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Monthly Archives: December 2016

5 Best Tips for Winning the Game, Strategy Guide and Tricks

Onirim Tip #1: Objective of the Game.
Your Goal is to find the right oneiric doors!
Onirim is a solo game. You play against the game.
Your hand will always contain 5 cards.
Every time you play or discard cards, your hand will automatically be refilled until you have 5.
There are 3 different types of cards in the game.
– Location – Door – Dream.

Each Location card has a color and a symbol.
The location cards can be 4 different colors:
– Red – Green – Blue – Brown.
And have 3 different symbols.
– Sun – Moon – Key.

If the deck is ever reduced to zero, you lose the game!
The labyrinth, it is where you will play location cards in order to discover the oneiric doors.
Discard pile, it is where you will discard the cards you don’t want to play.
Find all 8 and you escape the labyrinth and win the game!

Onirim Tip #2: Golden Rule.
There are 2 ways to discover an oneiric door.
– Play 3 cards of the same color consecutively in the Labyrinth.
– Have the key of the corresponding color in hand when drawing a door.

Remember that every time you play a card, you will draw another automatically from deck.
There is one golden rule about the labyrinth. A card played in the labyrinth may not have any symbol in common with the last card played.
For instance, you could not play your other sun if you just deploy a sun earlier, you will need to play either a moon or a key.

The color of the door you discover will always be the same as the last 3 cards you played in the labyrinth.
After discovering a door the deck is reshuffled.
There are 2 doors for each color in the game: red, blue, green and brown.
Once both doors of the same color are discovered, playing 3 cards consecutively of the same color will only shuffle the deck.
Keep looking for a way out of the labyrinth by discovering another door.
Onirim Tip #3: Nightmare.
There is only one type of dream card, the nightmare.
There are 4 different ways to resolve a nightmare card.
First you can discard all the cards in your hand.
Second, you can discard the top 5 cards of the deck.
Third, if you have a key in hand, you can discard it.
Finally, if you have atleast one discovered door, you can send this door into limbo.
Limbo is a temporary space for cards that are going to be reshuffled into the deck at the end of the turn.
After the nightmare is resolved, you will automatically draw cards until your hand is full of location cards.
When you draw a door from the deck, 2 things can happen.
If you have a key in your hand that is the same color as the door you just drew, you may immediately discard it to unlock the door.
If you do not have a key that is the same color as the door, the door is automatically placed in limbo.
When your hand is finally full again, all cards in limbo are reshuffled into the deck,
There are 10 nightmare cards shuffled into the deck in each game. Remember that playing a 4th or 5th card of the same color in a row won’t do anything.
However, playing a 6th card of the same color would trigger another door discover (if doors of the color remain to be discover).
Onirim Tip #4: Prophecy.
To greatly improve your chances of discovering the remaining doors, you can trigger a Prophecy.
To trigger a Prophecy, you must discard a key.
Prophecies let you look at the top 5 cards of the deck.
Choose 1 card to be discarded and re-order the other 4 cards as you like.
Door cards cannot be discarded or you will lose the game. However, you can get rid of Nightmares this way.
The card you place furthest to the right will be discarded. The remaining cards will be drawn in the order you place them (from left to right).
When you are done ordering, click the Deck to end the Prophecy.
Onirim Tip #5: How to Win.
First, don’t forget that keys are extremely powerful! With keys you can get rid of Nightmares, discover doors immediately, and trigger Prophecies.
Second, pay attention to the number of cards you have left in the deck! Every color has a 3 keys, 4 moons, and 6-9 suns.
Finally, during a Prophecy, if one of the cards you drew is a door, you can place it on top if you need to shuffle your deck.


Yooka-Laylee has finally landed, bringing a nostalgic type of of adventure platforming gameplay worthy of the title of spiritual successor to the Nintendo 64’s Banjo-Kazooie back into our collective gaming lives. There are plenty of lush worlds to explore and challenges to endure as the bat and chameleon duo take on the dastardly Capital B and his corporate empire of mischievous minions.

Of course, in any spiritual successor to Banjo-Kazooie, there are going to be a healthy amount of collectibles to find and Yooka-Laylee is chock full of them, from Quills to Pagies to continue your campaign. Not the least of these are the Ghost Writers, who lay hidden throughout each of Yooka-Laylee’s five worlds, each requiring a careful eye and the right moves in order to reach and collect them.

