what does doing the optional mission parts on borderlands do made in china

Say, if you had been very effective in completing story missions, you might end up being 3 levels below even common minions, for your upcoming story mission. And that makes it difficult to progress. Optional missions nets you XP points to level up.

Also, if you had trouble finding good gears., some optional missions award very good gears ( look for blue award items icons ). Get them when you"re really stuck. Those items are almost as good as Legendaries but obviously, are not rare, so, they"re just blue. Don"t rank those as blue in effectiveness or power. Red text ones have unique feature and are often better than purple gears.

what does doing the optional mission parts on borderlands do made in china

If you look at the quest menu before completing a bonus objective, take note of the stated cash reward, then go and complete one (or more) bonus objectives. Now return to the quest menu and the new, increased dollar reward amount should have changed.

As far as I"ve been able to tell, this (along with the “completionist” challenge, and sometimes a bit more dialogue) appears to be the only benefit of completing the bonus objectives. I have never seen any direct experience point increase, or any kind of correlation to the stats of quest reward items. The only other possible benefit may be an increase in drop rates for quest related enemies, but thats just total speculation, and I have not noticed any significant change (and with BL2"s drop rates, testing this would be very difficult, and would require literal thousands of test runs).

what does doing the optional mission parts on borderlands do made in china

Optional Objectives can give better Mission Rewards. Better XP, money, and/or items. An example would be the Hyperian Mission to kill 100 bandits. Kill at least 20 with a certain element, it increases the chances for a better sniper rifle. Kill at least 20 with another element, even better odds for better stats. Kill at least 20 more with a different element, even better chances, etc... So if you"re trying for say a Slag Morningstar, you"ll have better luck by doing the objectives.

what does doing the optional mission parts on borderlands do made in china

Borderlands 2 Side QuestsThis section lists all the side quests in Borderlands 2, known as Optional Missions. To help you decide which mission to do next, they are grouped by completion time below.advertisementYou can engage in side quests at any time during your Main Quests playthrough, but please note that progression through the main story does have some effect on side missions. Apart from level progression that makes some side quests way too easy (and means you won"t nab more than 1XP for each enemy you shoot), some quests may become blocked temporarily as characters or locations become unavailable as part of your quest.For information about the quests that can become blocked and how to unblock them, see: Blocked Missions.Short Side QuestsEstimated length: under 5 minutesMedium Side QuestsEstimated length: between 5 and 15 minutesLong Side QuestsEstimated length: between 15 and 30 minutesVery Long Side QuestsEstimated length: more than 30 minutes

what does doing the optional mission parts on borderlands do made in china

A mission is a task which yields rewards when completed, which can include Experience Points (XP), money, and other loot (some unique to mission rewards). Missions can be found all over the world of Pandora.

There are 126 missions in the Borderlands. 46 of these are part of the main story of the game, while the other 80 missions are side missions that will not directly further progress through the storyline, although will provide enough experience and loot to assist with progress indirectly. With the added 4 DLCs there is a total of 216 missions. This is excluding "Talk to Tannis" and "Keep Your Insides Inside", two glitched missions cut from the game that are sometimes bugged to appear.

The "Did It All" achievement/PS3 trophy pertains only to missions and side missions in the main story; this means that players may amass any number of (uncompleted) side missions in the DLCs without worrying that they will be forced to complete them all to receive the award.

The following are the areas where missions are given, many of which lead to other areas. In each of these articles the missions are grouped by the source of the mission and include the actual location for each mission.

what does doing the optional mission parts on borderlands do made in china

Once the British tea plantation system got started and began to expand it quickly grew in size and scale. The price of tea also fell, thereby truly making tea a beverage within the reach of peoples from different classes around the world. Tea truly became the global beverage in the course of the 19th and 20th Centuries. Not surprisingly, within a number of decades the Chinese monopoly on tea was broken. China still remained an important centre for tea production, especially for the many distinct varieties of tea and teas of high quality. The British were, in general, never aiming to create the refined and exquisite teas you find in China. As a bastion of modern capitalist industrial production British tea companies such as Lipton, of which more below, simply aimed to create a standardised tea that was affordable and easily found within the local market throughout the British Empire. To put it crudely they were aiming for quantity not quality, so long as the ‘quantity’ produced was standardised and appealing to the basic demands of the average person.

At this time China also entered a period of internal chaos, revolution and war. The tea industry was, in short, not in a strong position to respond effectively to the challenges of modernisation and commercialisation. After 1949 with the establishment of the People’s Republic of China, the Chinese tea industry also experienced the ups and downs of socialist transformation. China was relatively isolated from global markets during the Maoist period (1949–1978) and the tea trade never fully recovered. For instance, exports of tea from Yunnan Province fell from seven million pounds in 1965 to only twenty-seven thousand pounds in 1973, giving some indication of the drastic effect of Maoist policies on the tea industry (Reid 2011, p. 59). After the launch of ‘reform and openness’ in 1978 Deng Xiaoping took China out of isolation and the Chinese economy began to accelerate in growth and trade. When China embraced the ‘socialist market economy’ in 1992 it entered the ‘golden era’ of double digit expansion. We see during this period the process of rapid urbanisation and industrialisation, and most significantly, the emergence of a large consumer middle-class.

When any nation enters a ‘golden age’, whether it be the United States of the 1950s and 1960s or China in the post-1992 period, the question of ‘cultural identity’ naturally becomes increasingly important. As China is emerging as a major player on the economic and political world stage it is also asking the question as to what kind of ‘Chinese culture’ should be encouraged into the 21st Century. China is rapidly changing and the government and people look to cultural identity as a means of creating a stable and common set of meanings to help bind the people and nation through this transition. ‘Culture’, in this regard, in contemporary China is undergoing a remarkable transformation. The combined forces and effects of urbanisation, industrialisation, globalisation, consumerism and myriad other social and economic transformations taking place at the level of the individual, the family, the community and the nation are creating the conditions for both the ‘invention’ and ‘reinvention’ of ‘culture’. At one end many of these cultural projects are supported and engineered by the party and government. In this sense ‘culture’ is an artefact of government, something that can be developed and guided and put to specific social and governmental uses. At the other end of the spectrum is culture at the grass-roots of society. In this sense ‘culture’ is closely tied to economic opportunities, to localised identities, subcultures and ethnicities in which it can be both a reaction to social change as an ‘economic opportunity’ or as a means of highlighting one’s ‘identity and difference’ (and other things besides). Whatever the case may be it is clear that ‘culture’ can refer to many different things and is not readily reducible (nor should it be) to one essential ‘substance’. Here I am simply reflecting on culture as a form of ‘resource’ open to interpretation, meaning and redeployment in certain contexts.

