How to Cheat a Slot Machine with a Cell Phone

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[1.1 Update] Complete List of Verified Perks (Working / Not Working / Partially Working) [WIP]

Update: All items and perks testing completed. Still updating based on feedback as it comes in. I'll update the text below soon.
Update: Added a tab for bonuses per skill level and attribute level
Update: Tested the non functioning (Partially or Not Working) perks/items for the 1.11 hotfix. Several changes noted in the change log. I think I'll reserve testing the whole list for more significant updates, but definitely looking out for people posting/messaging about things they found that are not working/working. Already got 1 perk not working that was before.

Up to date Perks and Items and Skill Levels Testing can be found here: Link to Spreadsheet

Hope you guys find this helpful!
Reddit list last updated: 1/26/2021

Body - Athletics

Body - Annihilation

Body - Street Brawler

Reflexes - Assault

Reflexes - Handguns

Reflexes - Blades

Intelligence - Breach Protocol

Intelligence - Quickhacking

Technical Abilities - Crafting

Technical Abilities - Engineering

Cool - Stealth

Cool - Cold Blood

submitted by iCheekz to cyberpunkgame [link] [comments]

Slay the Spire and its "family"

https://steam.cryotank.net/wp-content/gallery/slaythespire/Slay-the-Spire-01-HD.png
Slay the Spire (StS) has finally arrived to Android! For two years many of us dreamed for this legendary game to be accessible on their mobile devices, and finally the day has come. No need to talk about how awesome this game is, how it basically started a new genre of card-based dungeon crawlers (UPD: or roguelike deck-builders, if you prefer the term), and even about how well or poor it works on Android hardware in its current state (there will be lots of these posts during the days to come). What I wanted to talk about is the impact this game had on (specifically) mobile industry and how other developers were able to utilize this innovative formula in their own products.
Personally, I am somewhat glad that StS release was delayed that much. This allowed a lot of "clones" to be spawned, many of which I enjoyed playing. Some of them appear to be straight rip-offs, but others introduced many fresh ideas of their own, some even surpassing the predecessor's greatness. What the heck am I talking about and how is this even possible will be revealed to you, should you decide to stay on a bit and read through the article below.

General info

First and foremost, let's clarify the important thing: card based dungeon crawlers are not Collectible Card Games (CCGs). Even though they share the same ideas, and some of them (StS included) even have a feature to permanently improve starting cards, or a mode to play with pre-constructed decks, this is not the case for the genre in general. There is no place for multiplayer and PvP battles here: a turn-down for the most, but an undeniable advantage for the rest - only though-out puzzle-like single-player experience which we can pause at any moment and continue when the time is appropriate. Thus, there will never be troubles with downtime, matchmaking, ratings, overpowered builds and other PvP stuff, as there will never be a satisfaction of crushing your opponents with the power of your mighty intellect... The fun of discovering interesting synergies between various card combinations is still present, though.
With this being said, let's quickly look through the core features of the genre, which will be relevant for almost every game we review below: - we must explore a dungeon, which (usually, but not necessarily) consists of three floors with increasing difficulty; - we have limited control over the order in which to face the challenges; - there is a powerful boss in the end of each floor; - we battle using deck of cards, usually drawing new cards from deck to hand each turn; - there is a limitation on how many cards we can play during our turn; - we start with a weak basic deck, but get new cards as rewards for fighting enemies; - there is a possibility to permanently remove (weak) cards from the deck; - successful gameplay strategies revolve around utilizing the synergies between different cards; - there are several character classes, each with their own cards and tactics; - there are often additional items to acquire in the dungeon, providing bonuses and emphasizing specific types of play;
Before Slay the Spire (StS) came out, there was another card-based dungeon crawler called Dream Quest (DQ), which considered by many to be the first game of the genre (at least the first one to make a significant impact). Not sure if the former drew inspiration from the latter, but certain parallels can easily be drawn: in fact, all of the features mentioned in the list above are valid for DQ the same way as it is for StS. The rich plethora of card based dungeon crawlers (both PC/Console and mobile) originated from some combination of the two.
StS, however, can not be considered a clone of DQ, as it introduced a lot of original ideas and spawned its own line of descendants. It is always interesting to analyze each new title to see which of two games was the biggest inspiration, and to group them accordingly. For me the main criteria lies in the core difference in battle system: - in StS, enemies (usually multiple) show their intentions at the beginning of each turn, so we know what to expect and what to play against; - in DQ, the enemy (usually single) draws and plays cards the same way as we do, often using the same abilities and synergies we ourselves can use.
Introductions aside, let's finally get to the interesting part - the games! (Note: Games are listed in alphabetical order to not give any privileges to one over another. For my personal preferences see the comment section).

Dream Quest clones

Call of Lophis takes us on a grim journey through infested lands full of deadly monsters, dangerous traps, and one of the most ridiculous card art I have ever seen. It's surprising to see how dark fantasy elements combine with the humor and gags this game presents. From the gameplay point of view, there is enough card variety and interesting synergies, but it will take a long time to reach the interesting parts. Really: this game just does not know when to end, forcing new and new dungeon locations onto us with basically the same monsters and same approaches to dealing with them over and over. Its the boss battles which crank the difficulty up to over 9000, and if we don't have the right deck by the time we reach them, there is nothing we can do to pull it off. Plus there is some shady business going on with monetization schemes, where even paid version of the game makes us spend money to unlock additional classes and grind a lot to buy permanent improvements. Only truly dedicated players will be interested in dealing with all this nonsense. [...] UPD: Haven't checked on it for a long time - maybe the situation improved somehow.
Crimson Deep is still in early alpha and was not updated for a long time. But the development hasn't stopped, and there is a new major release approaching in the nearest future. It makes no sense to talk about the game till then: the version in the store is too raw to provide any significant gameplay experience, but it would be interesting to see where it goes in the end.
Dimension of Dream is probably the only game that has the same grid-based dungeon layout as DQ itself. This time with full 3D and a possibility to fight only limited set of enemies before facing the final boss (which allows to moderate difficulty as we go, either defeating tougher enemies with better rewards, or to save HP and fight only the easy ones). This game has one of the most interesting battle systems and 6 truly unique classes with deep complex strategies unlike anything we have ever seen (not only the cards themselves, but the order in which we play them greatly affects the outcome). Unfortunately, the English version was pulled from Google Play, leaving only Chinese version for Asian people to enjoy. UPD: Apparently, the game was re-released under different publisher with the title Dreaming Dimension, so there you have it. [...]
Meteorfall: Journeys offers the streamlined approach to dungeon crawling, where all our decisions boil down to Reigns-like "swipe left / swipe right" operation: picking the path, encounter resolutions, and even battles are simplified to utilize this binary choice mechanic. But don't worry: these specifics do not affect the gameplay, still providing enough strategic depth to appeal even to hardcore players. Add here a neat visual style, lots of character classes and their variations, cool card combos, and you get a true masterpiece, which is Meteorfall. [...]
Night of the Full Moon offers a fresh take on a fairy tale of Red Riding Hood, but adding darker elements to it (including werewolves, zombies, mad scientists and cursed cultists). It demonstrates an amazing production quality with top-tier art, beautiful audio support, and intriguing storytelling. Gameplay wise, we have the closest thing to DQ, safe for the grid-based dungeon maps, which were changed to just picking the encounter out of available three. Some people may argue that the game does not offer enough strategic variety, only suggesting a single best build for each class, but you will still get different runs due to the randomness of card and power-up drops. Another argument of it being too easy is completely nullified on higher difficulty levels. Wish the story would develop in a different direction, though. [...]
Spellsword Cards: Origins provides the gameplay similar to the Night of the Full moon, but focuses more on role-playing character development part. Aside from choosing a class, we also get to pick race with unique traits, and a school of magic, greatly affecting which cards will be available to us during the run. The problem here, though, is that monster encounters do not demonstrate a lot of variety, forcing us to fight the same enemies over and over, and the difficulty is rather high, with starting cards doing almost nothing and enemies quickly run out of hand with their devastating attacks, whereas good cards are hard to come by, and even then you will still be devastated on later stages. [...] UPD: Or maybe I am just bad at this game (welcome to comment section for valid strategy suggestions).

Slay the Spire clones

Blood Card offers a unique possibility to construct the dungeon ourselves, providing a pool of encounters of different types: regular monsters, elite monsters, events and shops. We pick a desired encounter from the pool, deal with it and then move on to the next one. Another interesting feature is that our health is defined by the number of cards in draw pile, which limits our tactical possibilities, but is compensated by the fact that we get multiple copies of cards as rewards for fighting enemies. There are a lot of interesting mechanics related to moving cards between various piles, as well as other neat features (like: the Death inevitably arrives in three turns and starts whacking everyone on the field with increasing persistence), but I'll leave them for you to discover on your own.
Card Crusade seemed like a cool idea of mixing classic "roguelike" dungeon crawling with its "deck-based" counterpart, where we explore the dungeon the same way as we do it in Hack, Angband, Pixel Dungeon and other similar games, but use cards to fight actual enemies. In reality though, this implementation just adds a useless abstraction, as the adventuring does not provide any tactical benefits and is only there to inter-connect battle sequences (heck, even breaking pots and chests does not give us any coin, of which developers themselves warn us at the very beginning!). The cards are not very interesting, with next to none cool synergies, and new classes (which should be unlocked by performing specific actions on previous runs) do not provide any major difference. [...]
Card Quest takes us on an epic journey through fantasy lands, where we will perform great deeds as one of the classic RPG hero classes (fighter, wizard, rogue, ranger), each with their own equipment and fighting disciplines. The interesting part is that the cards we use during runs are defined by said equipment, and if we find some new pieces during our adventure, we get to keep them for further runs. Also worth noting that defense cards are played not during our turn, but during enemy turn, which requires us to plan ahead a bit. This being said, the game is extremely hard - it will take a lot of unsuccessful tries to finally reach the end. But the variety of dungeons and possible builds will keep us occupied for long.
Dungeon Tales for a long time was the closest, yet simplified copy of StS mechanics (up to similar cards and gaming strategies), but without certain elaborate features, like upgrading cards or using potions. The basics are left intact though: we still build our deck along the way and face the powerful boss in the end. There are only two characters available yet, but each has a couple of viable builds, so it can keep us invested for quite some time. [...]
Endless Abyss is a close StS clone with very similar character classes (only two so far) and a lot of cards with exactly the same effects. Graphically the game looks very good, but angry monetization, lots of grinding, and forced ads make it almost impossible to fully enjoy. [...]
Heroes of Abyss is a predecessor to Endless Abyss with basically the same core gameplay, but very simplified dungeon crawling part. There is no floor map with choosing our path, nor there are elaborate adventure events: just a series of battles with the boss in the end. The spoils we get after each battle go into improving our starting deck and unlocking new difficulty modes with higher rewards. What makes the game unusual, is that we chose the preferred build right from the beginning with appropriate set of starting cards, without the need to rely on the randomness of card drops. It may be interesting to unlock and compare all the 6 available builds, but once the task is done, there is almost no reason to play the game further.
Heroes Journey provides a different setting for a change: this time we will play as space explorers, who crash landed on an alien planet. Thus, instead of familiar swords and bows, we will be wielding blasters and energy shields: the rest remains the same, up to the majority of cards straight up copied from StS. Unfortunately, this innovative idea was completely ruined by repetitive grinding and angry monetization, forcing player to make dozens of identical runs with the same small card pool, until something adequate is unlocked. Oh, and the game is long abandoned by the developers.
Pirates Outlaws is an amazing rework of original StS ideas in a pirate setting with some changes to gameplay mechanics, such as introducing persistent charges needed to play certain cards, and different buff/debuff statuses that replace each other. There are also some questionable features, such as ship stamina that deteriorates over the course of the journey and leads to game over if not repaired in time, or a quest system, where quests can not be completed in parallel, but instead picking the new quest resets your progress in the current one. Some may also argue that new classes take long to grind for, or expensive to pay for, but with permanent booster pack this should not be a problem. Anyway, the game is highly recommended for any StS fan. [...]
Rogue Adventure offers a twist to usual mechanic: our hand is limited by 4 cards, but each time we use one of them, a new card is immediately drawn to its place, thus we never run out of cards to play. Non-starting cards are common for all classes, but are grouped by type (or race), giving huge synergies depending on how many similar cards we have. Aside from this, the game offers diverse gameplay by providing a lot of different classes, each with its own unique strategies and dynamics, and some interesting items to work around. The developers constantly provide updates with bug fixes and new content, but be warned that new mechanics may break what you are already accustomed for.
Royal Booty Quest started as a straight rip-off from StS with the same classes and abilities, and even cards having the same names. And absolutely atrocious pixelated visuals, which were not possible to look at without eyes bleeding out. Over time, though, it developed its own unique mechanics and interesting card combinations, but the art style did not get any better. However, if this is not a problem, the game is enjoyable to an extent, but since it was not updated for a long time, I doubt it will keeps anyone's interest for long. [...]
Tavern Rumble adds an unusual strategic element - a 3x3 grid, on each units and enemies are placed. The core gameplay remains the same (we still see what opponents are planning to do each turn and adjust our own strategy accordingly), but the addition of the grid introduces another tactical layer: not only we should maximize the damage output, but also plan the layout for our troops to provide the effective delivery of said output, while at the same time establish enough defense to minimize the damage to ourselves. There are a lot of cards and classes to play around, different play modes and a lot of features that are still being constantly added to the game. Some may argue about simplistic pixel graphics or long repetitive grinding, but it is easy to unlock everything within reasonable amount of time, even without paying. [...]

