recursal/Fanatic-Fandom huggingface dataset:
General Priciples of Mass Hogging

Mass hogging is a technique that requires a "general feel" for how to do it and can be hard for beginners to master. Once done a few times, the feel for mass hogging starts to be acquired and becomes effective.

Some principles to keep in mind when your a beginner:

1. Not all bases will be 3 starred with the first hog attack, it may take a few to find all the giant bombs (GB's) and get the heal pattern correct.
2. Always lure and kill cc troops. Poison is best left to help hogs against skeletons, rather than the kill squad (if possible).
3. Kill the CC troops on the general side you are entering with hogs. This helps protect the kill squad and allows them to help with clean up.
4. Pick some general good spots for heals that cover most of the base, cover many defenses and cover ALL of the spaces for GB's that a hog will path over (see below). These spots may adjust according to the tides of war but it is easier to keep heals in front of the hogs if you know the general location that you want to heal (especially with a split group of hogs).
5. Empty spaces near wizard towers can be very dangerous because of possible bomb splash and wizard tower splash damage.
6. Empty spaces away from defenses that the hogs will not path over can be ignored.
7. Once you know your heal spots, pick an entry point that has some distance to the first heal (maybe the least covered part of the base). Hogs are very effective going in and last a long time, they will need healed a little later rather than sooner and can go through several defenses on their own.
8. Do not enter too close to a potential GB space. Pre-trigger those spaces as much as possible.
9. Try and find a weakness in the base that gives a horseshoe of defenses (as opposed to a circle). This allows the hogs to go in one path for easy healing. If possible, destroy 1 defense with a giant and a few hogs to create a horseshoe.

There are many little tricks to mass hogging. If a GB can be pre-triggered (or a space scouted) with a single hog, it can prevent a heal from needing to be in an awkward position. Conversely, if a defense can be destroyed that will cause mass hogs to path over potential DGB spaces, it is a good trade for 3-4 hogs.
Antyteza

**Antyteza** (z gr. *ἀντίθεσις* ('antíthesis') — „przeciwstawienie”) − **figura retoryczna** oznaczająca dosłowne twierdzenie sprzeczne z innym.

W literaturze i retoryce **środek stylistyczny** polegający na zestawieniu przeciwstawnych sobie znaczeniowo wyrażeń lub zdań.

## Powiązane pojęcia

* figura retoryczna;
* środek stylistyczny;
* teza.

## Źródła

#### Bibliografia:

* Witold Bobiński: *Świat w słowach i obrazach 3. Podręcznik do gimnazjum.* Wydawnictwo Szkolne i Pedagogiczne (WSiP), wydanie czwarte, Warszawa 2014, str. 367—368. [ISBN 978-83-02-13306-0]

#### Netografia:

* Pochodzenie słowa „antyteza” w serwisie *bryk.pl*.
Anafora

**Anafora** (z gr. *ἀναφορά* ('anaphorá') — „podniesienie”) − **figura retoryczna** polegająca na **powtarzaniu** tych samych wyrazów (zwrotów) na początku kolejnych wersów, zdań czy strof.

## Powiązane pojęcia

* figura stylistyczna;
* repetycja literacka;

## Źródła

#### Bibliografia:

* Witold Bobiński: *Świat w słowach i obrazach 2. Podręcznik do gimnazjum.* Wydawnictwo Szkolne i Pedagogiczne (WSiP), wydanie czwarte, Warszawa 2013, str. 377. [ISBN 978-83-02-12602-4]

#### Netografia:

* Pochodzenie słowa „anafora” w serwisie *bryk.pl*.
War Theory - Using all attacks

There are several reasons to use every attack in war, even when a war is lost.

1. Practice in a real war environment - There is no other medium that allows you to pick from a range of bases to practice on. This is the time to practice new and different strategy or even known strategy on different base types.
2. The percentage algorithm is what we go by - Even when it looks like our percentage of destruction is down, allowing our percentage to climb gives others a chance to do the same. The war results are not in until every attack is made (this is in reference to wars that look lost but every effort has not been made).
3. Clan pride/spirit - We at Nocturne Alley take pride in wars and always do our best, despite an apparent/obvious loss. This is akin to giving a good showing in a sport. Our clan does not "give up" and fore-fit by way of letting a timer run out or throwing our hands in the air and saying "done".
4. Slippery slope - There are many clans out there that give up before the war even starts. They don't bother attacking if the war looks hard, is going bad or generally looks unwinnable. This is not tolerated behavior in our clan since it results in a spirit of loss which can lose wars before they even start.
5. Viral behavior - Not attacking without consequences can ruin a clan. Soon more and more people do it and before you know it, you are stuck in a clan that loses due to lack of faith, lack of loyalty, lack of leadership, lack of good example and lack of discipline.

Nocturne Alley prides itself in making every attack and any defeat spirit is tempered by our war exclusion program outlined by our rules. If you choose not to attack, you will be excluded from war.
Dragon Funnel Basics

There are several types of dragon funneling according to the need of the base. Depending on how you need to funnel dragons in, each type has merit.