Tea culture is no exception. Tea culture and consumption in China has developed rapidly over the last two decades. Many Chinese people are ‘rediscovering’ the allure of tea and its intoxicating elixir. As Zhang (2014, pp. 19–20) notes, the fortunes of tea drastically declined during the Maoist period, but now in the age of ‘reform and openness’ (gaige kaifang 改革开放) it has made a remarkable recovery and been catapulted to centre stage in a renewed cultural nationalism and vibrant consumerism. Key notions of personal self-identity and the shared being of the nations cape/nationalism have coalesced around tea.

Tea has also had somewhat of a rebirth on the diplomatic front. In recent times President Xi Jinping has mentioned tea in numerous state visits to countries like Russia, Belgium and Brazil, highlighting the significance of tea to Chinese culture and offering these insights as a way to understand the Chinese psyche. On 23rd March 2013 in a speech in Russia, President Xi drew upon the recently coined ‘Ten Thousand Mile Tea Road’ (wanli cha dao 万里茶道)—an overland trading route from the tea growing regions of Fujian that crossed China and Mongolia on its way Russia—to emphasise the close relations bound in trade and culture between the two countries (Fig. 9).

Top a map of the’ 10 Thousand Mile Tea Road’ from its starting point in Wuyishan, Fujian to its final destination in Saint Petersburg. Bottom Left a heritage courtyard mansion in the historic village of Xiamei (下梅村) that made its fortunes on foreign tea trade. Bottom Right a 2014 Summit of Mayors from China, Mongolia and Russia from cities along the 10,000 Mile Tea Road

In a speech given in Brussels on 1st April 2014 President Xi used beer and tea to note that whilst there are cultural differences between the West and China both cultures embody an acceptance of cultural plurality:Just as Chinese like to drink tea and Belgians like to drink beer, the reserved style of tea and the passionate style of wine [from this point forward ‘beer’ (pijiu 啤酒) is referred to as ‘alcohol/wine’ (jiu 酒)] represent two different approaches to experiencing life and interpreting the world. But there is [no reason why] tea and wine cannot coexist; we can ‘raise countless glasses of wine to our close friends’ (jiu feng zhiji qianbei shao 酒 逢知己千杯少) and also ‘savour tea, savour flavour and savour life’ (pincha pinwei pinrensheng 品茶品味品人生).

On 16th July 2014 during an official state visit to Brazil, President Xi highlighted the long history of economic cooperation between China and Brazil by noting the contribution Chinese tea farmers had made in Brazil over 200 years ago when they shared knowledge of tea production and help establish the Brazilian tea industry (introduced by the Portuguese in 1812 but which later collapsed after the abolition of slavery in 1888).

At the same time, as China has joined the World Trade Organisation (WTO) and opened up its consumer economy to international corporations, the tea industry has had to compete with multinational rivals. In a sense the previous mentioned difference between the British tea industry as a modern industrial enterprise and the Chinese tea industry as focused on relatively small-scale tea farms has not radically changed. So ironically when Lipton came back to China in the 1980s it did so not as a small-scale enterprise but as a modern day professional tea and beverage business that was part of a much larger multinational corporation (in this case Unilever). Lipton enjoyed the benefits of being part of such a large commercial organisation and was able to launch professional marketing campaigns, engage in state-of-the-art market research, develop products especially for the Chinese market, and use its corporate network to get its product right to the point of purchase. If you enter any major convenience store in cities like Beijing, Shanghai and Guangzhou you can be sure that the tea brand that has the most prominent place is Lipton. It is therefore not surprising that, based on the available statistics, that the tea brand with the greatest market share in China is Lipton. What an irony this is given that it was an act of war and industrial espionage that gave the British the opportunity to break the Chinese tea monopoly in the first place. One hundred and sixty years later the foreign multinational tea corporation returns to China and finds itself in a position to dominate the modern consumer tea market (Fig. 10).

Lipton is part of a large multinational product grouping headed by Unilever. It has decades of corporate capitalist market experience. Since the time it returned to China in the 1980s it has quickly come to dominate the shelves of major Chinese retail outlets, so much so that it now dominates the market share in China

Although the challenge represented by beverages companies such as Lipton, Nescafe and Coca-Cola is huge, the Chinese tea industry is now exploring ways in which it can revitalise Chinese tea culture. The aforementioned scholar Zhou Chonglin and his colleagues have even launched a ‘Revitalise [Chinese] Tea’ (chaye fuxing 茶叶复兴) movement in which they hope to attract the younger generation of Chinese, many of whom they hold have been seduced by the slick marketing and lifestyle appeal of foreign beverage products, to embrace a contemporary Chinese tea culture:Nowadays [Chinese] people eat popcorn and drink cola whilst walking into the cinema and waiting for the next Hollywood blockbuster. Starbucks, Pizza Hut, MacDonald’s and KFC are found encamped in every corner of the city. The multitudes sit eagerly in front of their computers awaiting the latest update on an American TV drama and jump for joy at the arrival of the latest iPhone. At that very moment they forget that China has its own great culinary culture. Their taste buds have amnesia. They also forget that [China] is a nation of ‘appreciating tea and discussing the way’ (pincha lundao 品茶论道). They forget Peking Opera and forget the tea house … When tea was at its height China was the most powerful country in the world [before 1820] … The fate of tea and the fate of China are inextricably tied. As tea declined [in China] so too did China eventually become one of the world’s poorest countries … Everyone says that the 21st century is the China century, but it would perhaps be better to say that it will be the tea century. (Zhou and Tai 2012, p. 136)

I refer to this particular field of product and cultural contestation as ‘tea nationalism’, an example of which I will now illustrate.2011). Although tea is still the most popular beverage in China, coffee has begun to make some serious inroads especially through the younger cohort of college students and office workers. Yet coffee consumption is still less than five cups per year per person, compared to 400 cups per capita per year in North America (Coonan 2011). There is still a long way to go but the trend of drinking coffee is certainly making headway. Indeed companies like Starbucks (for which the average price for a cup of coffee is much more than ordinary Chinese folk can afford) and Nescafe (which has aggressively marketed its series of instant coffee) see their future in China. Most recently the celebrated and controversial writer Han has just launched an advertisement for Nescafe. (There are of course Taiwanese style coffee houses in mainland China which are somewhat different in terms of how they are marketed and used as sites of consumption, but I will leave them out of the picture for now).