That said, never fear! We’ve spent extensive time with the game and tracked down those tricky ghosts so you don’t have to comb worlds from head to toe. Keep in mind that there are a full set of five ghosts in every world, making for 25 Ghost Writers in total. Furthermore, they come in five colors, each requiring a certain basic strategy to collect as follows:

Yellow Ghost: This one’s easy. Just find it and you can collect it.
Red Ghost: The red ghost is feisty. you’ll have to dodge its attacks and hit it back when it turns orange a few times to incapacitate it for collection.
Green Ghost: This slinky ghost will dart around when you enter its domain. Chase it down and catch it to collect.
Blue Ghost: This trickster hides in small clearings, appearing briefly and disappearing just as quick. Once you have Laylee’s Sonar Shot, you can blast this ghost to uncloak and reveal it for collection.
Pink Ghost: This gluttonous ghost won’t go anywhere without a snack. You’re going to have to find a fruit bush to take advantage of Yooka’s Slurp Shot with so you can sate this ghost’s appetite and collect it.

With the ground rules laid, it’s time to hunt down some Ghost Writers!

Triblestack Tropics

Yellow Ghost: From the starting point at the Grand Tome, head to the right of the ramp in front of you and down some steps. The ghost is in an enclave near the bottom.

Red Ghost: You must first expand the Tropics with enough Pagies. The red ghost will require you to climb the expanded Monument. Upon exiting a doorway leading to a rotating platform, you must make it to the path to the immediate right of the doorway you came from (if you’re looking at the door from the platform). You’ll come to another doorway leading to a winding path. Take the path down to terrace where two enemies will be running around the red Ghost Writer.

Green Ghost: At the bottom of the ramp that leads to the cooking skeleton explorer (Clara), take a right and travel along the path to a small oasis with a palm tree. The ghost is sitting there in the center.

Blue Ghost: From the knightly pig, Sir Scoffsalot, go back towards the torn Pagie and take the path to the right. The blue ghost is at the end of the path in a circle of Quills. Use the Sonar Shot after it appears to reveal it for collection.

Pink Ghost: Traveling up to the terrace from the Grand Tome, you will see a large rock directly ahead. To the immediate left of it is a series of platforms. Traverse them with jumps and double jumps to get to the top of the big rock and nab the ghost. Use the Slurp Shot ability to collect a Frost Berry from near the bottom platforms and feed it by spitting it into the ghost’s mouth.

Glitterglaze Glacier

Yellow Ghost: You’ll need the Slurp State move from Trowzers for this one. On your way down the path from the Grand Tome, you’ll spy the yellow ghost on your left behind a fence. Climb the nearby hill to find a torch. Swallow the fire to empower yourself with it and continue forward to the left towards the fiery bramble. Empowered, you can jump through the fire and traverse the path beyond it to collect the yellow ghost at the end.

Red Ghost: With the Slurp State move from Trowzers in your arsenal, travel to the top of the hill near the yellow ghost. You’ll find a torch. The area to the right is frigidly cold. You must Slurp the torch to empower yourself, then travel through the cold area, lighting torches along the way to keep your empowered Slurp State and stay warm. The red ghost is lurking along the pathways through this area. Be mindful to keep your Slurp State up with the nearby torch as you dodge its attack and retaliate.

Green Ghost: From where Dr. Puzz is, head over to the nearest mountain wall and continue along it to find a doorway. Go through it. On the other side, head to your immediate left and follow the path to a river. At the head of the river, you’ll see a hole in the water. Dive in and go through the hole to a cavern where the green ghost awaits.

Blue ghost This one lurks in the waters near Cartos. From the old mine cart, head toward the big ice island in the water and then go further to a smaller platform beyond it. The blue ghost is wisping around a brick floor just below. Dive in, wait for it to appear. You can use the Sonar Shot while swimming underwater to reveal it.

Pink Ghost: you need the Sonar ‘Splosion move from Trowzers in Moodymaze Marsh to get this one. At the towers and ice ramps where the bossy road sign (Planker) is hanging around, head up the ramp to the next platform and then continue onto the one just ahead of you. On the top platform, you’ll find the pink ghost encased in a block of ice. Use the Sonar ‘Splosion to break the ice, then head over to the grenade fruit you used to carve the Capital B statue and race it back to the ghost to feed it.