Other Games

Of course, my criteria does not work 100% of the time, as some games are way too different from anything else to confidently enroll them into one of the categories. They either demonstrate traits of both, or implement entirely unique mechanics of their own (which I like the most), while still maintaining the basic dungeon crawling ideas (so a lot of the games you might think of will not end up in the list). What I have in mind is the following:
Dungeon Reels removes the cards from card-based dungeon crawler - why bother, right? Instead, it provides some kind of a slot machine, where each turn three rows spin independently to pick available actions based on what slots we have in our reel. Winning battles awards us with new, better slots to add, each with their own specifics and synergies. Enemies also randomize their moves with slots of their own, but the most satisfying mechanic is the possibility to spin a jackpot with three identical slots for some powerful effect. It is interesting to see this concept developed further, but the game has not been updated for a long time.
Iris and the Giant takes us on journey through imaginary world, inspired by Ancient Greek mythology. Each battle takes place on a grid, where various enemies advance in huge numbers. We play a card from our hand, usually dealing damage to nearest enemy, and then everyone who is still standing and can reach us deals damage in return. There are cards that target multiple enemies at once, as well as ways to play more than one card during our turn, so most of the time we will be deciding which card to play at which moment. The deck has limited size, and if it becomes empty we lose, so new cards should be constantly acquired. There are a lot of interesting mechanics to discover, but the game is very hard and luck based, requiring a lot of trial-and-error to finally reach the end. [...]
Phantom Rose Scarlet has the same basic core, but with completely innovative battle system, not seen in any other game. On each turn there are four positions for cards to be played in strict order, where two of them are randomly filled with opponent's cards, and the remaining two are left for us to fill. Instead of drawing the hand, we have our entire deck available right away, but playing cards puts them on a cooldown, which does not reset between battles, so we constantly face the strategic choice of playing our best cards right away or keep them for later. The game is in active development, providing new mechanics and further developing the story, which is quite captivating here. [...]
Void Tyrant is a bit of a stretch, but still a "card based dungeon crawler", in which we basically play BlackJack against our enemies by dealing card with numbers from 1 to 6 one-by-one from our deck until we stand or bust. Whoever has the highest value wins and deals damage to the loser. There are various supporting cards on top of this mechanic, allowing us to either jinx the outcome in our favor, or to perform various other metagame manipulations. The only downside of the game is the lack of content, as it quickly runs out of interesting things, and since it was not updated for a long time, it is unlikely that anything new will be added in the future. [...]

Conclusion

As you see, there is a lot to play besides StS, so even if you are not hyped by its long-awaited Android release, but appreciate a good intellectual dungeon crawler, you will find something to suit your needs. I hope, even with StS release, new games of the genre will continue appearing on mobile phones, and I will gladly review them and add to the list. If you know any hidden gems (or even trash) that was not highlighted in this article, please share the names and/or links in the comments. I am also open to any discussions on the topic, as I am obviously able to talk a lot about my favorite genre.
Good luck to everyone in all your endeavors.
P.S. I am well aware of games like Dungeon Cards, Card Adventure, Dungeon Faster, Meteorfall: Krumitz Tale, Card Thief, Maze Machina, Cube Card, Card Hog, Fisherman, Relics of the Fallen and other "grid-based puzzles", but do not consider them to be a part of the "family".
submitted by Exotic-Ad-853 to AndroidGaming [link] [comments]

Outriders - FAQ

Hey guys. So as we are slowly edging closer to release and the demo, in my boredom I've decided to create a simple FAQ as I find myself answering a lot of the same questions.
Some of these answers are lifted directly from PCF, some are just info I'm aware of myself. I will try to keep it updated with any questions asked in the comments.
Included are General questions, Demo info, Gameplay info, QOL info, and Crossplay/Multiplayer info.
EDIT: All updated now, if I have missed anything obvious I'll update this when I'm made aware.. thearcan feel free to do with this thread as you see fit
 

GENERAL

 

- When will Outriders be released?

01 April 2021

- What Platforms will Outriders release on?

Outriders will be available on PlayStation 5, Xbox Series X, PlayStation 4, Xbox One and PC (Steam & Epic). Outriders will be released on Stadia at a later date.

- What kind of game is Outriders?

Outriders is a 1 to 3 player, drop-in-drop-out co-op, third-person-perspective shooter set in an original dark and desperate sci-fi universe.

- Where can I watch the Outriders reveal trailer?

Right here. This is also on their official channel with plenty more in depth info on the game.

- Is there an official discord?

Yes here

- Is Outriders a Free-to-Play game?

No. Outriders will only require a one-off purchase of the game.

- Is Outriders a Games-As-A-Service?

No - Outriders will be a complete experience out of the box.

- Will Outriders feature Micro-transactions?

No. However the pre order bonus will be able to be purchased separately afaik.

- Will Outriders support Smart Delivery on Xbox? Will we get a free upgrade to PlayStation 5?

Yes. Anyone who purchases the game for Xbox One or PlayStation 4, will get a free upgrade to Xbox One X, Xbox Series S and PlayStation 5 respectively.

- Will Outriders support Cross-Play?

Yes. Outriders will Fully support cross-play, meaning you will be able to explore Enoch with any of your friends on any other platform. You can play Outriders from start to finish with your friends regardless of what system they own.

- Will there be DLC?

At this time we don't know, if the game does well, hopefully we will see more of Enoch.

- Will my PC be able to handle Outriders?

See here

- Why was the game delayed?

See the official response here
 

DEMO

 

- When does the Demo release?

25th February 2021

- What will the demo include?

Final details have not been announced yet. But we know it will be the first few hours of the game.

- Will my demo progress carry over to the full game?

Yes - but there will be progress caps in place. At this moment in time we know there will be a level cap, world tier cap and story progress will be capped.

- Will the demo feature crossplay?

Yes
 

GAMEPLAY

 

- Can I play all classes?

Yes, you should have 6 character slots available.

- Will I have to replay the story for each class?

Yes, as far as we know.

- Does each class have multiple skills/powers?

Yes each class has 8 skills total. Only 3 can be equipped at one time.

- Why can we only play in groups of 3?

PCF found that groups of 3 hit the sweet spot for balancing, optimisation and visibility, especially with some much going on in battle.

- How does difficulty scaling work?

The game utilises a world tier system. There are a total of 15 World tiers. In essence the more you kill, the longer you survive, the higher the world tier you unlock. Each world tier increases difficulty, but also your rewards. This can be adjusted up (to the max you have unlocked) and down at any point.

- How does endgame work?

Endgame consists of 14 expeditions, all fresh content. In essence, get to the end as fast as you can on the highest difficulty you can for the most rewards. See more here

- What if I miss a loot drop?

There is an auto loot feature in game.

- Why don't enemies drop loot in expeditions?

They do. It all just goes to the chest at the end. See clarification here

- Does that mean if I fail an expedition I don't get any loot?

No, as per the previous linked comment, you still get this loot even if you fail.

- Can I transfer loot to another character?

Yes, there is a stash system.

- How does crating and mods work?

See Here Approx 16 mins in.

- Is there an in game achievement system?

The game will feature accolade system which is something in between achievements and battle pass. It will reward you for doing actions you would normally do in gameplay with small cosmetic rewards so if you need extra motivation to repeat few side quests and spend more time in the game here it is. The system will give only cosmetic rewards and there is no way to buy your progress, it is also completely optional but completionists can have nice fun with it.

- How do armour stats work?

See an official breakdown here

- What weapons can we use?

From what we have seen you have Pistol side arms, and equip 2 primary weapons. So far we have seen Assault rifles, LMG's, Shotguns, Sub Machine guns and a variety of rifles including Snipers.

- Can I play the whole game solo?

Yes, the number of enemies etc scale depending on how many people are in your party. Expeditions are designed for 3 players, but should still be doable solo. See clarification here

- Is there PVP?

No.
 

QUALITY OF LIFE

 

- Will there be in game comms?

No - at this time there is no in built chat or ping system. See further explanation as to why this is here

- Will there be loadouts?

No, not at this time.

- Will there be a transmog system?

No, not at this time.

- Are there colourblind settings?

Yes, I believe so.

- What are the next gen upgrades for Xbox Series X and PS5?

Nothing has been confirmed yet, but we can expect some optimisation benefits etc. Suggestions that we should know for certain by the release of the demo.

- Do I have to be online to play?

Unless something has changed recently, I believe you have to be online to play.

- Is there a mass dismantle system in game?

Yes

- Is there an item protection system in game, such as item locking?

No.

- Will players be able to mod/hack their saves etc?

Alls saves are server side, so this shouldn't be theoretically possible.
 

CROSSPLAY/MULTIPLAYER

 

- Can I turn crossplay off?

Yes

- Is there a social hub?

There are hubs in game. However they will only be accessed by yourself and those within your matchmaking party.

-How does joining a friend work?

The game operates on a host based system. You join and play in the hosts world. Host migration systems should be in place if the host dc's. You can join any friend at any point once the prologue is complete.

- How does scaling work when I join a friend?

