigger-happy ways). 

Deus Ex and its true sequel, Human Revolution, had the option of doing the Jesus run, so I thought it was bound to happen to Fallout. 


High Charisma and Intelligence are your friends
SPECIAL:
Strength- 1
Perception- 1+1
Endurance- 3
Charisma- 9+1 (Apply YOU'RE SPECIAL here) 
Intelligence- 7
Agility- 1
Luck- 6

Like Jesus himself, if you get shot, you're bound to go down pretty quickly. Low Strength, Perception and Agility will make this hard for a character to begin, but if you're truly devout and committed, I'm sure you can successfully pull this off. 

On the stats, you can see that I violated a fundemental rule of Fallout: Never get your character to a full 10 without Bobbleheads, without surgery, without Power Armor, or any other method that will increase your stats for you. However, I will argue that the reason I suggest Charisma getting to a full 10 right off the bat is simply because without it, the monk lifestyle doesn't work. You got to not only be able to befriend animals, creatures, and so on, but you gotta be able to do it to humans too. The Bobblehead needed to get you that +1 in Charisma is also in a long-winded, mission-burdened location that I cannot recommend going after it for this build. It just won't work to meet your ends, is what I'm trying to articulate. 

Recommended weapons:

Anything to keep you alive in the first 15 or so levels, until you crank out more and more pacifying abilities.

Recommended Perks (choose these when the next rank is available):
Wasteland Whisperer: Have a chance at controlling creature. I don't know about you, but inciting a Deathclaw to attack people for you sounds pimp as hell.
Intimidator: Having a chance to control a legendary raider theoretically sounds pimp too.
Animal Friend: Make some molerats your friends. Cause... why the hell not.
Life Giver: Cause you're Jesus and you need this perk. 
Toughness: No doubt that you'll have a few moments where you failed pacifying something, so maybe taking a couple bullets may help your cause? 
Cap Collector: Jesus needs money too, and you have high Charisma. I'd suggest using it. 

Recommended companions: 
Piper: Adds an XP bonus to finding new places and speech successes. Since speech is now your thing, she's the way to go. Plus, flirting with her is a hoot and she'll easily idolize you (seriously, she just gets SUPER TURNED ON when you lockpick anything). 

Anyone that helps you endure damage, like X6-88, may be of use to you.

What you're going for: 

I'm not quite sure in this segment. I think you can just start getting attacked, then point guns at people and basically tell them "Join me or DIE"...which is some Darth Vader ♥♥♥♥ right there. So maybe calling you the Jesus of the Wasteland is not the right wording for it.

Section 2: Complimentary builds

These builds are "incomplete", for the lack of a better word, and that is because they're not designed to handle it all alone. Sure, be an engineer, or an idiot, but some way or another, you have to fight something, and whether you like shotguns, assault rifles, and so on, I bet most the stuff you're building is to fight with your favorite weapons.

So take a foundational build, then tweak it with a complimentary build. You can change some of the SPECIAL points, I've put the points on the foundational builds as the recommended, but it can deviate from what I chose. Each person has their own preferences, and I respect that.

The "special" build: The making of an idiot

"Are you for war or for peace?"
"Um...pizza!"


Creating an idiot character is also another staple of the Fallout universe, mostly due to the hilarious conversations that ensue when your character has no intelligence whatsoever. In Fallout 4, however, there is no skill points, but rather, your Intelligence affects how quickly you level up. Which is awesome for you, cause there just so happens to be a perk to help you level up fast, perhaps even faster than most builds. 

SPECIAL:
Strength- ?
Perception- ?+1 
Endurance- ?
Charisma- 8 (something really high)
Intelligence- 1 (Go big or go home. If you're already home, go away)
Agility- ?
Luck- 8+1 (also really high, YOU'RE SPECIAL here) 

I think this build would work best with the VATS/crit build, due to high Luck needed to pull this off. Charisma has to be high to persuade people to pitying you and doing your bidding, so this is crucial as well. 