A few years ago Starbucks was embroiled in a major controversy that generated a great deal of heated discussion about China’s cultural heritage. In 2006 Starbucks opened an outlet within the confines of Beijing’s Forbidden City, the centre of political power in China for much of the Ming and all of the Qing dynasties. It is a World Heritage site (one of the first such sites to be inscribed in China after the People’s Republic of China joined the United Nations in the early 1970s). The presence of Starbucks within this iconic site attracted the heated attention of online discussion. Indeed it is often regarded as the first major instance of ‘online public opinion’. Many netizens felt affronted. Rui Chenggang, a well-known TV anchor-man, called for a web campaign against the outlet that he said, ‘tramples over Chinese culture’ (cited in Watts 2007). Rui said:The Forbidden City is a symbol of China’s cultural heritage. Starbucks is a symbol of lower middle class culture in the west. We need to embrace the world, but we also need to preserve our cultural identity. There is a fine line between globalisation and contamination. (ibid)

In response to the controversy Starbucks soon closed the Forbidden City coffee house. The Starbucks/Forbidden City case is interesting insofar as raises the complex intersection of practices of consumption and the manifestation of ‘cultural’ values. At the moment there are no tea house chains of any significant size that can compete with outlets such as Starbucks. There are many tea houses especially in cities like Beijing, Chengdu and Hangzhou (approximately 60,000 nationwide according to a survey from the China Tea Marketing Association), yet they are small-scale and scattered. As Xu Fuliang, a tea industry expert at Achieve Brand based in Hangzhou, said, ‘Chinese tea houses lack strategic planning and a standard production process … I know some tea house owners in Hangzhou. They run tea houses based on their personal interest and don’t want to enlarge their businesses’. (quoted in Chen 2010). This is confirmed with my own interviews with tea house proprietors.

But coffee and the coffee house is not the only challenge facing the consumption of tea in China. Probably an even more serious challenge is the growing market share of Lipton’s in the actual tea market itself. There is a widely known saying in the Chinese tea industry, ‘in terms of turnover seventy-thousand Chinese tea companies are only equal to one Lipton.’ In 2008 Lipton’s market share in China was approximately 43.4 % with annual turnover of 23 billion yuan, which is almost equal to the entire output of Chinese tea production at 30 billion yuan. As already noted, Lipton’s has at its disposal over one hundred years of research marketing experience and through its parent company, Unilever, access to distribution channels and to sales points across urban China (supermarkets, convenience stores, hotels, etc.).

Lipton entered the mainland Chinese tea market in 1992 and it brought with it the humble ‘tea bag’. Tea aficionados often look down on the tea bag, and in terms of the general quality of the tea they seem justified. But by no means should we overlook the massive cultural and social impact that the tea bag represents. The tea bag personifies the ‘values’ of modern urban consumer life: standardised, convenient and fast. In the 1960s in places like the United Kingdom and Australia most people still consumed loose leaf tea. However, by 2007 tea bags made up 96 per cent of the British tea market (UK Tea and Infusions Council 2015). Since 2004 Lipton’s has also introduced other teas, such as green tea, into the Chinese market indicating that it is quite capable of adapting to local conditions in order to increase market share even further. Wu Xiduan, general secretary of Chinese Tea Marketing Association, is quoted as saying, ‘The hundreds of different types of tea drunk by Chinese people mean it’s not possible to develop the Chinese tea industry into a company like Lipton’s, which is standardized with no difference in quality’ (cited in Yue 2011).

what does doing the optional mission parts on borderlands do made in china

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what does doing the optional mission parts on borderlands do made in china

An optional, nonessential, usually out-of-the-way part of a video game that is extremely difficult and/or time consuming to complete, yet is nonetheless required for 100% completion. These are generally far more difficult than anything else in the game and, in extreme cases, may be classified as nigh impossible.

Casual players do not even bother with this. Most serious players of the game attempt to do this, fail miserably, give up and move on. Only the truly dedicated 100% completionists remain, but even many of them fail and inevitably accept defeat. In the end, many players wind up hopelessly stuck at 99%, and give up before ever reaching the coveted 100% completion. Why? They"ve been derailed by that one sidequest.

Usually considered infamous within the game"s fanbase, the game"s message boards are filled with posters either asking for help on how to beat it, or, more likely, angrily ranting about it.

Note that, despite the name, this isn"t necessarily a sidequest in the RPG vein. This commonly shows up in other genres, including first person shooters and sports games, as that one challenge. Or it could be a Brutal Bonus Level in of itself.

This is sometimes an unexpected gameplay change minigame, Luck-Based Mission, or timed mission, and may be all three. Particularly brutal games may contain two or three of these kind of sidequests. If the sidequest cannot be solved legitimately without referring to a third-party source, see Guide Dang It!.

Note that self imposed challenges do not count as examples. This is a part of the actual game that is required for 100% completion. Also keep in mind that TV Tropes is not Game FAQs. Please refrain from going into Walkthrough Mode if possible.

In permanently missable if you"re not careful, especially since there"s one in each dungeon and most dungeons are one time visits. One of them even has a time limit before it self-destructs — if you don"t beat all the enemies quickly, you"ll be tossed from the dungeon before you can pick it up (FYI, it"s the wounded miner dream).

The Looter"s Caverns in lasers, and obstacles, all the while "racing" against the doors, which close on a timer — and some of which are almost impossible to get through in time without using speed boosts. If steering into a bomb-lined wall twenty times doesn"t drive you to madness, hearing your sidekick shout the same things over and over again will.

The Infinite Battery quest in Then you must face and defeat the Silvery White Knight, a savagely difficult Bonus Boss, to finally earn the battery. As one final kick in the rump, by the time you"re even able to attempt this sidequest, let alone strong and skilled enough to beat it, there is absolutely nothing left to do in the game.

"Mandrake Is The Best Medicine" wherein you have to get Mandrake Root. Doesn"t sound so hard, but it"s dropped by Mandragoras, which only appear in one level, and only in the areas of that level that take the longest time to reach from the starting points, and which explode without dropping anything if you don"t kill them quickly enough? Not only that, but the enemies in this particular level are extremely annoying. So, yeah.

A late-game mission that requires you to collect an Alexandrite. The only place it"s found is as a 1/5 drop chance at the end of a fairly difficult bonus dungeon, and if you get one of the other 4 drops instead, you have to do the whole dungeon over again.