As you are in the hosts game, you play at the level and world tier setting they are at. So you will either feel OP or under geared if you join low/high level friends retrospectively. See more here

- How does loot work in a friends game?

Loot is instance based for each player. Loot drops depending on enemy level, which is in turn based on world tier. So if you are joining friends playing on substantially lower or higher world tiers. Loot drops in essence won't be much use to you.

- How will I invite cross play friends?

They have said they will utilise a friend code system.

- Is there a cross save system?

Only between similar systems - eg Xbox one to Xbox series x, or PS4 to PS5. You will not be able to cross save between platforms, eg from Xbox to PC, or Xbox to PS.
submitted by b4rn5ey to outriders [link] [comments]

Cyberpunk Tips and Tricks

I have read dozens of these threads for dozens of games over the years but never bothered to write one myself. Nothing especially exciting is coming up on Google for Cyberpunk yet, so I figured I might as well give back to the community, so to speak. So, here are a list of tips and tricks for new players. Many of these may not stay true as CDPR patches the game but they're up to date as of 1.06.
If you have stuff I missed, throw it in the comments and I'll try to edit it in. And if I'm wrong, correct me! I'm not an expert, just a fan. Some of this stuff is a matter of opinion, playing "optimally" is a bias of mine that not everyone may share. You may want to beat the whole game hacking everything in sight with 5 intelligence (good luck lol). This is just as valid a playstyle as being a min-maxing degenerate like me, the point is to have fun :)
Attributes:
- The game files tell you that you get an attribute point every three levels. This is a damn lie. You get one every level. By level 50, which you can attain well before beating the game, you can raise three stats to 20 with 4 points left over.
- You can have an attribute up to 20 by level 15. Game's level cap is 50.
-Body and Technical Ability both let you open doors. DIFFERENT doors. It's rare that they'll both work on the same door. If you wanna open every door, you should max 'em both out. That said, this is mostly just for bonus loot, so it's not mandatory.
- Every attribute has perks enough for a viable build, though technical ability can be rough going. You should consider leveling one skill to 20 before you start leveling another because the high level perks in many of these trees are bonkers. The two exceptions to this are "Breach Protocol" under intelligence and "Crafting" under technical ability. Good, but not necessarily your best first priority.
For example, at the end of the blades tree is a perk that makes you do double damage to enemies with full health (at rank 3) and another perk that increases the damage you do by 3% per 1% health the enemy is missing. So assuming it works as described (big if, lol) if you take 50% of an enemy's health off with your opening strike, you'll do 150% bonus damage. Throw in the bleeding effects and you'll be ginsu knifing your way to victory in no time.
- Attribute pairings: Some attributes have a bunch of synergies. For example, Cool synergizes well with Reflex for blades, sniper or silent pistol builds. Cool also synergizes relatively well with Quickhacking. Technical Ability pairs well with Reflex because the engineering tree buffs smart weapons and tech weapons - though there are some tech shotguns, which pair with Body, most guns are buffed by the Reflex trees.
Comparatively, Technical Ability has less to offer a melee build - stealth melee should be Reflex and Cool, while 'charge TF in' melee benefits from Body and Reflex.
- If you want to craft, you need to raise technical ability to 18 for best effect. If you want to use tech weapons, take it to 20. Quickhacks are crafted in their own tree, and are not a part of normal crafting.
- Not much advice here overall because it's mostly a matter of playstyle. You wanna have a dude with 13 in every attribute? They'll be a great all-rounder. Wanna specialize? You'll get some outrageous power perks.
Skills + Perks:
- Skills level as you use them although Athletics is currently really hard to level apart from some buggy stuff. The other slightly counter-intuitive skill to level is engineering which levels when you deactivate cameras manually, need to be standing very close to them. You can also level it by firing tech weapons through walls and by using grenades.
- Perks level as you put points into them. You get one perk point whenever you level up. You get perk points as you level skills (7 per skill tree, if you get it high enough). edit: Crafting, Breach & Quickhacking have 6 for some reason.
There are also a number of 'perk shards' that give you free perks.
- To buy a perk, you need to have a high enough level in the associated attribute. All skill trees have at least one perk that requires 20 in the associated attribute (Body, Reflex, etc). Sometimes that perk is just ok, but sometimes it's bonkers powerful. Take the time to read the trees. Basically all builds are viable right now so I don't have any "best" build tips, just level one attribute to 20 and then figure out which one you wanna do next.
- Skills cannot level past their associated attribute. For example, Blades is in the Reflex tree. If you have Reflex 4, it doesn't matter if you vivisect every enemy in the game, you will level to blades 4 and stop there until you raise Reflex to 5. This is one of the reasons it makes sense to level an attribute to 20 ASAP. Keep an eye on the skills you wanna use all game - if they stop gaining experience, you need to bump the attribute.
-Leveling skills will reward you with bonuses. Sometimes the bonus makes you better at the skill (for example, reducing recoil on a kind of gun). But each skill tree has (afaik) 7 "bonus" perks in it. This means that there are more total perks available to characters who level Body and Reflex (which each have three associated skills) as opposed to other attributes (which only have 2).
- Every tree has some ridiculous skills that are must-have, and some that are useless. One or two are even actively harmful, like the one that automatically disassembles junk. Some junk sells for 750 ED, so scrapping it automatically robs you. Avoid that perk (it's in Crafting).
edit: Matter of opinion. There's a lot of junk in this game and if you're speccing into crafting, you can easily make money, so taking the 'scrap all junk' perk can save some time. Ultimately the only junk you need to scrap is the cans you buy from vending machines, which (with the current UI) is the fastest way apart from using the perk. Your mileage may vary.
-If you read through the skills it's pretty obvious which ones are awesome; usually it's a huge buff to damage or crit chance. They give out crit chance like candy in this game.
- It's worth making sure that your primary combat skill (pistols, blades, etc) is always capped - so if you have 10 reflex, you should have 10 in blades. This way you'll get the most from the perk system, but also have 'best' fighting style at your disposal. The game gives you all these great playstyles but in my experience, if you don't level them, they become progressively less useful.
- You can respec perks for 100,000 ED. This will not reset your attributes. 100,000 ED will always be a stupid amount of money. You're better off just farming up some more perk points and spending them.
- There is always an ultimate perk unlocked when you reach 20 in the skill (need 20 in the attribute first). These are enigmatic and poorly worded. To be clear, they give you an up front buff of varying quality. Then you can keep putting points in them generally for a 1% buff. I haven't doubled checked all of them, but after that first rank, it's highly unlikely you'd ever want to put another point into them.
- Cold blood makes you good at everything, a little bit. It's in Cool, so it's most efficient to pair it with pistol sneak or blade sneak, but really you can go hog wild. It has some preposterous bonuses.
- You will never need to swim underwater AFAIK so ignore that perk.
Weapons
- All builds are viable and so are all weapons. Still, I think they put shotguns and lmgs in the same tree because the range on shotguns isn't optimal and they are not sneaky weapons. I'd carry one of both, and I also carried a pistol, a sniper rifle and an assault rifle on my Reflex build, though this spread me a little thin.
- Weapons come in a tiered system: common (grey) uncommon (green), rare (blue), epic (purple) and legendary (orange.) Wonder if they'll pay Blizzard royalties. If anyone will, really.
- There are also iconic weapons. They can usually be upgraded to legendary, but not always (RIP Lizzie pistol). This costs a lot of mats. But not as much as upgrading a level 40 gun to a level 41 gun.
- Using crafting to upgrade weapons is so expensive / tedious that you should just craft new weapons instead. You should also keep your Iconic weapons at the rarity you find them, and upgrade them to level 50 at the lowest possible rarity, to save on mats.
- You can have three weapons (plus unarmed / gorilla arms) equipped at once.
- Power weapons can ricochet and are most common. Tech weapons can charge and shoot through walls. They discharge automatically at full charge until you get an engineering perk to fix that. This makes them WAY more useful.
- Smart weapons paint dots on a target and then they'll hit the target. The dots (little and red) need to appear before you start firing. If they do, the bullets may even hit around corners or cover. If you don't, the bullets are wasted.
- You can craft ammo. The carry limit is high, 400 pistol, 700 rifle, 100 snipeshotgun on PS4 according to u/Eggtastic_Taco, I thought I'd had 500 pistol ammo on PC before but IDK.
- Weapons can be modded. Replacing a mod destroys it. Scrapping a weapon destroys the mod unless you have a perk (from crafting.) The perk is worth it. Modding weapons is generally worth it. I wouldn't bother putting a silencer on a pistol.
edit: As withoutapaddle points out, silencers are awesome if you are speccing into them, generally with a Reflex / Cool build focused around pistols. You can easily overcome the damage debuff, especially with the rare silencer, where the debuff is only 15%.
Armor
- There's no transmog so you're gonna look ridiculous until endgame, and maybe then too.
- Armor seemed to me like it made little difference til I passed 4000 armor, at which point I became an unkillable tank. Main appeal of crafting, IMO.
- But mods can make a big difference by buffing critical damage, critical chance, etc. Also plenty of useless mods (breathe underwater longer).
- You can pick up resistance to damage types, and even immunity, from item mods - but also from certain perks and cyberware.
- Armor can be iconic too, though far less often. Same advice from iconic weapons applies.
Hacking
- Not much to say here - use breach protocol to debuff enemies and make quickhacks cheaper. Many quickhacks are non lethal.
- Quickhacking costs RAM. It recharges out of combat, and in combat with the right perk.
- The game teaches you this in an optional tutorial but it is VERY important: you can quickhack people while seeing them through cameras. And when you do, they can't do a damn thing about it. They can't detect you unless they see you IRL. So hack a camera from across the street, cycle through their camera network killin' em all. Easy peasy lemon squeezy.
Crafting
- When you craft an item, it randomly has mods (or maybe none) and randomly has mod slots. Far as I can tell, 4 is the maximum number of mod slots. Mods are fairly easy to come by, and some of them are ludicrously OP (Can find 6 15% crit chance mods and have 100% effective crit, I think).
- But they're random! So you may need to craft and recraft those legendary pants until you get one with 4 mod slots. edit: max 4 for torso slots, max 3 for everything else
- Crafting in general is broken in good ways and bad. The main tip is that you can scrap drinks, but not food, for some reason. So go to every drink machine you see and buy them out of drinks (10 ED a drink). Then scrap all the drinks for common and uncommon components. Craft a bunch of uncommon sniper rifles, sell them to a merchant, repeat til you're at 20 crafting. Good way to make money too.
- As mentioned above, upgrading things is expensive as hell, though at higher levels it also gives you huge chunks of crafting XP all at once.
edit: When you upgrade an iconic item, it seems to reset the cost of components to upgrade it again, and as a bonus, raises it to one level below yours. So if you don't want to farm mats forever, consider waiting til you're level 50 before raising your Iconic gear to Legendary status. Then you'll only need to upgrade it once.
- Items can only be crafted one at a time but you can edit a config file to make that happen instantly. This'll get patched, I hope.
- There are crafting specs scattered through the world. The best ones are usually free from drops but you might buy one for a niche build.
Here's a mod table, h/t to u/theherrhuml