Recommended weapons:
Similar to the crits/VATS build, anything that increases the crit chance.
Recommended Perks (choose these when the next rank is available):

This is all up to you. The only perk I'd do without a question in my mind is Idiot Savant. According to what I've heard, if you're SUPREMELY stupid, you level up faster than most of the builds that I've listed off here. Maybe I'm wrong, so someone should report the success of this to me. 

Recommended companions: 
Whoever can stand you, really.

What you're going for: 
You want people to be so moved by you, yet nevertheless find you baffling stupid. It's been a tradition amongst Fallout character builds to make an incredibly powerful, almost Goliath-like person that just blunders to success.

The charmer/settlement build: A little less fightin', a little more talkin'

This will be the shortest, because out of all of these, this is the one that I won't play, probably ever. I don't really like the settlement features besides making vegetable adhesive, so their happiness matters very little to me. But I know many people will go NUTS over doing this stuff.

Essentially, you want all the Charisma you can muster, as well as some Luck. From there, it's all loose-y goosey, because the settlements can easily be applied to a melee character, a VATS character, a sniper, and so on. It's all about how you want to do it.

The perks you want is Local Dealer, to get trading between your settlements going; Cap Collector, because you gotta drive a hard bargain, and so on. Science! might also be very useful for this build, since some things you need LD and Science! to build in settlements. 

Finally, Piper's still useful from the Pacifist run here. If you're not interested in fighting badass monsters in the Glowing Sea and would prefer to open settlements (which really, that's kinda what would happen 200 years after a nuclear apocalypse in real life), then she's really the one for you. 

I dunno, if someone can report to me some other stuff to write in this section, I'd be happy to add it. For now, though, I'll just stick to some general pointers to help people along the way.

The engineer build: Designed by me; built by me; and you best hope... not pointed at you...

This one is new to the Fallout series, thanks to the fact that you can now modify and create almost anything from literal garbage. It's also the most flexible, as it can be taken apart however one likes and add it to a certain build (for example, my jet-pack wielding sniper). Most of the companions in this game look at me like I'm on crack when I ignore the shiny Marksman's Super Hard Penetratingly Long Compensating-For-Something Assault Rifles and make them carry... coffee cups, aluminum cans, and ♥♥♥♥ing glue. 


Seriously, where's all the ♥♥♥♥ing glue in this game? Vegetable adhesive is its own form of divine power in this game. 

SPECIAL:
Strength- 4 (for Armorer and Blacksmith)
Perception- Whatever YOU want
Endurance- Whatever YOU want
Charisma- 6 (optional, though Local Trader must be rad for some)
Intelligence- 6 (For Gun Nut and Science!)
Agility- Whatever you desire
Luck- Luck, you and I have a strained relationship now

Recommended weapons: 
I don't know. Build one, mofo. 

Recommended Perks (choose these when the next rank is available):
The ones that let your build stuff

Recommended companions: 
These mofos are brahmin for all your duct tape and copper. 

What you're going for: 
Scrap everything that is ruined in Sanctuary, then stick a bunch of corn, mutfruit, and tatoes, then install as many water purifiers possible. Watch your vegatable adhesives skyrocket. 

Then the fun part: let your mind go bananas. Build a bazooka with a bayonnet on the end for some weird reason. Make a sniper pistol. Create the most powerful auto-shotgun ever constructed. Hell, become Batman by adding a jetpack to your armor, then swoop down with a flaming sword of justice and dish out your own vigilante justice (there's actually a sidequest in Goodneighbor that allows you become your own Batman, it's awesome. Go do it.). Anything goes, as long as you pick up Every. Piece. Of. Crap. and turn it into a portable meatgrinder. 

NOTE: This build is SUPER flexible. High INT was a must for several of these builds, so Gun Nut and Science! where always available. High Strength characters have access to armor and melee mods, so really, it's taking what part you like and what you don't.