Or the one sidequest Abram hands out that requires you to get some Merman Meat? There"s just one little catch: Mermen don"t drop Merman Meat — Loreleis do. And they don"t do it very often. This can be blamed on a translation error — the original Japanese version had a gender-neutral name for the item instead, although who knows why they didn"t simply translate it as "Mermaid Meat"...

all of the gremlins in the game, considering that some of them can be easily missed and lost since you can only visit most places once, and there"s an autosave feature and no Save Scumming in this game (as the developers didn"t want you to go back on your choices) to help you out, if you make a mistake and don"t realize it until it"s too late.

five times in a row, with the challenge modifier going all the way to 18. You also have to find the card individually during each adventure, so you could slog through a quest and get all the gambling items just in time to reach the fifth round of the contest, only to screw up at the end and get bumped back to the beginning of the sidequest!

The quest for delivering the Delicate Flower to the grave of the Grey Mourner"s lover requires you to travel from the Resting Grounds to the Queen"s Garden on foot (taking the tram is acceptable, but no using the Stagway or the Dream Gate). And if you take any damage, you have to start all over again (and put up with the Mourner scolding you for damaging their precious gift). And you have to do this quest to get one of the Mask Shards and achieve 100% Completion.

The path to one Vessel Fragment in Deepnest involves going all the way down one very long room whose traversal requires Wall Jumping around Spikes of Doom while also Goomba Springboarding off the spiked back of a Garpede with only more spikes below it, which means each mistake is likely to cost two hits. Some players have struggled long and hard with this jumping puzzle before realizing it"s merely a side passage, since Deepnest is such a dark and confusing maze.

Anyone who"s played Guide Dang It!, but that one. The third red gem occurs only in your home town, so once you leave it"s lost, but that"s not the annoying part. To get it, you have to wait for the fisherman on the docks to have caught a bucket, which you examine to get the gem. You can only change how he is by running inside and then back outside to check on him. And, on top of all that, there"s a one-in-God only knows chance of him actually having got the bucket. Step One: Eject cartridge. Step Two: Ball-peen hammer.

life jewel in the Dimensional Corridor. If you don"t know what you"re doing, you"ll easily miss it for the rest of the game. If you know what you"re doing but have trouble getting it right, you"ll hate waiting to recharge a certain item that needs to be used at an exact moment to make a tricky jumping puzzle possible. Damage boosting can prevent it from being lost, but messing up still makes it even more frustrating to get than it already is.

Zero Mission may well be the most annoying game to attain 100% Completion in. Aside from some items only being attainable after getting the fully powered suit (which you get when you"re five minutes away from the final boss, thus killing the pace as you backtrack across the entire map just to get them), a noticeable amount of them make you use the Shinespark (and building one up is annoying and tedious thanks to having to run uninterrupted for around five seconds, with nary a run button to speed things up), often requiring you to memorize multiple rooms down to the last pixel so you can maintain a Shinespark between one place and another far removed from it. More often than not, one slip-up means you have to start the whole room again.

Fusion by contrast is a lot more forgiving, and its Endgame+ helpfully tells you which sectors still have uncollected items. It nonetheless has some items that require a chain of Shinesparks, their difficulty almost reaching Zero Mission"s level, notably the missile accessible from Zazabi"s room.

The items are in the walls. And who would have thought that one pipe in Brinstar, that looked like every single enemy spawn tube, would lead you right to that Missile Tank? Super at least gives you the X-Ray Scope, which can see hidden passages and breakable blocks in the walls. You still have to scan everywhere, but it"s much easier than bombing every inch of the game to reveal the blocks.

The only game in the series that relents is Getting some of those items (like the infamous second Energy Cell in Bryyo) is still a problem, as is getting some of the credits and vouchers (i.e. not being touched by Ridley while crossing a section of Norion in Morph Ball form, or helping all 12 GF troopers survive during the Federation assault in Pirate Homeworld).

In order to get all the stray beads, you have to defeat the final blockhead by painting on his weak spots. They only appear for less than a second, you have to remember the exact order. If you fail, boulders drop from the ceiling, and you have to run away from it before you can do it again. It"s worth noting that this particular blockhead has eight weak points. The average human being can retain seven items in short-term memory at a time.

The Black Devil Gates: Fighting ten very long and difficult battles in a row, without saving or leaving the cave in between fights. It doesn"t help that the enemies are powered up, many of the hard enemies such as Red and Blue Ogres and Bull Chargers appear three at a time, and the one in Kamui requires you to go through six extremely long battles with about 50 enemies per battle, which takes about an hour.

That beehive. only worth 20 praise, it requires you to roll one round object from in water from at least the middle of Agata Forest to the bear at the top beginning. Unlike the acorn and cabbage that are also part of the sidequest, the beehive is so jittery that it will slide backwards at even the slightest incline, even if you try to brace it by a rock. It also seems to be magnetically drawn to the cliff that takes up the last half of the challenge, and if it falls off, you have to start all over again.

Drawing designs for Mr. Chic. It"s a task that sounds simple enough, but is made needlessly difficult thanks to the game being notoriously finicky about what shapes it"ll accept. What"s more, for the majority of the shapes (star, heart, and v) the game neglects to tell you that you that it has be drawn using only one line (i.e. not lifting the Celestial Brush off the paper) with your only clue to this coming from paying attention to the thickness of the brushstrokes in a girl"s thought bubble. And all for a stray bead!

Trying to get all the coins in Gromit has to climb a series of platforms while avoiding rolling barrels thrown by a gorilla. What"s the problem? Due to spectacularly bad testing the Nintendo GameCube version of the game contains a glitch where 99% of the barrels are invisible to the player. Barrels that result in instant death if touched. Oh, and did we mention the time limit? Getting the coins from this level requires truly psychic guesswork and timing, and the reward? Short clips from "The Wrong Trousers" and one preview from the "Cracking Contraptions" series.

fast, and until the fifth one each is longer than the last. The in-game difficulty is also hard-set for each one: Normal/Second Climax for the first, Hard/Third Climax for the second through third, and Infinite Climax for the fifth. By the fifth and final one, you"re pitted against just about every Elite Mook the game can have, with lightning-fast attacks that deal enormous amounts of damage, and even several boss fights. And items are disabled, although each wave gives the player a free health pickup, with Witch Trial V giving out four.

The Secret Missions in The first Goddamn Bats. Your health is not the highest it can be and you"re still developing your abilities. By contrast, the Shadows are coordinating their attacks and hitting like trucks.