Work and Stack Armadillo, Backpacker, Osmosis, Plume
Work but Don't Stack Fortuna, Bully
Work Coolit, Antivenom, Superinsulator - not for EMP, Panacea
Don't Work Deadeye, Predator, Resist, Zero Drag
Cyberware
- It'll make you a beast. It's the main use for 'street cred', too, a system that barely needs explaining. Kill dudes, get street cred, unlock new Cyberware. Other stuff too but mostly pretty pointless by comparison. The best cyberware requires 49 street cred; the cap is 50.
- The wrist mounted missile launcher is sick but it also seems to disable the use of grenades (mapped to the same hotkey on my controller anyway). The missiles, however, are bottomless.
edit: Probably my biggest error here. I thought my grenade option had disappeared, but you can switch grenades into the slot if you want. If I'm understanding u/theherrhuml correctly, this means you can't use both at once? IDK.
- Slowing time is very handy. The synaptic accelerator does it when you are spotted by an enemy. A must for sneak builds. Sandevistan slows time when activated. Mostly useful for combat but you can also rush right past enemies (but be aware that slow time means doors open slow too). There's also Kereznikov, which slows time when you dodge, slide or do some other stuff idk man, I forget. Obvious combat applications.
- Your initial cyberware lets you hack. The cyberware in the OS slot, to be specific. If you replace it with a Sandevistan model, or a Berserk, you will lose the ability to hack. The game does a very poor job of warning you of this. It SUCKS to suddenly not be able to turn off cameras by hacking them.
- Cyberware has mod slots. Maybe this explain this at one point but it's easy to forget. You'll find lots of cyberware mods in any case.
- If you're using quickhacking, most quickhacks have to be equipped in your deck, which goes in the OS slot. They have their own parallel crafting system which is under Intelligence. They'll make you a cybergod among men.
- Overall cyberware is meant to compliment your build. Wanna do blades? Mantis blades go in the arm slot. Wanna hack? Buy the best OS. Don't care about hacking? Stick a Sandevistan or Berserk in there and shoot / chop your enemies to bits. The monowire, counter-intuitively, is a 'blunt' weapon and benefits from the associated perks, as well as being buffed by cool.
- Double jump, or charge jump, are mandatory. Why wouldn't you want the high ground, as Ben Kenobi taught us?
- Like I said, it compliments your playstyle, so it also gates the best cyberware behind attribute requirements. 20 body nets you an implant that gives +60% health, which is huge. You'll never be able to equip all the "best" cyberware, but you'll have what's best for your build.
- Every ripperdoc has a specialty, but they don't always have their legendary quality item. This is kinda annoying because it's one of a number of easter egg hunts they implement for buying stuff, real MMO tier game design. I have the money, gimme the damn thing. Anyway, check the internet for guides on where to buy legendary cyberware.
Questing + Side Content
- Personally I'd recommend finishing all the side content in Watson (the first area, in which you are trapped) before proceeding to Konpecki (you'll know when you know.) This gives you a lot of tools in your toolbox for a pretty challenging series of missions, and give you lots of practice playing the game .- Alternatively, there's little punishment for burning through all the story content up to the final mission, and in fact, no real punishment for beating the final mission as soon as it's available. The game just drops you right back before the final mission, so that you can unlock the other endings. Up to you.
edit: A certain Hollywood actor shows up to make commentary on your quests once you finish Act 1, including quests in Watson. So depending on how thirsty for Keanu you are, consider holding off on doing sidequests in Watson until after Act 1.
- Like the Witcher, the story quests are worth way more experience, so if you're in a hurry to level then get after it.
- If you bought this game because of the political dimensions of Cyberpunk then READ THE SHARDS. All of them. Great stuff in there. If you bought it for pew pew lasers, then only read the shards with smutty titles, they're funny.
- The level design's pretty good. Often I'll finish a dungeon only to notice that there was a sneaky back way in that I never even noticed because I didn't bother looking. Of course, with double jump, you can usually make your OWN way in.
- Overall, the level design combined with the shards made even clearing reported crimes fun for me all the way through to endgame. I highly recommend doing most of the sidequests ( hear racing sucks which checks out because driving sucks ). Also clear all the organized crime bosses because they drop awesome loot.
Cars
- You can get a free Caliburn, one of the game's fastest cars, in the Badlands, hard to explain so just google the video.- Fixers will text you about cars they have for sale. This sucks. The cars then show up as quest markers. This also sucks. You do not need to buy all the cars (could be fun to do so), any one car will suffice.
- Motorcycles are great. They can ride in the gutters or down the center line of roads, totally ignoring traffic.
- If you park your car in the road it creates a traffic jam.
- Look both ways before you cross the street.
- You can steal cars but there's not much reason to since you can call your own car to your location.
Misc
- Some missions require you not kill anyone. You can easily get an implant mod that makes all your weapon damage non-lethal. This allows you to never worry about this again. You very rarely get in trouble for bringing someone in alive; apart from some flavor commentary IDK if it's ever happened to me. Alternatively, you can use blunt weapons or certain quickhacks.
- Pay Vic back. Partially to upgrade your eyeballs but mostly because it's the right thing to do for a friend.
- In general, dialogue checks relating to your attributes are there for flavor so you can use them with impunity, but without material reward.
- Street cred: literally just kill criminals and do quests and it'll level faster than your character level. I hit 50 SC around level 30, as I recall. That unlocks the best cyberware and the highest level gigs, then there's no reason to think about it ever again.
- If you possibly can, wait 2 years for the finished version of this game with all the DLCs. I love it, but I think it'd be more fun to experience the finished product fresh. I only played Witcher 3 last year and it was amazing.
- There are free legendary mantis blades and a free legendary monowire kicking around in the game world.
- Don't let Cyberpsychos or other bosses hit you in melee, obvs.
- Those little icons over people's heads at the beginning of the game are telling you that you can fight them but also how difficult they are. I spent an hour trying to figure this out when I bought the game, lol.
- Cops will aggro if you get too close for too long. Gangs will aggro if you get too close usually.
That's it for now! Let me know what I missed.
Thanks for updates from: u/theherrhuml, Eggtastic_Taco, withoutapaddle
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Fallout 76: Inside the Vault – S.P.E.C.I.A.L. Loadouts, C.A.M.P. Slots, & More Coming to the PTS

From FC Mods

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Disclaimer: This is an automated post pulling Bethesda's news page. FC Mods are NOT Bethesda staff, responses to this post likely won't reach Bethesda staff. For official feedback, go to the official fo76 subreddit, Bethesda forums, or Bethesda support page.

Filthy Casual Links

From Bethesda.net

Welcome back! This week, we’re sharing an inside look at our next update for Fallout 76, including the new features and improvements that are on their way to the Public Test Server (PTS) at the end of next week. We’ve also included details on our first Scrip Surplus event, which begins today.

New Features Coming to the PTS

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We just released our Inventory Update a few days ago, but we’re already looking to bring our next game update to the Public Test Server as early as next Friday, February 5. We’re excited to share an overview of the new features and improvements we’re planning to include in that update, and we hope as many of you as possible will join us for some playtesting and feedback in the PTS.

S.P.E.C.I.A.L. Loadouts

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One of the most common requests we’ve seen from the community is for a way to completely reset a character’s S.P.E.C.I.A.L. attributes so that it’s quicker and easier to overhaul your build. We hear you, and starting at level 25, your characters will gain access to S.P.E.C.I.A.L. Loadouts, which offer the brand-new ability to reboot all of your S.P.E.C.I.A.L. points, for free, whenever you’re in your C.A.M.P. This will allow you to create and save custom S.P.E.C.I.A.L. point allocations and Perk Card assignments, and then switch between them.
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To swap your Loadouts, edit your Perk Cards, or S.P.E.C.I.A.L. points, simply visit a Punch Card Machine. You’ll be able to build a Punch Card Machine in your C.A.M.P., and find them at Train Stations around Appalachia so that you can make changes when you’re on the go. Initially, players will gain access to two S.P.E.C.I.A.L. Loadouts per character, and we’re exploring additional ways to unlock more Loadouts in the future, such as through the Atomic Shop.

C.A.M.P. Slots

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It can be tough to decide between building a brand-new home or sticking with your current C.A.M.P. creation, because you can only have one at a time. Going forward, you won’t have to choose whether to open a Wasteland B&B, fortify a Free States outpost, or run your own Red Rocket Station—Instead, C.A.M.P. Slots will help you do it all. Your characters will be able to build multiple different C.A.M.P.s, each with its own location, build budget, custom name, and even a unique map icon. While you will only be able to have one active C.A.M.P. at a time, you can easily switch among them using a new C.A.M.P. Builds widget or your C.A.M.P. icons on the map.
Further, managing the items you want to sell has never been easier, because your Vending Machines will now feature a large pool of item slots that are shared for every instance, across all your C.A.M.P.s. Display Cases will be separate per C.A.M.P., allowing you to showcase different items at each one. Along with these changes, we’re also working to enable Displays in Shelters, so that you have even more opportunities to show off your loot. We’re still implementing some of this Vending and Display functionality, so these changes may arrive after the PTS has already begun.

Daily Ops Expansion

Our first expansion for Daily Ops brings a major update to the feature that nearly doubles the amount of randomized content that’s currently available. To begin, you will be able to dive into the all-new “Decryption” game mode, in which you and your teammates will hunt down enemy “Code Carriers” in order to disable radio interceptors for Vernon Dodge. Enemies in Decryption have extra deadly attacks that will bypass your armor resistances, so you may want to employ stealthier tactics to take them down rather than a brute force approach.
In addition to Decryption mode, you’ll brave a variety of new Daily Ops locations, including Vault 96 and the Watoga Raider Arena. You’ll battle new enemies, such as the Scorched, and Mothman Cultists, and even face down new Mutations, like enemy groups that can heal each other, enemies that create toxic hazards on death, and more. We’ll add the new mode, locations, enemies, and mutations to the existing randomized pool so that you always have a fresh challenge to conquer. Of course, there will also be new rewards for your efforts, like new weapon plans and loot, so be sure to keep some room in your inventory.

Aim Assist

We’re adding a new Aim Assist setting to help players who use controllers more easily snap their crosshairs to enemies and stay on target when aiming down the sights with ranged weapons. We introduced Aim Assist in a previous PTS, but we’ve made some tweaks since then and would love to hear what you think!

Batch Crafting

If you’ve ever needed to grill up a bunch of Radstag Meat, you know it can take some time (and lots of button presses) to get through your stockpile. In our next update, we’re adding crafting sliders to all Workbench menus so that you can assemble, forge, cook, or manufacture an entire stack of an item all at once. All you will need to do is move the slider to the number that you want to craft before you hit confirm.

World Activity Menu Updates

We’re expanding on the World Activity Menu to include much more than Daily Ops. Going forward, you’ll find it includes active Nuke Zones, nearby player Vending Machines, and events, giving you an easy way to find and Fast Travel to these activities.

Melee Attack Improvements

We’ve read some feedback from the Fallout 76 community that melee attacks could use a tune up. We agree, and so we’ve made some tweaks and squashed a few bugs. Going forward, your hacks, slashes, smashes, and chops should feel a little more fluid and hit more reliably.
We hope you’ve enjoyed this overview of what’s next for Fallout 76! If you own a PC copy of the game through Bethesda.net, we would love to have you join us in the PTS next week to try out everything mentioned above, post feedback, and report bugs. Stay tuned for additional PTS details in our next Inside the Vault.