Moodymaze Marsh

Yellow Ghost: Make it to the Frogger-like logs floating down the muck river and follow the first row of logs down to the end. Facing the river end, there will be series of small islands to the right. Follow them to a small clearing where the yellow ghost awaits.

Red Ghost: After dealing with the water sound trap puzzle, jump on the rocks to the right up to the wooden platform above and cross the bridge. The red ghost will be across a second bridge to the left.

Green Ghost: Once you purify the water for one of the grocery carts, you can access several pipes underneath the water in the area, one of which is Swampy Station. Once inside, swim up to the ground floor, run to the left past the Drones, and jump into the water at the open end of the sewer grate. The green ghost lurks in the water under the grate. Use the Buddy Bubble move to get your footing underwater and chase this ghost down. There’s a chance it could escape through the wall. If this happens, just leave the Swampy Station area and re-enter it.

Blue Ghost: Along your journey, you’ll discover a maze of thorny brush with a button nearby that opens a pipe acting as a short cut to the Grand Tome. To the left of the pipe is a path through the thorny vines. The blue ghost is wisping about in a clearing along this path.

Pink Ghost: First, you’ll have to cough up some Pagies to expand Moodymaze Marsh. Behind where you come across the skeletal explorer Clara seeking a gem in a pipe, you’ll find a metal shack sitting in a pool of clean(er) water. Slurp up a frozen fruit near the bottom and make your way to the top to feed the pink ghost its treat.

Capital Cashino

NOTE: at a certain point after leaving Cashino for the first time, Trowsers will appear in the hub world to offer you the Flappy Flight move, which allows for free flight and makes collecting many of the ghosts in Capital Cashino a lot easier.

Yellow Ghost: From the entrance to Capital Cashino, head through the doors and take a left at the banker that is definitely not Capital B. You should come to a Sonar Shot platform puzzle that takes you to a Pagie, a high platform facing a card pyramid, and a slide. From the platform, jump and glide or use Flappy Flight to reach the closest ledge. One level down, on the right, and near the back of the card pyramid, you’ll find the yellow ghost.

Red Ghost: For this one, you must expand Capital Cashino. To the left of the giant air ball machine is a path that will open up. You’ll need to use the Reptile Rush move to jump the ramp and break through the glass into a series of following Reptile Rush ramp puzzles. The red ghost awaits on a dance floor along this series. Put the moves on it and collect.

Green Ghost: This one can be found atop the tall grouped towers of spinning roulette wheels in front of a Pachinko game featuring Capital B’s giant portrait. Don’t let the spinning wheels mess you up. Use your glide to chase this green goober down and nab it.

Blue Ghost: There’s a giant pachinko game featuring a portrait of Yooka and Laylee near the base of the card pyramid. From the portrait, head straight out and a little to the left to find a big red cube shooting air up near some big red dice. Use the glide or Flappy Flight to float up on the air wave above the building over the dice and reach its roof. On top will be some enemies and a broken slot machine near a box. High Jump on top of the slot machine to get up onto the top of the box where the blue ghost flits about.

Pink Ghost: For this one, you must expand Capital Cashino. Near the giant pachinko machine with Yooka and Laylee’s portrait is a tunnel with pictures of ghosts. This leads to a series of matching puzzles with the Slurp Shot. In the fourth puzzle room, following the rotating match puzzle, drop to the ground floor and check to the right. The pink ghost is hidden in a breakable crate. Fruit can be found in the same room to feed it.

Galleon Galaxy

Yellow Ghost: From the tome, head to your right through the opening in the rocks. Use the Lizard Lash move to ascend the series of rocks up to a moon-like floating sphere. Jump across the nearby platforms to the back of the sphere to find an opening. The yellow ghost awaits inside.

Red Ghost: This one requires the world to be expanded. Make your way to the Black Hole In One golf game. Inside the golf course, look up to spy a floating spaceship. Use Flappy Flight to reach the roof of the ship and locate hole that leads inside. The red ghost is rearing to go for a final battle.

Green Ghost: This one requires the world to be expanded and that you’ve powered Dr. Puzz’s D.N. Ray (solve the light house puzzle and find the Mollycool on top). Turn into a boat and sail from the dock straight out and to the first opening on the right. Looking in that direction, you’ll see a collection of blue glowing rocks near a high tech sphere building. Melt the rocks with your fire cannon to reveal the ghost, chase it down, and collect.