Mass dragons are strongest when grouped together, ensuring destruction and survival while pushing deeper into the base. Splitting into multiple groups will only weaken the strategy. Funneling is the way to deploy the best chance a dragon army has.

## Classic dragon funneling

The classic dragon funnel allows 2 dragons to cut a line and the rest of the dragons will go into the base. This is the most basic dragon funnel and works with most bases.

The objective is to try to cut the line in such a way as your end dragons will go into the deployment of the rest of your dragons.

Wait until key buildings are destroyed before deploying the rest of your dragons. This ensures you get the desired path for dragons.

The funnel is created and used as the path of least resistance to targets in the core .

## Staggered dragon funneling

Staggered funneling works much the same as classic funneling except instead of waiting for the dragons to cut the line, dragons are deployed in a time sequence to allow the line to be cut sequentially making the same effect in less time.

The deployment is systematic from one side to the other in quick sequence. The first dragons laid will destroy the outlying buildings first and follow the deployment until all dragons are in the middle (deployment #9) and the funnel is created for the path to the core.

## Dragons in a line

Dragons deployed in a line is not really a funnel but can have much the same effect as a funnel (on the right base). The biggest drawback of a line is that more dragons have the chance of going off around the sides rather than into the base.

Dragons are deployed in a strategic line against specific targets (namely an air defense).

One thing to be aware is how the dragons will react against the next set of buildings, many can go off to the sides and leave a few to do the work.

## Layered dragon funneling

Layered funnels take into account multiple layers of buildings/defenses and keep dragons back for deployment at the right time to create the funnel needed to go into the core.

A normal (smaller) funnel is created with less dragons and more wait time.

After the initial cut off, when its needed, a secondary layer can be cut off with a couple dragons.

Deeper layers can be accessed with a few dragons if patience in both deployment and allowing time for adequate destruction.
Raiding

**Note: this page is under construction**

Raiding is the easiest and best way to gain resources to upgrade. During raiding, the primary goal should be to gain as many resources as possible. It is possible to take on higher town hall (TH) levels in order to steal resources from them. Each raiding army composition has its plus and minuses, both from cost (including time) and the ability to raid with different styles.

Every army should be queued in the barracks while looking for a base to raid. This helps with the time to build the next army. The order in which to queue an army depends on the most commonly used troops for most situations. In other words, if you use always use Archers to kill town halls (see below) and you use Archers in every resource raid, you should queue Archers first since Archers will need produced in most situations.

## Trophies and Leagues

While raiding it is important to know which League is the best for your TH level, army composition and loot bonus.

Trophies always determine your League and it is important to keep a balance between resource stealing and trophy grabbing. Each time you raid without getting a star (i.e. only stealing resources) you lose a big chunk of trophies. Depending on the style of army you use, keep in mind that gaining 1 star will give a few trophies and give you the loot bonus of the League you are in.

Anytime you see a farming base (a base with the TH outside the walls) you should definitely kill the TH with a few Archers or Barbarians just to get the loot bonus and the few trophies the base has to offer. There is no down time needed to train the few troops needed to kill the TH and it helps keep your trophy level up. Once the TH is being worked on by a few troops, you can also see if there are any free collectors a Archer can snipe (shoot long range) at without being killed. This will give you the most resources from a farming base with minimal build time/training cost.

While raiding, the most common ways to gain stars is destroying 50% of the base and destroying the TH. It is important to find the balance of when to do this. If you already have 50% of the base but can go for the TH as well, is it worth it? The build time and resources of the extra troops need to be taken into account, as well as the actual trophies gained. The total trophies you can gain is divided by 3 and you get that many trophies for each star. Pay attention to how many trophies you can gain for each star.

## Resources

Sometimes it is better to get the resources and leave (losing trophies). This is when huge amounts of resources can be gained. (more to come)

## Links

Barbarian and Archers (BARCH) farming

Barbarian, Archer and Goblin farming
Strategy for Base 3

## Hog Strategy

Army composition:

3 barbarians, 5 archers, 8 wizards (CC kill squad and clean up)

1 giant

rest hogs

CC: Max lvl hogs

3 heal

poison

1. Lure out the CC with a giant.
2. Lure CC to indicated "kill zone" and bunch up using barch, tank with king and dispatch with 4 or 5 wizards. Save poison for enemy skeletons, if you can.
3. Deploy hogs with a two finger drop on the same target.
4. Drop heals just before hogs reach heal area. Keep in mind the remaining spaces.

Note on heals: Placement shown is only a general area and specific placement depends on how the tide of war actually flows, adjust accordingly but keep in mind any empty spaces if all giant bombs are not known.
Strategy for TH 5

Strategies for TH 5 include a few different strats since bases start becoming too hard for CC troops to do the job.

Balloons: Using mass balloons can three star a base if heals are used correctly or the AD is close to the outside of the base. Balloons need the CC lured and killed.