Scrip Surplus This Weekend

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Calling all legendary hunters! A little later today, we’re kicking off our first Scrip Surplus weekend, which doubles the total amount of Legendary Scrip that’s available from Legendary Exchange Machines per day. Gather up all your unwanted legendary items and be sure to exchange them for up to 300 Legendary Scrip each day until the Scrip Surplus concludes on February 1.

Scrip Surplus Details

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A Comprehensive Guide to Breach Protocol Datamining (Code Sequence Mini-Game): Cyberpunk 2077

A Comprehensive Guide to Breach Protocol Datamining (Code Sequence Mini-Game): Cyberpunk 2077
BREACH PROTOCOL: DATAMINES
For anyone curious as to how BREACH PROTOCOL DATAMINES work on the technical end, this is a comprehensive guide put together through personal research and community feedback. Hope it helps!
CHECK THIS OUT: u/govizlora made an app that can solve Breach Protocol Datamines by taking a picture of the puzzle with your phone! Haven't tried it out yet but check it out: https://www.reddit.com/cyberpunkgame/comments/kneej7/i_made_a_web_app_to_solve_the_breach_protocol/?utm_source=share&utm_medium=web2x&context=3
"WHY SHOULD I PLAY THIS MINIGAME?"
You may ask yourself: "Why am I playing this stupid mini-game?" After spending more time than I care to admit completing these datamining scenarios, even I ask myself this question at times. If you find no value in what I list here as "good reasons," I wouldn't stress giving these scenarios that much effort or attention:
-Steady Cash
-Quickhack Components
-Legendary Quickhacks

Code Sequence Mini-Game
-DATAMINES: There are specific Breach Protocols referred to as Datamines. These "Breach Protocol Datamines" contain a code oriented mini-game that upon completion net you cash, XP and Quickhack Components. (There is also a perk that increase the chance of an actual Quickhack being dropped.) You initiate this specific type of protocol by jacking into an "Access Point." !! WARNING !!: If you are in a hostile area and you jack into an Access Point, enemies will be put on "alert" mode if you fail to complete the mini-game in that first try. Not that you can't take care of business while enemies are patrolling, but it might be annoying for you stealthy types when they leaved their fixed positions.
Wall Module Access Point
-ACCESS POINTS: These are devices you can jack into to initiate a Breach Protocol Datamine mini-game. You need to have a certain level in the "Intelligence" attribute to jack in to these Access Points, which varies upon location and difficulty rating of the area. So far, I have found Access Points in small mounted wall modules, certain vending machines, computer monitors, antenna consoles, a generator and a forklift. They have a red symbol that represents them, but it can be hard to pick it out sometimes from all the other hack-able objects they tend to be close to. If you snag the perk EXTENDED NETWORK INTERFACE this helps with finding Access Points. ( Credit: u/JoblessJim )
Datamine Access Point Symbol
-JOB "THE GIFT": There is a job you can do early on called "The Gift." It seems as if this job was designed to introduce you to Datamine Breaching, as well as incentivizing the use of the Ping quickhack. However, it doesn't do too much in the way of a detailed tutorial.
Side Job: \"The Gift\"
-DAEMONS: In the Datamine scenario, there are three available daemons: DATAMINE_V1, DATAMINE_V2 and DATAMINE_V3. These daemons merit rewards when fulfilled. While you can extract one or two daemons for a successful breach, it is ideal you extract all three. How to do so will be detailed below!
A successful daemon & a failed daemon
-XP: Achieving a single daemon while failing the other two merits the same experience. At character level 2, this was 81XP for me. To clarify, if you only achieve datamine_v1 but fail the other two, you would get the same XP as only achieving datamine_v3 while failing the other two. You multiply the XP per daemon achieved, so if you win two slots then that 81 XP becomes 162 XP and so on. The amount of XP goes up with your character level and may be higher for higher level Access Points.
-CASH: Each individual daemon has a specific cash (eurodollars) reward that combines respectively but would appear to hit a cap if all three daemons are achieved. Certain locations have higher difficulty Access Points which grant you more cash upon completion. Your cash reward can also be affected the ADVANCED DATAMINE perk, which when upgraded twice allots 100% more cash from successful breaches! The game has no rental properties or passive income so there are limited ways to getting rich. At max level when completing one of these datamines and achieving all three daemons, I would make anywhere between 3 to 4.8k depending on the location of the Access Point. Almost every mission, side-job and gig has one, if not a few Access Points. Often I would leave an area with three Access Points and make an extra 5-10k eddies from datamining alone. It's a lot easier to do if you get 18-20 Intelligence and take certain perks like HEADSTART and COMPRESSION. I wasn't a net-runner and my intelligence got to 15 before hitting character level 50, and I still banked ( if not frustratingly ) off of these scenarios. ( Secret Note: Now, we probably all know about how you can glitch your way to millions, but if you don't like exploits (or fear the exploit will be patched) this is a legitimate way to make money. Plus, if you invested in Intelligence you likely can make quickhacks. Legendary quickhacks sell for 700 eddies a pop, and if you net triples for your datamine scenarios you will have PLENTY of quickhack components. )
-QUICKHACK COMPONENTS: These are the materials you use to make your own Quickhacks. While achieving higher version daemons opens you up to winning higher quality Quickhack Components, the amount of components earned seems completely random with each success. (Note: From what I can tell, you CANNOT gain item/upgrade components for crafting weapons from these datamines; only Quickhack Components used for crafting Quickhacks.) You can grab a perk called DATAMINE MASTERMIND which increases the amount of Quickhack Components acquired by Access Point by 100% if you invest two points! The perk DATAMINE VIRTUOSO increases chances of acquiring an actual quickhack (not the components) by 100% after investing two points. It seems to more consistently drop full quickhacks when you are a higher character level. As someone who couldn't make my own quickhacks, this was the only way I got legendary versions to use for myself, if not pawn them.
Quickhack Components
-EVEN THE ODDS: If you fail, you can try again. If you succeed with any one of the three available daemons, the breach ends and you are stuck with the results. You can also forcefully end the breach and whatever daemons are green while doing so will reward you and end the scenario. ( Caution: Every time you cancel out of a breach, it takes away from how much time you have to complete the sequence when it starts and can put enemies on alert while in hostile territory. Not a big deal if you learn to plan your sequences. ) Seems like saving before a breach, then aiming for all three daemons in one attempt is the most lucrative approach; especially if utilizing the perks ADVANCED DATAMINE & DATAMINE MASTERMIND.
Datamine Mastermind & Advanced Datamine Perks
-BUFFERS: Buffers are the squares that your selected characters end up in, located under "SEQUENCE REQUIRED TO UPLOAD." The more you have, the more opportunity to net triples you get; that being said, upgrading yourself to get more buffer space is CRUCIAL. You start with four, but if you progress the BREACH PROTOCOL skill to 19/20 you get a fifth buffer square added to your breaches. This makes achieving triples a lot easier. There is also better hardware you can buy that helps with this.
Breach Protocol Buffer
-BETTER HARDWARE: You can buy mods that will help with your datamine breaches. Some do things like adding 100% more time to your Breach ( Credit: u/InfectedSanta ). To get consistent triples for example, you NEED to upgrade your cyberdeck chip. I purchased one from Vic in ACT II that gave me SEVEN Buffer spaces. It makes all the difference. Here it is below:
Cyberdeck Upgrade
-STRING SEQUENCE: For the best results, you want to achieve what I call "string sequences." You do this by picking one daemon to finish first and making sure the last character of that sequence is identical to the first character of another sequence. When done correctly, you save buffer space by not having to redo each individual sequence and all of it's characters; saving buffer space because the two characters will share it. If you are lucky, you may have daemons with several matching characters, which means you can save on even more buffer space when finishing them. ( If you hover over a character with your cursor, it will show where that character is on the Code Matrix to the left. Credit: u/pedanticProgramer )
Example of a String Sequence
-IDENTIFY A WINNER: Work from RIGHT to LEFT! What you want to do is study the available sequences first, identifying where you can snag any strings and how many buffers it should take to finish all three daemon's sequences. Once done with the right side of the game, study the CODE MATRIX on the left to see if you can traverse the path of characters you mapped out. Right here you can decide whether or not the sequence and code matrix you're given is a winner. If it isn't, just exit the mini-game and jack back in!
-HELPFUL PERKS: There are several perks within the Breach Protocol tree that should significantly improve your breaches:
  • ALMOST IN!: [ Level 5 in BREACH PROTOCOL skill required ] "Increases the breach time for Breach Protocol by 20%." This can be upgraded twice.
Almost In! Perk

  • EXTENDED NETWORK INTERFACE: [ Level 7 in BREACH PROTOCOL skill required ] "Automatically highlights nearby Access Points." ( Credit: u/JoblessJim )
Extended Network Interface Perk

  • TRANSMIGRATION [ Level 16 in BREACH PROTOCOL skill required ] "Increases the breach time of Breach Protocol by 50%" This can stack with more points given. It's more helpful for people at higher levels who exit and enter the mini-game for better odds, as you lose breach time whenever you disconnect without finishing.
Transmigration Perk

  • HEAD START: [ Level 18 in BREACH PROTOCOL skill required ] "Automatically uploads the first daemon in the list at the start of Breach Protocol." This means that you start your breaches with daemon DATAMINE_V1 already green, meaning you can focus v2 and v3. This is helpful for intelligence characters whose income relies on data-mining.
Head Start Perk

  • COMPRESSION: [ Level 20 in BREACH PROTOCOL skill required ] "Reduces the lengths of the sequence to upload daemons by 1. Cannot be reduced below 2." This means that under where it says "SEQUENCE REQUIRED TO UPLOAD" each available daemon should have one less character to worry about. Super helpful for people who bank off data-mining.
Compression Perk
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HOW TO AVOID FAILING A DAEMON:
Credit: khorrshr
  1. "To successfully upload a daemon you have to feed its sequence flawlessly in that particular order taking no sidesteps/breaks/mistakes
  2. If you take sidestep (like start/continue another sequence or make a mistake) - it executes a check\. If it passes - if there is still a theoretical possibility to do that daemon (like daemon length is not longer than remaining buffer and if they are of equal length checks that you have starting symbol in your currently active string) - that daemon is reset but remains available and you have to do it again from the very 1st symbol (daemon moves to the right, some whitespaces appear before it) 2a. Exceptional case: if your "mistake" contained same symbol as 1st symbol of that daemon - same rules as in (2) apply but you start over from 2nd symbol of the daemon.*
  3. If your sidestep leaves no possibility to finish (check\ fails) - daemon fails completely and goes red.*
It doesn't matter if you started the daemon, if it has reset before, how far you got with it (unless you finished it green) - works every time.
  • Not sure if that check looks into possibilities in the matrix further than current turn. I have an impression that it doesn't. I think I had outcomes when at last turn daemon was still available with just 1 symbol to go but active string didn't contain it.
TLDR: Finish one daemon and only then continue with another. No fancy multitasking. The only choice we have in that regard - is their order and matrix moves ofc."
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Credit: mjc_08
"Yes, I came to the same conclusion - you can't work on all daemons simultaneously - they have to be completed in order or they are reset. I bought a chip with 7 buffers (street cred 11, 25000) but its still not always possible.
Edit: by not completing simultaneously I mean that you cant input a code from one daemon, then switch to a different one, then go back to the other daemon. You have to complete a whole sequence before moving on, taking advantage of any overlap."