Conclusions:

What's to be taken away from all this, really, is that these are quite flexible. These are just suggestions to get you going, but you are able to mix and match as much as you want. My sniper-engie is now the most intelligent mofo of all the wastes and for some reason, is very Charismatic? I dunno, I thought it fit her quite well.

You're probably wondering where the energy weapons build went and other fan favorites. Well, considering the PC's abilties and how they've been lumped together into pistols, rifles, automatic weapons, explosive and heavy weapons, these have basically gone the way of the dodo bird. It's all about the type of gun, and when you think about it, that makes a little more sense than, you know, sinking all my skill points into Guns and being proficient at both a minigun and a pistol. 

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Credits: Special thanks to Humbugger for this comprehensive guide.

Bloodborne: The Old Hunters Trophies Guide

Here's a guide which will teach you how to get all trophies in Bloodborne: The Old Hunters.


In the Bloodborne: The Old Hunters trophy guide we’ll show there are 6 Trophies (5 Hidden Trophies) that can be earned in the PS4 title. Earn Bronze (4), Silver (1), Gold (1), and Platinum (0) Trophies to increase your Gamer Level.

1. Old Hunter’s Essence (Gold) — Acquire all old hunter weapons.

Tip: Find all 16 old hunter weapons using our “Bloodborne: The Old Hunters Weapons Locations Guide“.

Hidden Trophies:

2. Orphan of Kos (Silver) — Defeat Great One: Orphan of Kos.

This is the final boss in the Bloodborne: The Old Hunters DLC is The Orphan of Kos. The strategy here is to dodge, dodge, dodge, heal, dodge, dodge and heal.


3. Ludwig, the Holy Blade (Bronze) — Defeat the beast that was once Ludwig, the Holy Blade.

The first boss in Bloodborne: The Old Hunters DLC is Ludwig, the Accured. It’s a 2 stage boss fight. He will change into Ludwig, The Holy Blade when his health a little below half. Before entering the boss fight area, pick up the 5 blood vials off the creature attached to the closed gate. When in the fight, lock on to Ludwig with R3. Dodge his melee attacks and keep hitting him. Watch out for his two special attacks. one of them is a ranged freeze attack and the other is a jump attack. Once his health is below 50% he will transform into Ludwig, the Holy Blade. During this phase try to stay behind him and dodge all sword attacks.


4. Lady Maria of the Astral Clocktower (Bronze) — Defeat Lady Maria of the Astral Clocktower.

The Lady Maria of the Astral Clocktower boss fight is pretty straightforward. Maria hits for a ton and is very quick. Halfway through the fight she will start unleashing an AOE attack.


5. Living Failures (Bronze) — Defeat the failed attempts to become Great Ones.

During this boss battle you fight a group of Living Failures who all share the same health pool. About halfway through, they will stop fighting and send down meteors from the sky.


6. Laurence, the First Vicar (Bronze) — Defeat the beast that was once Laurence, the First Vicar.

The second boss in Bloodborne: The Old Hunters DLC is Laurence, the First Vicar who has multiple stages. To start this boss fight, you’ll have to need to approach him with Laurence’s skull item, otherwise picking up the item he’s holding won’t do anything and he’ll keep sleeping.


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Credits: Special thanks to PS4Trophies and Grizwords for the video guides and tips.

7 Must Know Tips for Shadows of Evil in Call of Duty: Black Ops 3

Need help setting up in Shadows of Evil? I'm glad to help! With these seven short tips, I aim to make you all awesome at this brand new map. 


Tip 1: Don't Waste Your Money, and Go Semi Auto!

First things first.


If playing solo, do not, and I mean DO NOT buy Quick Revive! This sets you up with less points, and that is unacceptable because point maximization is vital to making sure you get to a safe area as quick as possible. You will be able to buy Quick Revive AFTER Pack-A-Punch has been opened.

To add to this tip:


DO NOT BUY GUMBALLS until Pack-A-Punch is opened! Buying these before perks is really not necessary, and you'll get 'em soon enough :) So save your cash!