In Enigmas without taking damage, and "On Pins and Needles", where you must pass through an enormous corridor with spikes covering 3/4 of the said corridor advancing in an extreme speed towards you in different patterns to get the Blue Orb.

Assaults and three Chimera Assaults without taking damage and without being captured by a Fault, and "Royal Blocker", where you must execute a Royal Block five times in a row against two Mephistos, so if you"re hit or mess up the timing of the Block anytime during the sequence, you must restart it all over again. "Free Running" and "Steelplechase" have the potential to become this if you wish to complete them without "tricks", but if you don"t care about completing them "cleanly", then they"re not really all that difficult.

Any of the aerial races in LEGO Marvel Super Heroes, because the flying controls can take some time to getting use to. And the ground races aren"t much better because there"s randomly generated traffic. Have fun trying to get around a truck or a city bus while trying to race.

Unlocking Saruman in at least five character abilities to climb to the top of Isengard on very tiny platforms. And have 500,000 Lego studs (though this is the easy part if you wait to go unlock him until later in the game when you have some earning boosts.)

No-Damage Run in robot-boxing. This is hard enough on the Normal difficulty, but on Hard you fight against the much tougher of the two robot battles, where his tells go by much quicker and some of them look similar to another. In 101% Hard, the game mercifully gives you the easier of the two mechas, except you can only actually drain its health bar by using KO Punches. This means that you have to endure doding attacks for a far longer period of time. And you still can"t take any damage. Unlike the proper game with its myriad of items and upgrades, there is no way to make robot-boxing any easier, since your stats are not affected by the team"s size or level.

Guide Dang It!, as many of the steps weren"t even remotely hinted at in the game, could only be done at very specific points, and were completely random. The most annoying part was paying a ferry boat loads of money each time to reach a location, then paying more to make them wait for you. If you failed to pay them one time, they"d disappear and never return. One small misstep and this entire quest was moot.

There is a permanent mission/achievement in three times. While in theory, it can be possible with proper knowledge of the cards. What actually makes it difficult is that in Take Two, you cannot use your own decks and must randomly choose among 3 given classes, with each card of your deck coming from a draft system - You are given two pairs of cards, choose one pair and discard the other, do this 20 times to make a deck, for that Take Two campaign only. And oh, the challenge does not stop there, as a simple defeat can render the achievement invalid for one run.

The CTR Challenge for Hot Air Skyway in guaranteed to elicit a Skyward Scream from you. The R is positioned in a place that requires such split-second timing on the jump button to catch that, even with a Turbo Boost or an Aku Aku mask to speed you up, you"ll only get it if the Random Number God smiles upon you. He does not smile often. Your best strategy is to keep restarting the race until you get lucky and, of course, you still have to come first in the race for it to count.

There"s also the Relic Races, but only if you"re aiming to get all the Platinum Relics. Just like in the mainline Crash Bandicoot platformers, the Relic Races are basically Time Trials, except you can freeze the clock for 1-3 seconds by smashing Time Crates scattered about the track. You can usually earn a Sapphire Relic without even trying, while the Gold Relics are a bit more challenging but doable if you strategize hitting all the 2- and 3-second crates. The Platinum Relics, however? To get those, you pretty much have to smash every crate on the track - doing so knocks 10 seconds off your final time, which is the one saving grace that prevents the Platinum Relic times from being completely impossible - and even then you"ll have trouble.

The Time Crates are always arranged in such a way that you can hit all of them in three laps, but most tracks have some crates located in awkward places, such as hard-to-reach shortcuts (such as the tunnel in Sewer Speedway or jumping over the river in Blizzard Bluff), right next to hazards (such as the crates in Papu"s Pyramid located right next to man-eating plants that will cost you a crippling five seconds if you drive directly in front of them), or just floating off in the air in places that you wouldn"t even think you could jump to (such as in Coco Park or Dragon Mines).

Even if you hit all of them, you"re still not guaranteed to beat the Platinum Relic time - you practically have to drive absolutely flawlessly on top of hitting every crate on the track, and while you can sometimes afford to miss a crate on the ground as long as you turn around to get it quickly enough, or just stop to hit two on the next lap (as they"re usually placed in rows), crates located off certain jumps only give you one opportunity per race to smash them, and if you miss that opportunity, you have no choice but to hit restart, even if you"re right at the end of the 3rd lap! Sewer Speedway is probably the hardest Relic Race to get a Platinum on for this reason, as it combines an awkward shortcut with three crates ahead of a one-way jump that"s difficult to pull off consistently.

By contrast, possibly the easiest track in the game to get a Platinum on is, ironically, Tiny Arena, the longest track in the game and one of the trickier ones to actually race on - possibly because of how long it is, which necessitates both a very generous time limit and an abundance of Time Crates. This means it"s one of the only tracks where you don"t need to smash every crate on the track to beat the Platinum time.

In addition to the Relic Races, there"s also beating N. Tropy"s ghosts in Time Trial, which is the only way to unlock N. Tropy as a playable character. Unlike the Relic Races, there"s no Time Crates, you simply have to drive fast enough to beat his ghost. But before you can beat his ghost, you need to unlock it first. For most tracks, this is easy, and you can usually unlock his ghost without even trying - until you reach Oxide Station, where you need to practically beat his time just to unlock him, and then you discover that his time was even faster than that! There are also some courses where beating his ghost is actually harder than getting a Platinum Relic, usually the ones with awkward shortcuts; at least with the Relic Race you only have to nail the shortcut once to get the Time Crates there, but since N. Tropy"s ghost can and will use shortcuts, that means you usually have to pull them off twice or even three times to avoid falling behind. Finally, if you"re playing the Nitro Kart tracks as well!

And after you"ve beaten all of N. Tropy"s times, you"re still not done - you unlock a second set of challenge times, set by Nitros Oxide, the Big Bad of the game"s adventure mode. Naturally, these times are even more superhumanly fast, and in the original game you don"t even get anything for beating them (there was once a longstanding rumour that beating all of Oxide"s times was the only way to unlock the otherwise-unplayable Oxide, but this was disproven). Not so in the Nitro-Fueled remake, which awards you with a unique skin for N. Tropy, which you"ve probably already seen if you"ve played the game online.

Nitro-Fueled takes it another step further in the Gasmoxia Grand Prix update by adding another set of challenge times set by Emperor Velo XXVII, the Big Bad of Crash Nitro Kart, which are even faster than Oxide"s times. Beating all of Velo"s times will give you his decal for the Champion kart. After that, Beenox added developer times later on that will be even faster than Velo"s!