Credit: u/slamdotswf
"Another thing to remember is that you can pick the same input over and over until you find the next one in the sequence. For example, if it's 1C 55 BD, you can type in 1C 55 55 55 BD and still get it. Helps if I screw up or didn't think it all the way through."

My Own Experience: After building on what my fellow commenters gave as a breakdown to the game, I have found a consistent approach to winning all three daemons. Here is an example sequence to work with:
Example Sequence:
The Sequence
This is a pretty easy sequence to net a triple with IF you have more than four buffers. Let's check for a string sequence...
We got strings!
Looks pretty promising right? Let's check the Code Matrix on the "left."
Can't start with 55! Let's try a different sequence!
How about...
Will this sequence work?
Congratulations!
Remember; if the first sequence you recognize can't be pathed out through the Code Matrix, look for more options! If you can't find a path, exit the breach and jack in again for a new code matrix and set of sequences!
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SUCCESSFUL OUTCOMES: To get an idea of what exactly you are getting depending on which daemon is extracted, here are some examples of my own successful results while breaching at level 2; before I got the ADVANCED DATAMINE perk. My examples below come from breaching a wall unit Access Point in a shop (Urban Commando?) in Little China, Watson district. It's where one of the earlier "Assault in Progress" side tasks is; the one with three Tyger Claws gang members you have to dispatch. It's roughly NW (10 o'clock) from Dex's limo during the early main quest "The Ride."

INDIVIDUAL:
Achieving datamine_v1 daemon alone: XP: 81 $103 x0 Legendary Quickhack Component x1 Epic Quickhack Component x2 Rare Quickhack Component x2 Uncommon Quickhack Component
Achieving datamine_v2 daemon alone: XP: 81 $206 x1 Legendary Quickhack Component x2 Epic Quickhack Component x2 Rare Quickhack Component x5 Uncommon Quickhack Component
Achieving datamine_v3 daemon alone: XP: 81 $309 x2 Legendary Quickhack Component x2 Epic Quickhack Component x5 Rare Quickhack Component x4 Uncommon Quickhack Component

DOUBLE:
Achieving datamine_v1 & datamine_v2: XP: 162 $309 x0 Legendary Quickhack Component x2 Epic Quickhack Component x4 Rare Quickhack Component x9 Uncommon Quickhack Component
Achieving datamine_v1 & datamine_v3: XP: 162 $412 x2 Legendary Quickhack Component x4 Epic Quickhack Component x7 Rare Quickhack Component x11 Uncommon Quickhack Component
Achieving datamine_v1 & datamine_v3: (2nd Attempt) XP: 162 $412 x1 Legendary Quickhack Component x3 Epic Quickhack Component x5 Rare Quickhack Component x16 Uncommon Quickhack Component

TRIPLE:
Achieving datamine_v1, datamine_v2 & datamine_v3: (ALL THREE) XP: 243 $515 x2 Legendary Quickhack Component x2 Epic Quickhack Component x6 Rare Quickhack Component x7 Uncommon Quickhack Component

DATA ENCRYPTION SHARD: There are shards you'll come across now and then that say they are encrypted. The shard's contents look like a mess of jumbled code and when encrypting them you will have to play the breach protocol datamine mini-game. It's typically tougher, sometimes having five daemons available with upwards of four characters each to fulfill!

"GHOST" TRIPLES: Not sure what else to label this phenomenon. When you achieve a triple daemon success, typically you will see all three daemons highlight green and the CODE MATRIX area on the left will go green; it's a very obvious "confirmation of success" that you have to manually exit out of. There are times when I clearly see I am going to win the third and final daemon, but when I make my selection the breach ends without the "confirmation of success" and I snap out of it to see my rewards applied back in the real world. I do believe credit is being given, but it may catch you off guard when it first happens.
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FINAL THOUGHTS:
After a few days of testing and you guys sharing your results, I have come to understand this mini-game rather thoroughly! Thank you to everyone who participated in figuring it out with me; it was kind of fun. Stay safe, CHOOMS!
submitted by Velvexes to cyberpunkgame [link] [comments]