Blue Ghost: At the nearby island covered in glowing rocks where a Pagie is hanging in a suspended cagie, the blue ghost sits on the roof of the building holding the cagie crane. Use Flappy Flight to reach the roof.

Pink Ghost: To reach this one, look to the ramp in front of where the tonic vending machine (Vendi) is located. Near the bottom of the ramp on the building is cracked glass covering a hole that can be broken and entered with the Reptile Rush ability to get into the Lunar Lockup area. The ghost is sitting behind the bar inside next to a convenient grenade fruit plant.

7 More Modern Games Besides Yooka-Laylee


Snake Pass has a lot in common with the platformers of the 90s, although it comes with a unique twist. As you might expect, you play as a snake named Noodle. However, the physics of the game are entirely built around your movement. You won’t be jumping your way across platforms this time, instead you’ll be slithering up areas and using momentum to propel yourself.

The entire crux of Snake Pass is actually built around finding collectibles. There are 15 levels spread out across four themed worlds, and in each level you’ll have to collect three sets of hidden collectibles. These get increasingly more difficult as the game goes on, and you’ll need to use all of your wits to find them. It may be a bit different from the platformers you’re used to and the controls take some adjustment, but after that you’ll find a fun collect-a-thon experience unlike any others.


Shovel Knight is one of the finest retro homages we’ve ever seen, perfectly evoking the careful platforming of older titles while introducing modern design concepts like checkpoints and a detailed inventory system. It plays a bit like a Mega Man game as each level is themed after one of the memorable bosses you’ll be facing down. Shovel Knight’s unique skills are essential to making it through, as you can dig and jump downwards on the shovel to jump farther and damage enemies.

Of course, Shovel Knight also brings the nostalgia by giving you a bunch of collectibles to nab, both in the main campaign and DLC. Shovel Knight and Plague Knight have music sheets they can collect across each level. Bringing these back to the bard in the village will reward you with gold, while the bard regales you with the song. Alternatively, Specter Knight’s campaign has a bunch of red skulls you can collect, which can be turned in later for useful new abilities. Each campaign is great on its own, but trying to collect everything only adds to the overall challenge.


Most games in the Rayman series put the mascot in 3D environments, but Rayman Legends and its predecessor Origins put the character in a beautiful, lush 2D world. Rayman Legends is truly a gorgeous game at every turn, with wildly varied locations and some tight platforming gameplay. The game has some smart level design that’s truly challenging, and there’s also some fun multiplayer options allowing you to play co-op in the main campaign.

Of course, the good news is there’s also a ton to collect on your adventure. You’ve got a host of power-ups like Hearts, Blue Punches, and Bubbles that provide temporary boosts. On top of that, there’s a whopping 700 of the creatures named Tensies to find across the game. That’s certainly going to keep you occupied for a while.


Pretty much every Mario game gives you a ton of collectibles to mop up, this time with the help of up to three friends. This gorgeous co-op title is an absolute blast to play whether alone or with friends, with new power-ups like the wall-climbing cat suit or the cherry that gives you a body double. You can either help your friends along the way or choose to throw them off a cliff, allowing for some intense co-op play.

Like most Mario titles, advancing further in the game is themed around collecting a number of stars. There’s a total of 380 green stars in Super Mario 3D World, as well as 85 stamps to collect. You’ll need to get each to unlock different areas within the game, so you’ve definitely got your work cut out with this one. Just make sure to bring a few friends along for the ride.


Yoshi’s Woolly World is easily one of the most adorable games ever made, lovingly created in a vibrant yarn art style. Everything in its world is based around arts and crafts, Yoshi throws yarn balls and you’re able to interact with the environment by doing things like pulling on a thread to reveal a new path. With the 3DS version of the game, you also get a host of side-scrolling levels that let you control Poochy as he runs forward.

There’s a few fun collectibles to be had in Yoshi’s Woolly World as well, some of which can be unlocked with amiibo. Each level in the game has five Wonder Wools, and if you collect all of them, you’ll be rewarded with a costume. There’s also five Smiley Flowers that reward you with a bonus stage, and five Stamp Patches that’ll give you a stamp to use in the Miiverse.


LEGO games are always loaded with collectibles, and LEGO City Undercover certainly doesn’t disappoint in that regard. The title focuses on an undercover cop named Chase McCain, and actually satirizes quite a few action movies. It presents players with one of the most expansive LEGO worlds yet, explorable by foot and vehicle, as you track down criminals and help citizens with their everyday problems.