Unlocking T.T. in good. Really good. And being as it"s Time Trial mode (and he"s a ghost), you have no weapons at your disposal in order to beat him—just your mad driving skills and the game"s famous "Zipper Trick," which requires you to let go of your accelerator right before hitting a speed-boosting Zipper. The good or bad thing (depending on how you like your games) is that, in the DS remake, this sidequest is now much easier due to the addition of upgrades to your vehicles. Using Pipsy in combination with an upgrade that increases your vehicle"s maximum speed makes beating all T.T."s times, if not a piece of cake, at the very least a muffin top.

Forza Motorsport 6 has the Passing Challenge showcases, for which you need Zen-like precision to beat on any difficulty higher than Above Average. Especially the first one with the Ford GT at Sebring.

Forza Horizon 4 has the Trial events for unlocking certain exclusive rewardsnoteUsually clothing items, but sometimes cars. Not only do they require you to beat the AI in a series of races on Unbeatable difficulty (which is a challenge in itself), but since it"s a co-op event you have to hope you get five other drivers who are just as capable.

Also in FH 4 are the PR Stunts, all of which you need to earn a 3-star ranking on for the Stunt Superhero achievement. The worst of these are the Drift Zones, many of which require extraordinary tuning knowledge and controller coordination to earn 3 stars.

Story Mode has three particularly bad ones: chapters 1, 5, and 7 on Very Hard. The former two are timed courses during which you are required to go out of your way to collect certain items and have razor-thin margins of error (it is not uncommon for even expert players to complete Chapter 5 with less than a second left on the clock). Chapter 7 is a multi-lap race on a fairly technical course against a lineup of boosted AI vehicles which thwarts even people who have completed everything else in the game; it"s bad enough to be a frustrating roadblock on normal difficulty even within the context of the Nintendo Hardness of the rest of the game.

Unlocking the AX Racers in general (which requires the player to clear every Story Mode chapter on Very Hard mode.) The only other alternative is taking your memory card to an F-Zero AX arcade machine, and good luck finding one of those outside of Japan. Also, the memory card readers on many AX cabinets didn"t even work, making the search for a usable machine even more difficult.

The Rush 2049, Gold and Silver Coins) hidden throughout each track for unlocking hidden content. Many of these have cryptic methods of acquiring, but one one of the most frustrating is on 2049"s second course, where in order to reach a pair of coins, you have to drive against a barrier without exploding to get onto two wheels and shoot through a narrow vertical opening.

In If you want the racing meters, you have to complete Story Mode"s 60 stages without losing a stage at all, in a game where you have to continue after every stage; losing at any point in Story Mode delays the meter you can unlock by one entire loop. Oh, and there are four different kinds of meters to unlock, meaning that if you want all of them and spend the least amount of effort to do so, you have to complete Story Mode undefeated four times (240 stages); depending on the price per credit set by the arcade, this can set you back anywhere from 240 to 360 USD!noteThe one solace is that if you retire in Story Mode before a race ends, it won"t count against you, but do note that you will instantly lose and not be able to retire if the opponent crosses the finish line. The Story Mode A.I. isn"t particularly difficult, but a last-second mistakenoteStage 58 is most notorious for this; it ends almost right after a sharp left turn, where Shima will pass you and hand your ass to you if you mess up that particular corner or a stroke of bad luck with the randomly-generated traffic (such as a combination of a turn and a swarm of traffic trucks) means that meter unlocks are a test of not only patience but also nerves. This was made better and worse at the same time in Maximum Tune 6. Better, but not by much, because you now need to beat a loop"s worth of stages, even if the streak carries from one loop to the next. Worse, because the number of consecutive stages to beat, along with the number of stages in Story Mode, was increased to 100.

Soundtracks are unlocked in a similar way, again one per loop, and while the condition to unlock each one is simply "complete Story mode" and you"re allowed to lose stages, it"s still a ton of disproportionate grinding and spending money to do. Again, made worse in Maximum Tune 6 with Story Mode being longer by 67%.

best car you have access to at this point in the game is the Elec-Taurus which has the same handling and acceleration but only a 2/5 for speed. Even if you are a perfect driver it basically boils down to pure luck whether or not you can cut her off and block her from passing you before she gets a lead, because once she is ahead of you there is basically nothing you can do to close the gap.

million points of HP damage over the course of the game. Max HP for any one opponent is 9999. This takes a while.), they"re not difficult per se. Then you have the others.

Time Attacker (Accomplishment #61) requires the player to clear the Arcade Mode (Preset character with preset abilities vs. a gauntlet of foes, ending with the game"s SNK Boss) within 1200 seconds. For extra fun, the SNK Boss has a Limit Break that he can use as often as he likes, whenever he likes, cannot be stopped from executing it, and its animation takes up Luck-Based Mission.

Obtaining all weapons and equipment (Accomplishment #145, The Ravenous Collector) requires not only an unholy amount of treasure-hunting and trading, but also random drops from enemies. The base item drop rate in Dissidia hovers around 1%. The enemies who have the gear you need dropped are generally only to be found in the Lunar Whale or Blackjack course of randomized computer-selected opponents — where the opponents are anywhere from level 120 to 150, when the player is capped at 100 and are all at maximum CPU strength, in addition to the bonuses from having said best gear in the game. Even with all possible boosters to item drop rate, it"s still under 10% for any one item. So, to sum up: First the player has to be lucky enough to get to face an opponent with the armament they need. Then, they have to be lucky and skilled enough to beat the opponent. Then they have to be lucky enough to get the drop. And if they don"t get the drop, the opponent is gone and they have to wait until the computer then generates another opponent with the gear. And incidentally? These courses operate on a three-strikes-and-you"re-out system. Lose three times and you have to start the process allll over again. (By the way, unless you"re looking at a guide, you have no idea that this is the only way to get this armor or even that there is an accomplishment for getting said gear). Then is had to be done, again, for Accomplishment #146, My Road To El Dorado, which is acquiring all accessories. Suffice to say that it requires the same as the all-gear one, except with even more trading for items.