The Heartless Ranger Chapter 18

Cover || First
Previously
O-O-O
Author's Note: This chapter deals with some heavier than usual themes (suicidal ideation and severe depression in the wake of tragedy) that some readers may wish to skim. I've tagged the heaviest section with "(this section)" after the section break. Stay safe y'all.
O-O-O
0930, 18 December 2252, Clarke Hotel, Von Braun, Luna
Matt clipped the parts of the model off the runners, shaving the nubs away before clicking each part together. The inner frame of his mech stood before him in miniature. It was mostly pre-molded, made of only about a dozen parts. Despite this, the frame’s components slid over each other in synchronized motion when he bent the limbs. The engineering was remarkable...and completely wrong. It was obvious the model was only accurate on the outside.
A hollow cavity made most of the upper chest, where the orange cockpit pod would go later. Matt squeezed two parts together, forming the heel of one foot, then slotted it into the frame. Sam would be disappointed in how inaccurate this model was. The thought brought a wry grin to his face.
“H-hey, Matt. Good m-morning.” Lian waved his hand slightly as he walked into the common room. The dark snow leopard sat on the other side of the room in a plush chair. “Sorry...about yesterday.”
Matt put down the model knife and stretched his arms. “If you want to apologize, I’m not who you should apologize to.”
Lian looked at the floor and fidgeted with his hands. “She’s s-scary though.” Matt held back a laugh as his eyes watered. Lian’s ears snapped towards him as the shorter snow leopard asked, “What?”
He raised his hand defensively “You’re right, she is scary. Besides...probably not a good idea for you to talk with her right now.”
“Is she o-okay? I didn’t hurt her, right?”
“You didn’t hurt her.” Matt sighed. “She’ll be okay.” He added internally, I hope.
“G-good.”
Matt cleared his throat and asked, “So what was it you were going to tell us yesterday?”
“W-well, I found where I might be able to get more data on the...situation with the PFS. I intercepted communications talking about their ‘quiet customers’ and I’m pretty sure that’s the PFS....”
“How’d you read the messages? Aren’t they supposed to be unbreakable encrypted?”
Lian chuckled before saying, “It’s not unbreakable...but I didn’t have to break it. The communications were unsecured.”
“What like...entirely open?”
Lian shook his head, “Well no, but their encryption was out of date. A vulnerability that got patched a few months ago was still gaping wide open.”
Matt felt his skin crawl. “Well that’s...uh...terrifying.” He gulped and asked, “Is this room safe?”
“S-should be. There’s nothing listening here.”
Sean knocked at the edge of the common room, causing Lian to jump. “Am I...interrupting something?” he asked.
Matt chuckled at the absurdity of the situation before quipping, “Oh, not much, just Lian hacking into official Gold Horizon comms.”
As Lian nearly fell off the couch in shock, Sean asked, incredulously, “He what?!”
Lian sat back in his seat and looked down to the side. “It’s not that impressive, Matt, and I d-did that yesterday.”
Sean sat down, face paler than usual. He asked, voice wavering, “So...find anything juicy?”
“Not m-much, but I know where we c-can find more.”
Matt stroked his chin and asked, “What do you think we’ll find? Think we might find why PFS had ROMEO mechs?”
“P-probably not. M-maybe.” The shorter snow leopard sighed. “We should find s-something a-at least.”
Sean looked between Matt and Lian and then asked, “Well, where do we have to go?”
“Corporate comms are handled through the data cores in the facility up north, amongst others.”
“That’s where ROMEO-4-1...well, soon to be 4-2 is, right?”
“Yeah.”
Sean grinned wryly. “Now we have a cover.” He stood and then walked back towards his room, a vaguely nervous grin across his face. “I need to get changed.”
O-O-O
0940, 18 December 2252, Residential District 12, Von Braun, Luna
Sam walked up a small street in a residential district, the past weighing heavily on her mind. This neighborhood was still familiar, but enough had changed for it to feel strange. The thin plants along the side of the street were taller, a bit different in color. It had been nearly five years.
Sam took a shuddering breath as she ran a hand down the trunk of an ash tree. This was where it happened. She couldn’t even tell, there was no trace left of any of the marks it had left on the exterior of the quaint cottage. She shook her head. She needed a break. Tearing her eyes away from her former house, she walked up the street to the park she knew was still there.
O-O-O
0945, 18 December 2252, Clarke Hotel, Von Braun, Luna
Matt pressed his palm to his forehead, shaking his head in disappointment. “No.” Sitting in the corner, Lian suppressed a laugh.
Sean crossed his arms and huffed. “What’s wrong with this?”
Matt looked up and down the man. Tight fitting black pants and a black turtleneck enclosed his body. “You look like a bad spy from a trashy movie.”
Sean grinned, “So?”
“If you look like a spy, you’re doing it wrong.”
Sean shook his head and let out an exaggerated sigh. “I suppose you’re right.” He shed the turtleneck, revealing a blue shirt beneath it. “Anyway, we will need to ditch our nannies before we get on the maglev.”
Matt nodded in agreement, “The security detail would get suspicious of us.”
Sean exhaled, while drumming his fingers on a wall. “Ideas?”
Matt said, “We need to make sure they’re not on our train, once we’re on a train without them, we’re good.”
“W-what if they think we’re getting on a different train?”
“Great thinking.” Lian beamed at the attention. “Are there any trains that would leave at the same time?”
“I’ll c-check.” Lian raised his AR goggles to his face and began gesturing at thin air. After a few moments, he spoke back up. “There’s a t-train to Armstrong at 1025, and a train to the facility at 1030.”
Sean grinned. “Sweet. You got your hacking gear ready?”
Lian sighed, shrank in on himself, and stuttered, “D-don’t call it that. It’s just my tech.” Lian disappeared into his room for a few minutes before returning with a heavy satchel slung over his shoulder.
Matt shot Sean a glare as he picked up, then put back down a detective’s cap. Matt asked incredulously, “Where do you find this shit?”
“Spoilsport.”
Matt shook his head and glided down the hallway with long flowing strides. “Let’s go.” Sean and Lian fell in behind him as he descended down the stairwell.
O-O-O
0950, 18 December 2252, Residential District 12, Von Braun, Luna
Sam looked out over the park as her paw bounced on the ground. Small birds twittered between the gaunt trees as some children played on a tiny dome of plastic bars. The trees were beginning to shed their leaves, and this dome was actually a bit colder than the others, imitating winter.
The past still haunted her. A cub’s cry to her left caused her tufted ears to jerk to the side and her head followed. A reddish-brown lynx cub had fallen off a swing set and their mother pulled them off the ground. Sam’s stomach churned as she lidded her eyes. She opened her eyes and stood up, then picked up her jacket from the back of the bench.
She turned her back on the park and walked back towards the subway station, losing herself into memory. A warm embrace in the entryway. Chaos in the living room as toys were tossed through the low gravity. Encrusted food blasted off dishes by an ultrasonic cleaner. Laughing at a vidscreen. It was funny what stuck with a person.
Sam blinked and looked around. She was back at her old house again. This wasn’t where she intended to end up. Sam felt waves of memory wash over her as she remembered walking up that stairway countless times, her family waiting for her. Sam shivered, and flipped the collar of her jacket up. “I’m so sorry.” Sam bowed her head and placed one of her hands over her chest as tears beaded down her face as she walked back to the subway station.
O-O-O
1015, 18 December 2252, Northern Maglev Terminal, Von Braun, Luna
Sean asked somewhat louder than normal, “Excited to see Armstrong, guys?”
Matt nodded, disguising how nervous he felt. “Yeah, the descent stage is still in pretty good condition from what I’ve heard. So are the first footsteps.”
Lian fidgeted with his satchel bag. “A-awesome.”
Matt looked over his shoulder, making sure their detail was following them. He looked ahead at the platform. A rubber seal pressed against a white set of train cars. They weren’t streamlined–there was no need in the hard vacuum surface of Luna. The paint was bleached where the sunlight had discolored the train cars. A group of people pressed into the train, while their group held back.
Sean walked forward, taking the lead. “Let’s board. I’ll get a window seat.” Matt boarded the train, stepping over the seal and looking down the aisle of the vehicle. Seats packed the interior of the carriage and overhead compartments constricted headroom. Sean shuffled over and sat down, Matt sitting in the middle and then Lian taking the aisle seat. Sean mumbled quietly, “Alright, they’re all on.”
Matt looked over and nodded. “Ready.” Lian just nodded.
A computerized voice called out, “Doors closing in 1 minute. Train to Armstrong departing soon.”
Sean mumbled, “Move, now.” All three of them shot up, then ran down the aisle towards the exit. Lian stumbled before Matt pushed him back to vertical.
Matt exclaimed, “Wrong train!” as he leapt out the door. A few seconds later, Sean stepped onto the platform. Moments later, the doors slid shut and the seal retracted from the maglev. Matt let out a breath and looked up and down the platform. “Looks like we’re clear.”
Sean sighed in relief. “Yep.” He chuckled. “Can’t believe that actually worked.”
“L-let’s go. B-before something happens.” Lian pointed nervously in the direction of the private terminal. “T-this could go w-wrong if we don’t keep moving.”
Matt nodded. “Yeah, let’s go.” They walked towards the Gold Horizon platform. Matt took in the terminal as they stepped through the faux wood doors. Everything was a clean white, with soft curves preventing it from looking harsh. The maglev cars were visible through curved glass. In contrast to the public terminal, the train cars were well maintained and the color was not at all faded.
“Please scan your Gold Horizon ID.” Matt’s interface glasses buzzed before he pulled them on. A projection with a conductor outfit waved them to a scanner. Matt shrugged and waved his ID beneath the scanner, before walking through the opening double layer doors.
As the rest of the group filed into the car, Sean whistled. “That’s plush.” Matt looked around the inside of the car with a slightly slack jaw. The seats were plush synthetic leather and the entire car was lit with soft strips of light, with large windows showing the terminal. Sean stretched, before sinking into the seat “Well, let's go see how your mech is doing...”
O-O-O (this section)
1035, 18 December 2252, Clarke Hotel, Von Braun, Luna
Sam sighed. She hated Luna. Every single thing here reminded her of that day. She couldn’t withhold the memories of the scorched facade anymore. Her mind jumped back the years to the day she came home to the end of her life as she knew it. The stinging smell of charred structures and fire retardant still lingered in her mind, and probably would forever.
The days after were only in her mind as a blur. Sympathy of her friends as she couch-surfed and took sick days from her job. Anger at whatever had caught the structure on fire, anger that fire drones hadn’t been faster, and especially anger at the “safety locks” that had sealed the room to prevent the fire from spreading. Her family had burnt to death because the room had trapped them.
Sam felt her distant body curl into a ball. She could barely make out her hotel room. She shook with shame as she remembered what almost happened.
Her trembling paw hovering over the airlock purge control. The sting of tears in her eyes as she looked away from the control. Raw pain as she slammed her hand into the metal panel of the airlock and fell slowly to the floor. The cool metal floor pressed against her fur as she sobbed. Sam broke down as she tried to push her past further away.
O-O-O
1105, 18 December 2252, Maglev Terminal, Gold Horizon Lunar Facility, Luna
Matt stepped into the facility and was greeted by another projection on his glasses. The projection spoke in a slightly stilted manner, “What is the purpose of your visit—Lieutenant Vasquez?”
His palms sweated as he lied, “I’m here to check up on my mech.” He took a moment to look around this area. Much like headquarters, back in L4, it was mostly white walls with gold accents, and soft lighting from above. Occasionally on the walls, there were large vidscreens displaying pictures from the history of Gold Horizon, dating back to the founding just after the turn of the millennium.
“Very well. Follow the uploaded map. Have a nice day.”
Matt took his glasses off and waved Lian and Sean over. “Alright, I’ve got the location of the hangar.” Matt waved his hand and said, “Follow me.” The hallways were eerily quiet, since most personnel were on break. He shivered. This felt too easy. The hangar took a while to reach, but the building was easy to navigate. He sucked in his breath as they passed a guard, but the masked man didn’t notice anything out of the ordinary.
Matt gestured grandly to the door into the hangar. “Let’s see how my machine looks.” Sean and then Lian walked into the hangar, and both cringed as they got a look at the towering mecha. Matt heard them and asked, “What’s wro—oh.” The mech had no armor on it anymore, but the left leg was a slightly different color of metal. It was shiny, and clearly brand new. The old frame was scarred deeply. The new head was sitting on the floor, in a kevlar cradle, with armor panels around it. “You know...I’m kind glad Sam doesn’t have to fix this.”
Sean looked up at the damage to the cockpit. “I...did not realize how close you were to...fuck.”
Lian shuffled over to Matt. “I’m glad y-you’re okay. I d-didn’t know how b-bad it was.”
“Thanks guys.” Matt blew out a breath of air. “Ana took the worst of it, but I think she’s getting better.”
“T-that’s good.” Lian pulled out his goggles and began typing on thin air. He plugged his mobile terminal into wall power. After a few moments, the doors clunked shut and Lian flashed a thumbs up. “The room is s-secure. There’s a l-loop of us acting normal. We can t-talk freely.”
Sean grinned and asked the snow leopard, “So how do your hacking superpowers work?”
Lian huffed. “They’re not superpowers. I have a c-collection of exploits in Gold Horizon’s system and a powerful t-terminal.”
Matt rolled his eyes. “Okay, stop teasing him, Sean.” Matt looked away from the mech. “What do you need to do?”
“I’m going to copy a-as much useful d-data from the cores as possible. I’ve got a few dozen petabytes of storage in my bag.”
Sean looked at Lian and drew out his request, “Soooo....”
“You’ll be w-waiting for a w-while.”
“....Great.”
O-O-O
1150, 18 December 2252, Clarke Hotel, Von Braun, Luna
Sam’s thoughts were infested with the distant past. Her son’s laughter at this time of year, the embrace of her husband, the scent of artificial fir trees. She flipped through a collection of photos and remembered why she didn’t hit the button.
Her memories of the past fell between crystal clarity and shimmering half-remembered conversations. A fuzzy memory bubbled to the surface. “You’ve gotta be strong for our family, remember?” She felt a ghostly sensation of her husband rubbing her slightly rounded stomach.
Another faint memory, this time from a friend from work, “I know I can’t make it better, but time will make this more manageable.” She’d snapped at him. She hadn’t believed him, but it did seem like he was right. It hadn’t even been a week since they landed and she was almost functional again.
Her first mech assignment as a junior engineer...it seemed so long ago, but they had welcomed her in as part of their family. The conviction that assignment had given her burst through. Keeping the team together. That was what kept her going. She took in a deep breath as she successfully brought herself back to the present.