Also, the only gun you will want to buy this early in the game is the Sheiva. 


It's basically the sexy reincarnation of the M14, and it will make sure you don't go spraying all your ammo away, like you would with the RK5 or other fully auto guns. This gun is JUST THE RIGHT damage for early rounds, and is perfect for knife combos.

Tip 2: Maximize Your Points! The Pistol is Your Friend!

Remember this guy?


Yeah, he may be a bit weak, but he's your golden ticket. He's gonna make sure you get the points to get the doors open in a timely fashion and get the rituals done. 

Here's how you use the Bloodhound in the most efficient way possible:

Round One: Shoot each zombie in the leg once, and then knife to kill.

Round Two: Shoot each zombie four times in the leg, and then knife to kill.

Round Three and on: Stop using the pistol or you will die. Use the Sheiva and get headshots so you can open more doors.

Tip 3: Have A Plan, and Stick To It!

The most important thing in this map is that you know what you're doing. This means that you not only know how to perform the rituals, but that you know roughly when you will be doing them.

Here's a video for those of you new to the Rituals:


For example, here's my rough plan each time I play Shadows of Evil:

Round 1: Open the first door, go Beast Mode, punch the double doors, zap Quick Revive, punch the little box, zap the fountain, grapple the fire escape and open Nero's Place. Then do the first ritual before the round ends.

Round 2 and on: Gather points and avoid nukes as I stack shield parts, open doors and do the rituals. I also keep an eye out for which district Juggernog is in. You can determine this by seeing which color bottle is outside each district's first door, as seen below: 


For those of you who do not know where the shield parts are:

In each district, go to the perk that will usually be up a flight of stairs. Each shield part will be somewhere in that area. The shield parts are all relatively easy to find, and there are crafting tables in each district to build the shield on.

Now that you know how to do the rituals and where the shield parts are, you will greatly increase not only your, but your TEAM's chances of survival.

On to the next one!

Tip 4: Save The Team By Saving Yourself

This is going to be a hard tip to act on, but it's very important. Ever have a situation where everyone in the map is downed except you, and they're begging you to save them? 

I have some bad news for you: 99% of the time in Shadows of Evil, it is NOT safe to pick up a teammate during the round. This is hard for everyone to swallow, and if you don't believe me, try reviving a friend halfway across the map while hordes of zombies are chasing you down. It's nearly impossible.

Bottom line: if push comes to shove and you're the last one alive, focus on clearing the zombies FIRST, and saving your friends SECOND. You'll thank me for this tip later.

Your friends will be much happier knowing the game is still on versus you trying to save them and the game being over. Keep the run going!

Next tip comin' up!

Tip 5: Use Beast Mode Wisely!

So here's the thing: in solo, you get 3 Beast Mode uses at the beginning of the match. You will get a new one at the beginning of each new round, provided you used BM at least one time last round.

Your Beast Mode counter is the blue eye-shaped thing shown below:


When that thing is blue and NOT flashing, you at least 2 uses left.

When that thing is blue AND flashing, you have 1 use left.

When that thing is red, you cannot use Beast Mode again until the next round.

In Co-op matches, you only have one use, so use it effectively during the round, and practice doing each route in more effective ways.

You only have a short time in Beast Mode, so make it count!

Tip 6: Refrain From Using The Box!

Wait to use the mystery box until all the Rituals are finished and your team has the shield built. At this point you will be in a much better position point-wise to afford the box and all its treasure!


Tip 7: Don't Expect Help, BE The Help!

The hard part about playing this map with randoms is accepting that most of them have no idea what they are doing. Keeping this in mind, please be kind to new players! Most of them are geniunely trying to contribute to the match and have fun. 

If you see people struggling and they don't quit after their first down, offer to help them after the match, and maybe show them this guide! The internet is a great resource to help the newbs, and making this gesture can definitely lead to some new friends!

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Credits: Special thanks to gav for this tips.