The accomplishments for battlegen-ing the colored gems (Numbers 126-133). Battlegen, for the uninitiated, is the Dissidia system wherein performing a specific action to the opponent, such as landing an Exburst or slamming them into the wall has a chance to generate a pre-determined item. So, you can see from the get-go that it"s a Luck-Based Mission. Making it worse are the many elements of Guide Dang It! inherent to the process. First off, the game never tells you that Battlegen-ing these items is what will fulfill the conditions of the accomplishments. Second, the game never even tells you that these gems exist. Thirdly, the game never mentions that the only way to get at opponents from whom you can battlegen the gems is via either friend cards (in other words, online multiplayer elements) or the Stiltzkin cards. And finally, the game will never tell you how to get the Stiltzkin cards, you need either trial and error or a guide to figure out how to get all eight. That you will then have to fight. Until the game decides to have mercy on you and randomly generate the gem. And you"ll be doing these multiple times, because accomplishment of this is part and parcel of the accessory accomplishment.

In addition, it has the ultimate exercise in masochism, the Labyrinth. Which is the airships from the previous game, in a new wrapping where you progress through a hundred floors with multiple different areas with different challenges to each area. It"s also been reduced from three strikes to one strike, but you can increase the number of strikes by collecting backup characters, you also only get to use whatever gear you find in the labyrinth and don"t get to bring any of it outside (except for a few pieces, of course you don"t want to bring them back into the labyrinth because if you die in the labyrinth you lose everything you"ve collected so far). Progressing far into the labyrinth is the only way to get several item sets that are the only ways to pull off several builds. And don"t forget that it lives up to its name with every path forward having multiple branches, which will often require some rather difficult combat actions to unlock, like getting a certain amount of medals from a card, achieving a certain level of boosting multiplier or """taking no damage""", so it"s fully possible that the path forward becomes impossible to unlock and that you therefore have to exit and start over again. Needless to say, doing a full clear of the entire thing will consume hours upon hours.

Note also that the labyrinth doesn"t have a quicksave feature, so you can"t take a break from your loong run through of it and do something else with your PSP, like play in other game modes or play other games entirely.

Parallel Quest 47: Super-Super Ultimate Series of Battles! You have to fight pretty much every good-aligned character, some multiple times! It starts off easy enough with Piccolo, Tien, and Yamcha, followed by Android 18 and Krillin. It gets easier with the appearance of Hercule and Videl, whom you can take out in seconds. Then Majin Buu shows up. Then SS Vegeta, SS Future Trunks, and SS Kid Trunks show up. After them is SS Goku, SS Goten, and Ultimate Gohan, who can and will juggle you with spammed Ultimate attacks.noteTo explain, in Xenoverse, when you used a Super Sayian transformation skill (Regardless if it was normal Super Sayian or the Super Vegeta version) you could fire off super and ultimate skills without Ki loss so long as you matained the Super Sayian form. Thing is, you"ll have to fight AI enemies in presets where they"re locked in Super Sayian and not only did the AI knew about the abilty to spam ultimate skills and abused this as seen when you get to Goku, Goten, and Gohan, but the AI in harder missions would love to attack you all at once. Thankfully, both problems were fixed in Xenoverse 2. And if you"re going for the Ultimate Finish? You get to fight SS 3 Goku, followed by SS Gotenks, SS Vegeta, and SS Goku. AND THEN you have to go up against Gogeta and a revived SS 3 Gotenks. And you"ve got to do all that in 15 minutes. Oh, and the first time you clear this mission, you"ve got to do it alone. It"s also necessary if you want to complete Gohan and Videl"s training, since this is where you get the I...I"m OK Z-Soul, meaning you"ve got to deal with the games cruel, stingy RNG. So unless you"re EXTREMELY lucky, expect to do this mission A LOT".

Parallel Quest 74: Galactic Patrol, Away! Say what you want about "Super-Super Ultimate Series of Battles!" but at least it wasn"t a escort mission. Here? You have to beat all enemies, finishing with Frieza, while making sure Jaco isn"t K Oed. Sure, he can fight, but the CPU can and WILL target him over you, and just like with Super-Super Ultimate Series of Battles!, you have to beat this PQ on your own the first time. The first part isn"t bad as you fight Frieza"s grunts, but once you change locations, you"ll be fighting the Ginyu Force, starting with Guldo, Burter, and Recoome. By the way, they"re not the normal Ginyu Force, they"re the Ginyu Force powered with demonic energy, meaning they"ll use attacks that will slow or even poison you or Jaco of they hit (Zen-O help you if Jaco is hit with poison since your healing capsules won"t effect Jaco at all). Get them out of the way, and you"ll have Jeice, who"s more than willing to fire off Crusher Volcanoes, and Ginyu, who has a Demonic Form-only Ult where he"ll cover himself in a dark aura and slowly chase after you or Jaco before making it explode, doing heavy damage, protecting him from attacks and he"s able to use it in the worse times if the AI is feeling nasty, like say in a middle of your combo (Thankfully, hitting him with KI attacks while the dark aura is up will make him detonate it early.) Get through them? You get to fight Frieza, but at that point unless you"re really good at clearing house, Jaco will have little to no health left at this point, and Frieza will spam Death Balls if he has the Ki to do it. Oh, and if you clear all of this in 10 minutes, Congrats, you get to fight Golden Frieza on top of all of that.

Chronicles of the sword can become this. It is a sidequest because you unlock all canonical characters without it and any you unlock can only be played when you can play custom characters, who can easily get their moveset. It starts out easy and even fun, but as you go on you"re either going to be spamming AI breaker moves constantly or cursing the now apparently psychic and cheating AI enemies in battlefields that just screw you over, such as ice where you fall off if you move to the edge, rather than being hit off it. You have to go through to get all the armor pieces for the character customization.

The Diskun trophy in Melee requires achieving every end-of-level bonus, including completing one of the main three single-player modes without sustaining any damage whatsoever, completing All-Star Mode without ever recovering damage, and obtaining obscure bonuses that will never feasibly happen without looking them up in a guide and then contriving a scenario rather than playing normally, like Button Holdernotein which one holds down the A or B buttons for a whole match, deliberately handicapping oneself in a way that would never happen in a normal match or Lethal Weaponnoterequires one player to connect with all smash attacks, aerial attacks and special moves once, but no other attacks, as well as bonuses that are really hard to pull off even if intentionally trying for them, like Power Shieldernoterequires the same player to pull off three frame-perfect shields every minute or Bob-omb Squadnoteone waits for a Bob-omb to wander around on its own, then picks it up in the second or two that it stands still and flashes before it blows up, and throws it away before the blast can harm the player.