Sam stumbled out of her hotel room with a blanket over her shoulders and into the floor kitchen. She rubbed her eyes to try and make them look a bit less like she had been crying. “Hey Ana. Are you doing okay?” The snow leopard narrowed her eyes and glared.
“What do you think? What about this makes you think I am?” Sam nodded sympathetically. The snow leopard did look quite disheveled, though she probably wasn’t much better. Sam’s eyes were bleary and her fur was a mess.
Sam looked up and down Ana’s body. Her pants were wrinkled and her shirt was stained, not to mention her tangled hair. “Do you want to talk about it?”
“I....” Ana’s eyes defocused as she shrank into herself. “It helped before. I guess I will....” Ana trembled as she brought painful things to the surface.
Sam asked gently, “What’s on your mind?”
Ana walked to one of the chairs and sank into it like she was a marionette and her strings had been cut. “My sister.” Her shoulders shook as she took a ragged breath.
Sam sat down next to the grieving snow leopard and placed a hand on her shaking shoulder, “She was your first Gunner, right?”
The Ranger sighed and tried to strengthen herself. “You’ve known that for a while.” By her slightly annoyed tone, it was obvious it wasn’t a question.
“Sorry.” Sam swallowed and felt a bit ashamed at violating her privacy. “It just took a bit of looking in the right spot. When I got assigned to you, I wanted to know what I was dealing with.”
Ana laughed softly before asking, “Is that why you put up with my bullshit?”
Sam felt her chest warm slightly with a bit of parental instinct. “Something like that. I knew you were hurt and lashing out.” Ana nodded slowly as the tip of her tail twitched. Sam added, “I didn’t tell any of the others. You deserve to tell them when you’re ready.”
Ana’s eyes began to water. “Thank you....” Her head dropped into her hands as she went silent for a while. “I haven’t...I haven’t spoken with my family in so long.”
Sam tilted her head and asked, “Why not?”
Ana shivered and scratched at her hair. She whispered, “I can’t face them anymore....” She steeled herself before whispering, “I might as well have killed Ani myself.” Her shoulders continued to shake.
Sam took a moment to compose her thoughts. She could easily make this worse if she misspoke. “How did you come to that idea?”
“She was...she was my responsibility. I did something stupid and then she...died because of the dumb stunt I pulled.”
“What happened?”
“We bailed out and...fuck....” Ana began to cry and look away from Sam. “The pod got hit. She was g-gone before I even saw what happened.”
Sam felt her chest tighten as she whispered, “That’s awful.”
“Y-yeah.” Ana brought her legs up onto the couch and said, “I talked with Matt about it...I can’t believe he’s so nice to me.” Sam draped a blanket around the snow leopard and tugged it tight. “He really shouldn’t be considering....”
Sam wrapped an arm and Ana and squeezed her shoulders. “He’s a kind man.”
The snow leopard looked away again and murmured, “I should probably apologize for...all that.” Ana coughed and then swallowed.
Sam laughed weakly. “He hated you in the beginning.”
“I...I’m glad he didn’t quit.”
“So am I. I like him.” Ana made eye contact with her for the first time in the conversation. Her pupils rapidly dilated and she asked, “Wait. Forget me, what’s wrong with you?”
Sam blinked slowly and shook her head. “It’s nothing, this isn’t about me.”
Ana’s voice hardened as she looked into Sam’s eyes again. “Oh no you don’t. I spilled, now you do too. What’s wrong?”
Sam took a shuddering breath. “Memories of the past...I used to live here.”
Ana nodded with recognition, suddenly understanding Sam’s behavior. “You lost someone close.”
Sam shook her head slightly. “Two people actually. My husband...and my son.” Sam rested on Ana’s shoulder and sighed.
“The world kind of sucks, doesn’t it?” Ana growled half-heartedly.
Sam felt a tear roll down her face as Ana awkwardly patted her back. “No,” Sam whispered, “No, it doesn’t.”
Ana’s shoulders shuddered. “It takes people from us before their time. That fucking sucks.” Her gasping breath was hot on the back of Sam’s head.
Sam sighed. “It does, but we’ve got something pretty good here, don’t we?”
“Yeah...I guess we kinda do.”
Sam picked herself up off Ana and smiled. “You all keep me going.”
O-O-O
1155, 18 December 2252, Repair Bay, Gold Horizon Lunar Facility, Luna
“Damnit!” Lian’s frustrated shout echoed off the metal walls of the repair bay.
“What’s wrong?” Matt knelt down next to the snow leopard.
Lian sighed as he flipped up his AR visor. “We’re going to need a shorter hard line to the data core.”
Matt looked quizzically at Lian. “Meaning...?”
Lian packed his devices into his satchel and then explained slowly, like he was talking to a child, “We’re going to need to be in the same room as the servers. That way I can connect to the server d-directly.”
Sean’s eyes went big as he asked excitedly, “Are there laser security grids? Guardbots? Vats of acid?!”
“W-what?” Lian stood up. “Of course there aren’t. That’s s-stupid.”
“Aw.”
“The a-actual systems are motion sensors, and a few locked doors, with computer locks. There’s also logging systems in place to register who accesses the room.”
Sean stretched and said, “That sounds...less exciting, but kinda difficult.”
“It shouldn’t be too b-bad. Just need to make sure the s-systems can’t log us.”
Sean’s grin widened. “Are you going to upload a virus?”
Lian sighed before murmuring, “Yes. It’ll s-scrub us out of the footage and sensor logs. We should be invisible to any of the security sensors until the next system p-purge.”
“Fuck yeah. That sounds awesome.”
“The system purge is in...two hours.” He laced his fingers in front of him and stretched. “It’s down a few levels into the b-bedrock. The elevator is this way.” Lian stood up and walked towards the large mech sized doors.
Matt cleared his throat and asked, “Uhhh...Lian?” The snow leopard stopped as his tail went straight as an arrow.
Lian looked down and twitched his ears. He muttered quietly, “The map was upside d-down.” He walked past the skeletal mech and through a door at the back of the hangar. “Turn off your terminal’s n-network connections, don’t touch anything you d-don’t have to, and avoid the guards. They can still see us...obviously. We can’t get c-caught.” As they exited the hangar, Sean began humming a jazzy spy tune. Matt cleared his throat and held a finger to his lips.
Sean exhaled and muttered, “Fine,” before resuming the melody, but quieter. Sean’s head swung from side to side as they walked down the pleasantly lit hallway.
Matt’s heart began to race as Lian stopped at a corner. He turned around and shooed them back, with frantic motions. “Go,” he whispered, “Fast!” As Matt ran away from the corner, Lian caught up and whispered, “We’re clear.”
Matt shakily asked, “What was that?” Matt looked at Sean, whose face was even paler than usual.
“We almost walked out in front of a guard.” Matt felt his stomach drop through the floor. They would not be treated kindly if they were caught.
“Is there anything you can do to make sure we don’t do that again?”
“I should be able to put their locations on a map...one m-moment.” Matt’s heartbeat thumped, drowning out the noise of the circulation fans. Lian pumped his fist and muttered, “Okay. Let’s go.”
Lian led them through a circuitous route before finally reaching a service elevator. Lian bumped the call button and said, “The elevator motion will get logged, but that’s fine.”
Matt stepped across the thin gap and leaned against the back wall of the elevator. As the doors closed, they let out a collective sigh of relief. Lian bumped his terminal against the elevator and made a few motions in front of his face. The elevator hummed to life as it dropped through layers of bedrock..
As the elevator descended below the surface, the dull hum of machinery grew louder. “A-alright, so I should be able to get the relevant data and then b-bring us back up.” He checked something on his visor and then said, “No one is down at this l-level. Once we’re done, we’ll need to g-go back to the hangar, then I’ll disable the...virus.”
Matt chuckled nervously, “No remarks Sean?”
Sean slid down to the floor of the elevator and rested his head in his hands. “Heheh...I’m beginning to think it’s not as easy as the movies make it seem.”
Matt crouched and asked, “You okay?”
Sean exhaled shakily. “The insanity of what we’re doing just kinda hit me all at once.”
Matt paused for a moment before remarking, “Could be worse. You could be some crazy son of a bitch piloting a mech in hard vacuum while shooting at people....”
Sean rolled his eyes and shook his head. “Well when you put it that way, this is no big deal.” Matt offered his hand to Sean and pulled him up. Sean stood up and clapped Matt on the back. He whispered into Matt’s ear, “Thanks man.”
The elevator chimed as the doors slid open. This floor was much less impressive looking than the publicly accessible ones. Tubes of coolant ran along the bare walls, the floor was mesh grating, and it was lit with cheap, harsh LEDs. The whole place was just ugly and unpleasant.
Lian pointed down a nondescript hallway, “It’s t-this way. I’ll need a few minutes to crack the door.”
“We’ll keep watch for you.”
They rounded a corner and Lian pointed to a heavily armored blast door. “Y-yeah that’s the one.” Lian pressed his terminal to the card reader as Matt took the position looking the way they came. The snow leopard muttered as he flicked his hands. “Need to trick it to accept a dummy car—” With a scrape of metal, the multi layered door began to slide open. The programmer incredulously asked, “The shit?” Lian laughed as he leaned against the wall.
“What? How did you crack it so fast?”
Lian gasped for breath and said, “I started looking for a card code that had permission to get in here...and the fucking-hah-default worked!”
Sean leaned over and asked, “What, like...0000?”
“Not exactly, but...yeah, more or less?”
Sean grinned nervously, “Alright, let’s commit some light corporate espionage.” The only answer was the thrum of machinery, as Lian and Matt entered the server room. “Sorry, not really the right time, is it?”
Matt said “Hurry up,” over his shoulder as he surveyed the cavernous room. Dozens of rows of jet black server racks formed aisles down the long room. The walls and ceiling were made of melted and recooled Lunar rock and the floor was a continuation of the wire mesh of outside. The blast door slid shut, isolating them from the outside. The clack of relays was now audible over the muffled hum of machinery from outside. A faint scent of ozone pervaded the air.
Lian almost skipped to the base of a tower. “Hehehe...cool.” He began plugging cables into the server before sliding down his visor and gesturing at the air. When Matt focused on the space between the towers he could see shimmering hot air rise into a cooling duct. Blinking status lights twinkled as Matt leaned against a cool rock wall. Lian’s muttering was barely understandable. “Trick it...need an admin...no. Perfect...almost...damnit.” He bounced his paw as he struggled to break into the system. “Just need a...ugh.”
O-O-O
1250, 18 December 2252, Sam’s Room, Clarke Hotel, Von Braun, Luna
Sam pulled a brush through Ana’s unruly hair as the snow leopard growled slightly. “You asked for this.”
“Sorry.” Ana’s tail twitched. “You won’t tell the others, right?”
As Sam untangled another few strands of hair, she said, “Of course not, it’s none of their business.”
“And neither is the....”
The lynx nodded. “What you said to me is only to me. I won’t tell another soul.”
Sam felt Ana shake a bit. “Thank you.”
“Anything that is that personal is just that. Personal.” Ana’s chest rumbled like she was growling, but it was somehow softer. It wasn’t quite a purr, Sam knew that was impossible, but it was close.
Ana sighed contentedly. “Ani and I used to brush each other’s hair before she cut hers short.”
“Want to watch something?”
“Sure. I think there might be some college Zeeball on.”
O-O-O
As the game finished with the cheering of the crowd, Sam quietly said, “You should consider reaching out to your family again. You should do it while you still can.”
Ana sighed before shaking her head. “I don’t think I can face them yet.” She shuddered slightly. “I will eventually.”
“Alright.” Sam stretched from the couch and asked, “Have you seen Sean, Lian or Matt today?”
Ana arched her back as she stood up. “No. I think they went out.”
“I wonder when they’re coming back?”
Ana shrugged. “Could send them a message.”
Sam pulled out her terminal and typed a quick message to Matt.
Recipient not on network.Message queued.
She frowned and sent the same message to Sean.
Recipient not on network.Message queued.
Her stomach sank as she sent a short message to Lian.
Recipient not on network.Message queued.
Sam’s teeth gritted as her mind filled with worst case scenarios. “None of them are on the network right now.”
“That’s not good.”
Sam’s mood soured as she said, “I’ll try them again.”
O-O-O
1345, 18 December 2252, Data Core, Gold Horizon Lunar Facility, Luna
Matt looked nervously at the time displayed on his glasses. “Lian...we’re getting close to that purge thing.”
“I know!” Lian unplugged a drive and linked a new one to the cable. “I’ve got a lot of stuff, but not as much as I want.”
Matt asked, “Is anything readable yet?”
“Let me run a s-search for—” He went silent as his eyes darted around. After a few moments he exclaimed, “Oh SHIT!”
Matt felt strength drain out of his body. “What is it? Are they on to us?” His heart began to race again. “Are we in trouble?”
His voice wavered. “No, not immediately, but this is big. We d-don’t have time to talk about this right now.”
Sean got up and said, “We need to go now.”
Lian rose to his feet slowly and shakily. “Wiping my traces.” With shivering hands, he pulled the cables out of the server. “They won’t know we were here.”
Sean looked at the door and asked, “Are you done?”
Lian nodded quickly. “Yeah.”
“Let’s fuckin move.” The blast door slid open as Sean ran towards the service elevator. Matt made sure Lian followed before taking up the rear. His lungs burned as he sprinted to the elevator. The doors slid open just as Lian and Matt arrived.
As the doors closed behind them, Lian panted heavily before informing them, “I’ve scheduled a full c-clean of the room in two days. That should wipe a-any physical t-traces.”
“How long do we have to get back?”
“Err...four minutes once the elevator r-reaches the ground floor.” Sean breathed deeply and quickly. “Follow me.” Lian moved to the front and got ready for the doors to open. The elevator dinged as Lian launched himself through the opening doors. He whipped his tail to the side as he turned the first corner, Matt sticking close behind him. A few more turns and long hallways lead them back to the hangar.
Lian sat on a bench and chuckled. “Hehe...a minute to spare.” He motioned towards Matt and Sean and added, “Once the system purges, it’ll see and hear us again, so act normal.” Lian counted down on his fingers before standing up.
“Say M-Matt, that idea for the n-new color scheme is pretty great, I wonder what she’ll think of it.”
“Yeah...I wonder.”
Sean asked, “Time to go back to Von Braun?”
Matt nodded. “Yes.”
Nervously, they went back to the terminal, walking quickly. Without paying any attention to the fake conductor, they got back on the train. Matt sank into a plush seat as he felt his stomach churn. His innards felt like they were twisted into a knot that was getting worse every second. He barely noticed the maglev beginning to accelerate.
They were alone on this maglev too. Matt pulled out his terminal and switched its network capabilities on. He could get some reading done. As soon as it connected to the train’s internal network it buzzed repeatedly. Half a dozen messages from Sam, more and more frantic as time passed. He wrote a quick message to her:
We’re fine. We were up at the Gold Horizon facility, but we’re headed back now. Have Ana ready to meet us when we get back, you’ll all want to hear this.
A few moments later, she responded:
Alright. See you soon. Stay safe.
O-O-O
Next
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is it possible to hack a slot machine video

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