Problem: Article: Since you're already on this page, one can be found here. Memorize it till you're certain you'll be able to navigate your way through it. There are 10 unique landmarks, and 8 notes spread randomly amongst them. There being 10 locations ensures a different game each time. Not finding a note where you expect to find one (if you've been counting on it) is the easiest way to lose the game. Slender Man will not appear before you attain the first note, so use this to your advantage. Turn off your flashlight during this period to save the batteries. It will eventually shut off if you take too long. You may like to spend this "down time" checking out the landmarks beforehand to find out where the notes are positioned. However, you're not allowed to dilly-dally as long as you please. The longer you take between pages, the harder the game will get. You'll know when this initial grace period is over when you hear a stomping sound in the background. The same sound is heard when you do collect the first page. This, in theory, saves you from being ambushed or trapped by Slender Man later. If it's not there, simply continue onwards. Getting the center out of the way is your best bet. That way, you don't have backtrack at all throughout the game and can work on the outside of the circle. Slender Man can only kill you if you look at him and he is always behind you. Never turn around, never see Slender Man. Simple as pie. This reduces the time it takes between notes. Following the main path is a good way of keeping your bearings. The game will be measuring your sanity level and stamina. Sprint too often, your stamina goes. Lose your cool, your sanity level drops, and the game will be over. Eliminating time between notes and going as quickly as possible doesn't give your levels time to drop in the first place. His stalking grows more frenzied for every note you collect. You'll want to keep the flashlight on after about 3, so if and when you turn around, you can immediately double back as soon as you see him. The music in the background will get more and more intense as you collect notes. To get around this, just hit your mute button. It can be awfully distracting (which is the point). If you do see him, line his face up with an object, so you can only see his arm or leg. When he's on the screen, he won't move. Then back away until you're out of range. Then get outta there! After about 5 notes, he will be right on your tail almost constantly. Peeking at him when he is so close will get your character 'scared' and allow you to sprint very fast. Use this to dash towards the last note/s, but know that it will wear your character out. ). Slender Man will be right behind you and if you turn around, he will kill you. So keep sprinting until you find the last note. This is why the bathroom is such a pain in the rear end. If you leave it for later, you'll be constantly turning around, trying to get out of it. You're as good as dead. Depending on your version of the game, you will have unlocked a different mode -- a cruel, circular hell for the non-existent player in the game. "Beating" the game is sort of a misnomer; you simply get out of the level you were in before.
Summary: Google a map of the Slender forest on the Internet. Start the game. Obtain the note in the bathroom at the centre of the map first. Take a circular route around the map going out from the bathroom. Remember that Slender Man gets faster and faster. Be on super alert after the 5th note. Don't look behind you when you have 6 pages (unless you have the guts to do so! After you collect all 8 notes, stand around until the game ends.

Problem: Article: To start a legal serve, keep your hand completely open and flat after you pick up the ball. Let the ball sit there for a second or two, as your hand needs to be stationary, or still, before you throw it up into the air. Any illegal serve can result in the official calling it "incorrect." While you may be warned one time during a match or if the official is unsure if the serve is legal, any clearly incorrect serves will lead your opponent to get your points! The hand holding the ball (which will become your "free hand") has to be above the table as you get ready to serve. The ball itself should remain behind the end of the table (your serve line). Your thumb can cross the serve line as long as the ball itself doesn't. Unlike the ball, your racket can be hidden under the table. Doing this may help you hide the kind of serve you're going to make. You'll need to quickly bring your racket up once you throw the ball into the air to get ready to serve. Until you've practiced serving, leave your racket hand above the table. This tricky technique is legal, but it's best reserved for more advanced players. This is the minimum height required by the officials. Any lower and it won't be counted as a legal serve. The ball needs to be thrown up vertically rather than sideways or diagonally. Make sure that your throw makes the ball go almost straight up into the air. You can't, for example, just drop the ball from a height of 6.3 inches (16 cm). This won't be considered a vertical toss. Don't hit the ball when it's still going up in the air or when it's at the top of your throw. Wait until it's coming back down toward the table to avoid getting called out by the official. Hit the ball so that it lands on your side first. If it just sails over the net without bouncing, it's an illegal serve. Practice until you get the proper amount of force needed to follow this rule. You want a serve that's fast enough to trick your opponent, but not so strong that it misses your side of the table. The ball can also go around the net so long as you can curve it enough to get it back onto your opponent's side of the table. This is a pretty difficult skill, so aim straight over the net until you're sure you can make a curving serve. Your opponent's whole side is fair game if it's just the two of you. This lets you really use the table. You can do short and long serves to make the match more difficult for your opponent. You're restricted to the square that's diagonal from you if you're playing with partners. Anything that hits outside this square is illegal. It's illegal to "hide" the the ball from the official or your opponent with your hand once you've served. Pull your free hand all the way back so you don't get accused of doing this.
Summary:
Hold the ball flat in the palm of your hand. Keep the ball above the table and behind your serve line. Keep your racket hand below the table to hide it. Throw the ball at least 6.3 inches (16 cm) up in the air. Strike the ball when it's falling. Bounce the ball on your side before it goes over the net. Hit anywhere on the table if you're playing singles. Hit the opposite diagonal if you're playing doubles. Move your free arm away from the ball once you've served.