Getting the Crazy Hand trophy in Melee, which requires you to beat Adventure Mode on Hard or Very Hard without continues. This is much harder than it sounds; there are players who have obtained the Diskun, Master Handnotesame requirements, but for Classic Mode instead, Mewnotesame requirements, but for All-Star Mode instead and Giga Bowsernoterequires beating Giga Bowser, which entails beating Adventure Mode on Normal in under 18 minutes; there is no time limit at all for Crazy Hand trophies and can beat Level 9 CPU opponents and clear all Event Matches without breaking a sweat, who still have not earned this trophy, or even come close to earning the trophy, even decades after the game"s release.

Olimar"s trophy in Melee. To get it, you have to have a save file of the first Pikmin, have no interest in playing the game and thus don"t want to buy it, and don"t know anyone who owns it? Then you can"t get the trophy and thus can"t get 100% completion; the trophy is impossible to get through ingame means as there exists no alternative way to unlock it for those who don"t have Pikmin.

Starting with Melee, there"s the Cruel Melee/Brawl/Smash modes, in which the power and skill of the computer is ramped up considerably. The best way to actually succeed at these (which also must be completed for 100% Completion) is to jump off the level. But that only works in Melee and Brawl, because in the fourth Super Smash Bros. the computer fighters will wait on the edge if you go off the stage. Counter attacks are your best bet, but even then good luck trying to KO just one opponent. You need to KO eight for 100% Completion in the Wii U version, by the way. (You just need four in the 3DS version.) And the eight-KO challenge can"t be skipped (at least the one that requires Lucina).

In Brawl, there"s the sticker"s challenge, obtained by getting every single one of them, easy until you reach the last ten, at which point not even Subspace speedruns in Intense nail you even one new sticker.

Brawl, unlocking the Galleom Tank trophy requires completing Boss Rush mode on Intense. Unfortunately, the Boss Rush achievements are the only ones that cannot be skipped, and must be earned manually. European and Australian players are laughing.

The Meta Ridley trophy, which requires the player to beat down Meta Ridley until he"s near death, wait for a trophy stand to appear (the fight is on a timer, by the way,) then throw it at Meta Ridley, jump off the Blue Falcon, and catch the trophy in mid-air.

For Wii U has the hellish "Unwavering Chivalry" event. The scenario: you"re Meta Knight and the enemies are Marth, Zelda, and Peach. The catch: if you KO Zelda or Peach (or they self-destruct), you automatically lose. Sound difficult enough? Well, set it to Hard difficulty for the special prize and prepare for extreme frustration. Marth is absolutely ferocious and leaves very little opportunities for you to attack. The two princesses cluster around him and take much higher knockback from your attacks. Zelda also has incredibly powerful attacks and loves to spam Din"s Fire from a distance while even Peach can be a hassle. You have two stocks for this event. You will need them.

The "Kirby"s Crazy Appetite" event isn"t much better. It"s essentially a reverse Stamina Match: Kirby has to eat food scattered around the stage and restore his damage to 0 before time runs out. Beating this one on Hard is required for the reward (and a Challenge), so that sets your damage to 140%. The stage takes place on the enormous and labyrinthine The Great Cave Offensive map, which is filled with Danger Zones that will deal 25% damage if hit and automatically KO you if your damage is above 100% (which it always is, even on easy). Food items spawn very sparsely from randomly-appearing treasure chests, barrels, or spawn on their own, then the food items themselves heal a random amount, adding a huge layer of luck to completing this. Also, said food items can be very difficult to spot on this huge stage when the camera is zoomed out and everything is chaotic. You are hounded by three King Dedede, whose damage they deal only adds on to the burden and can easily knock you into a Danger Zone, and they will eat the food as well. Then about a minute into the match two more spawn. You only have two minutes to complete the event, which is not enough time, yet there"s no way to work around this. To make it even more disorienting, the game speed is set to 1.5x (although the timer is thankfully unaffected), which does give you the time needed, but barely. And to top it off, you cannot bring any kind of customization into this match (because an auto-healing badge would make it too easy).

Most of the Side Quests in killing some sort of diabolical critter could count. You will die at Moe and Marley, and Mothrakk, many, many timesnoteMothrakk"s easy if you pick up one of the rocket cars, spacebar to target lock him, then drive in circles spamming rockets. It"ll take a while, the rockets don"t compensate for moving enemies, but you"ll eventually get him.

friggin" hassle on Solo because Bosco cannot identify them, and thus cannot dig them out, forcing you to get up there yourself. In particularly bad cases, this will either involve massive abuse and ammo expenditure of whatever mobility tool your non-Scout class has, or just zooming up there and taking a buttload of fall damage if you are the Scout; this gets especially bad in the Sandblasted Corridors, where the caverns get immensely tall.

Unlocking the invincibility cheat in NPC with whom you must interact, randomly spawns. And Trevelyan can screw it up at the end by being too close to the tanks.

The Xbox Live Arcade version features some unlockable trophies that are needed to 100% Completion. Among them, there is one that requires you to speed-running through the highest difficulty setting, one that asks you to complete the entire aforementioned highest difficulty setting with your auto-aim off, and even one that nobody on the internet have any clues about the requisites for it to unlock and just seems to pop-out once in a blue moon.

The original Perfect Dark has some difficult side items as well — specifically, the firing range. A skilled gamer could probably get most of the silver stars with a little practice. Getting all the gold stars, however, is nearly impossible. The major stumbling block is the AR34: You must get 500 points (a bulls-eye is 10 points) in 20 seconds with 100% accuracy, using an assault rifle. Oh, and the targets break when shot too much, so if you break a target and let even a single bullet through afterwards, you fail.

Many of the "Do X enough times in one life" objectives. You have to be really good at the game in order to achieve these, since progress towards one point of these resets on death - you can"t just play many rounds to grind out these objectives.

The Thermal Thruster"s bonus objectives require you to extinguish teammates or push back enemies with your launch animation. Because the Thermal Thruster is very slow, either with preparing it or actually launching, you can"t expect to do this a lot of times in a firefight without dying. And because of its tiny area of effect and momentum before launching, trying to launch while moving can easily cause you to miss even when teammates are cooperating with you to help on the contract.

The Hot Hand first has a very strict requirement - nine Pyroland stars needed to unlock it, which means you need to finish every single bonus Pyroland objective, including the Thermal Thruster described above. While the contract itself looks rather simple — getting multiple kills with the Hot Hand — it"s a lot trickier in practice. In normal play, like with most other Pyro melee weapons, you"d have an easier time killing an enemy with your flamethrower than with your melee, not to mention the amount of effort it takes to slap a person to death. This means the most efficient way to finish the contract is in Medieval Mode, and even then you"re prone to being outranged by the Demoknights there.

The "Expert (class)" contracts. The main objective tends to be "