This is a collection of my posts from X, my main social and the first place I post everything. You’ll find video game guides, comics, fiction, my writing and author updates, and other topics I cover.
4,845 posts are available here. Each entry keeps the original wording and links back to X.
**Far Cry New Dawn: All Ten Outposts, All Seven Expeditions and When to Raise the Stakes** The Highwaymen keep most of Prosperity’s next upgrades behind armed guards. Outposts supply ethanol for the base; expeditions bring back the crafting...
**Far Cry New Dawn: Finding Every Specialist and Choosing Your Companion** Timber can sniff out the supplies you walked past. Nana can cover the other side of an outpost. Hurk can turn a vehicle problem into a burning wreck. New Dawn gives...
**Far Cry New Dawn: Every Perk, the Weapons Ladder and Building Prosperity** A rusty rifle gets you through the opening of New Dawn. Keep carrying it into stronger outposts and the fights start eating ammunition. Your next big improvement o...
**Far Cry New Dawn: Coming Back to a Changed Hope County** Spoiler warning: New Dawn’s premise reveals a major outcome of Far Cry 5. This introduction avoids New Dawn’s ending. Seventeen years can do a lot to a place. In Far Cry New Dawn, H...
**Far Cry 5 Cleanup: Weapon Families, Silver Bars and the Last Cult Properties** A nearly cleared map can take more work than the opening hours. The remaining pickup is under a roof you never climbed, the safe is behind a cupboard, or the l...
**Far Cry 5: Dead Living Zombies, All Seven Pitches and the Push for Gold** Guy Marvel has seven zombie movies to pitch, and you get to survive the rough drafts. He changes the scenery, adds enemies and argues his way through increasingly r...
**Far Cry 5: Lost on Mars, Weapons, Blueprints and the Cleanup Before the Ending** Nick Rye arrives on Mars to find Hurk in pieces and an alien infestation between him and home. Getting around now means using a gravity belt, landing on meta...
**Far Cry 5: Hours of Darkness, From the Crash Site to Extraction** Hours of Darkness sends Wendell Redler into the Vietnamese jungle with a long walk ahead of him. His helicopter is down, his squad is scattered and the extraction point is...
**Far Cry 5: The Seed Family and the Ending That Refuses to Let Go** Joseph Seed speaks softly while other people carry out his orders. John demands a confession. Jacob turns people into weapons. Faith offers relief from pain, then uses tha...
**Far Cry 5 Collectibles: Twelve Lighters, Ten Bobbleheads and Fifteen Whiskey Casks** The last few collection items are usually the ones you have walked past twice. A bunker hatch hides behind a shed, a little Cheeseburger figure sits abov...
**Far Cry 5 Collectibles: The Comics, Vinyl Crates and Baseball Cards** Hope County’s collection jobs send you into places that are easy to drive straight past. A comic might be beside a television, a baseball display can disappear against...
**Far Cry 5 Prepper Stashes: Mountain Climbs, Flooded Bunkers and the Eastern Caves** The northern and eastern stashes make good use of Hope County’s terrain. There are locked cabins above the roads, a hangar entered from the roof, and a bu...
**Far Cry 5 Prepper Stashes: Dutch’s Island and the Western Countryside** Prepper stashes are worth stopping for. They give you a small problem to solve, then pay out with supplies that help on the next trip. Some need a key. Some send you...
**Far Cry 5: Opening Hope County and Getting Through the Hard Story Missions** Hope County opens up quickly. Once Dutch’s island is finished, you can head for the farms, the mountains or the river country. The bigger restriction comes from...
**Far Cry 5 Weapons and Companions: Build a Loadout That Covers the Job** A good loadout in Far Cry 5 gives you answers at different distances. Carry four weapons that all do roughly the same thing and you can still find yourself staring at...
**Far Cry 5 Perks: Every Base Upgrade and a Sensible Order to Buy Them** Far Cry 5 hands you a lot of tempting upgrades and very few points at the start. A wingsuit sounds good. Another weapon slot sounds good. More health sounds especially...
**Far Cry 5: Trouble in Hope County** Spoiler scope: the opening, the main cast and the campaign structure. The ending is left alone here. Hope County gives you farmland, mountain roads, fishing spots and a religious cult that has decided i...
**Far Cry Primal extras: Survivor mode, permadeath and Legend of the Mammoth** Primal's two biggest extras pull in opposite directions. Survivor makes Takkar more vulnerable and his journeys more demanding. Legend of the Mammoth lets you tr...
**Far Cry Primal's people: Takkar, the Wenja and what happens to a defeated enemy** Primal's village starts with people who need food, shelter and somebody willing to go back outside. That gives its story a different center of gravity. You...
**Far Cry Primal: opening the dangerous regions and beating Dah, Roshani, Ull and Batari** The northern snowfields, poisoned passages and southern strongholds ask for different preparation. Takkar can see a destination on the map well befor...