Of course, the main collectible of LEGO City Undercover is bricks, which you’ll need to unlock things like new characters and vehicles to play with. There’s even a whopping 450 Gold Bricks and 40 Red Bricks, which will grant you different bonuses for collecting.  There’s certainly no shortage of things to do in LEGO City.


Ratchet & Clank is one of the longest-running franchises on PlayStation, and the duo has become two of the main mascots for the brand. A Crack in Time is the follow-up to the previous two titles on PS3, retaining many of the same gameplay elements. One variation for the title, however, lets Ratchet pilot his ship between planets, landing on moons and other areas to complete optional objectives.

Holding to Ratchet & Clank tradition, you’ve also got a few items to pick up along the way. The pair will want to collect Gold Bolts scattered across the universe, netting you a nice trophy as well as some bonus items to help you on your adventure.

Bayonetta PC runs beautifully

After years of hoping and waiting, Sega has finally delivered the goods – Bayonetta is now available on PC. The pitch is simple enough: this is the original game without any of the flaws inherent to the console versions, and with PC’s ability to scale up resolution. To say it runs smoothly on a vast range of hardware would be an understatement – we could hit something approaching a locked 1080p60 on a 1GB Radeon HD 7770, a budget GPU when it was released way back in 2012. On more recent graphics hardware, the only way is up.

Let’s start with the options – as a game designed specifically for consoles of the past, we didn’t expect much in the way of detail settings but there are a few tweakables of note. You can adjust texture and shadow quality as you see fit and the game even reports VRAM usage based on your current settings. Well, at least it tries to report it – the numbers are significantly lower than those registered by monitoring tools like MSI Afterburner. There isn’t a tremendous difference between the options available, the exception being dynamic shadow quality, which varies dramatically based on how you set it.

So, what’s new over Xbox 360? Ambient occlusion is a new addition, and MSAA up to an impossible-sounding 16x is also featured – though curiously, this does not appear to work whatsoever on any settings we tested (and it’s the same with control panel-enabled hardware MSAA). However, anisotropic filtering is present at a low level on Xbox, but this can be dialled up to 16x on PC, representing a pleasant improvement. There’s also an HDR option – but this refers to the original in-game lighting system, it doesn’t represent any kind of support for HDR displays. Regardless, this game is so light on resources, you can dial everything up to the max and scale up further from there in terms of resolution, and that’s where you get your anti-aliasing – via downsampling.

With the vast amount of GPU headroom left over, 1080p is just the beginning on modern graphics hardware. Using AMD’s VSR or Nvidia’s DSR for super-sampling support, it is possible to reach a level of image quality that far exceeds the 720p output of the Xbox 360 and Wii U versions. The upgrade in image quality is dramatic. Despite its age, Bayonetta’s artwork really comes alive at higher resolutions. Distant details are crisp and defined while shimmering and aliasing are eliminated completely. Platinum’s designs really hold up well at higher resolutions – testament to the quality of the original texture assets, which appear unchanged.

As well as confirming great 1080p60 playback on the ancient Radeon HD 7770, we tried a more modern GPU, the Nvidia GTX 980 Ti – equivalent to today’s GTX 1070 – which hands in slick, locked 4K 60fps gameplay. Pushing resolution up to 2880p (5K, if you will), the game continues to run smoothly overall. In fact, performance here is similar to the Radeon HD 7700 at full HD – no problems for the most part, but with a little stuttering on effects that heavily utilise alpha transparencies. We also road-tested a GTX 970 at 4K, with an overclock in place – performance is still higher than any console version (even Xbox One running under back-compat) but frame-rate does tend to wobble in stressful areas. You’ll need to drop a little lower to absolutely maintain that crucial 60fps.

Overall, specs-wise, it would be an exaggeration to say that you could run Bayonetta on a toaster, but the bottom line is that the hardware requirement to get a great experience is preposterously low. On a vintage 2012 Core i5 3570K, we measured CPU utilisation at an absolute max of just 30 per cent, mostly sticking around 20-25 per cent level. If you run your games from an SSD, loading times are so fast, there’s literally no time to practice your moves with the on-screen tutorials. It’s a relief, but really and truly, it’s what we should expect given that the original Xbox 360 game launched around seven-and-a-half years ago now.