Giant/Healer: Giants can destroy a base if the AD is accessible rather quickly. Wallbreakers are needed in the army and healers can help sustain giants longer.
TH 8 storage cap

Once all defenses are max for TH 8, working on walls is a must. However, maxing out walls at TH 8 is the biggest disparity of the game so far, since you will cap out on both elixir and dark elixir. The requirement of this clan is to work on walls until capping out on dark elixir (either by natural storage cap or by the amount you can keep from being raided).

Upgrading troops will curb the loss experienced for a good amount of time. There are also things you can do to help prevent massive elixir loss (outlined below).

Once you are capping out on dark elixir, you can move onto TH 9 and work towards this point in order to war (see below for advantages).

## A method for farming with excess elixir

Army make-up is 6 dragons, 12 balloons and 10 minions with 2 lightning, rage and 1 earthquake.

Queue up dragons, balloons, lightning and earthquake because they are always used (you can un-queue 2 dragons if you attacked a TH 7 with only 4 dragons). Queue up minions and poison only after the fact if you used them.

Farm every hour that you can, dropping shield since resources are not an issue (gold is being dumped into walls). Attack anything that is over 200k gold and doesn't have multiple lvl 6 AD.

Dropping elixir to a certain point is good for not being a larger target for farmers. You can upgrade a Gold Mine and cancel it or just buy and sell decorations to get rid of excess elixir.

You can also put your elixir storage's outside of your base to protect any DE or gold that you may care about. Throwing all elixir storage's and collectors into a corner is quite effective and gives trophies, depending on your base.

## Advantages for TH 9

You can use all resources for upgrades, even though you are behind a bit initially. It takes longer to opt into war but it is a trade off.

You can farm very efficiently at TH 9 using your queen.

Queen + Healer (pre-update)

Queen + Healer (post-update)

More examples

More research (longwinded)
Journal Entry - Dangerous Ideas (Note)

<- Previous Note | Next Note ->

## Transcription

*It seems that regardless of every gift the Lamassu bestows, the Udug counter with stronger attacks and improved strategies. We have long wondered at their witchcraft. At last we are starting to understand how we might harness it ourselves.*

*But manipulating the invisible lattice which is the center of the Udug's power requires a mental facility beyond the simple computing machines we have been using, and the Lamassu is not forthcoming with solutions. It seems conflicted, reluctant to help us violate the edicts of gods long dead, yet eager for us to outwit it and perform such violations anyway.*

*The compromise we've arrived at is a terrifying one. But if it does not succeed, it may be the end of us.*

*Aradlugal*

## About the Note

This is a clay tablet, written by an Aradlugal- a servant to the king.

This is Note 14.

## Location

It is found in Sector 18,15 in the Giguna Steppes.

## References

1. ↑ https://namenookdotcom.wordpress.com/tag/aradlugal/
War Defenses

## Basic War Base design

A War Base is different from a Home Base. The only things that need protected is the Town Hall and Defenses. The normal theory of protecting resources is exempt in a war since no one can actually steal any resources from your Home Base.

Wars attacks do not affect your shields, resources or trophies.

Make your War Bases accordingly. One tactic is to use resource storage's to protect key defenses since storage's have the highest hit points for the enemy to go through.

Also, Traps should be placed in between defenses for Troops that go after defenses. You cannot control where enemies come in from or go but you can be sure that Troops that target defenses with have to go from defense to defense so put your traps between them.

Bombs should be placed in pairs to increase damage since one bomb is not enough damage.

Note that walls beside each other doesn't do any good against Wall Breakers since they do splash damage. It is better to have a space between walls against Wall Breakers.

At higher levels (TH7 and up) it is important to have as many spaces that can hold double Giant Bombs as possible so the opponent can't guess where any double Giant Bombs are. Double Giant Bombs stop a Hog Rider attack instantly by destroying the entire group at once.

Below are some War Base designs on each TH level. There are also many designs to be found on YouTube or just a Google image search for any TH level. Use what ever design you like or create your own. Just have fun, ask any questions and listen to advice.
Blue Orchid Orphanage

The **Blue Orchid Orphanage** is a one of many homes for wayward children. Linka and Rachelle Redshaw were one of many who where dropped off and abandoned. It is run by a human woman named Darlene Webers. Due to the hundreds of children born in Ferosburg every day, many orphanages like Blue Orchid are often overcrowded, understaffed, and have less than ideal conditions. Still for many it is far better than being pregnant and starving on the city streets.
Stragegy for TH 3 and 4

With the low troop capacity, TH 3 and 4 are hard pressed to lure out and kill CC troops and destroy a base in enough time. Fortunately, max level CC troops can almost destroy the base themselves. If you provide enough help and support with the troops you have, they will do just that.

## Assess the base

Determine if hog riders will be able to destroy the base.

1. If the base doesn't have spaces between, spring traps are not a threat and hogs can destroy all the defenses.
2. If buildings that have potential spring traps (spaces) can be destroyed by giants, eliminating the threat then hogs can destroy the rest of the defenses.

Before deploying CC hogs, use giants to get the attention (aggro) of defenses to support the hogs.

Although slower, max level balloons can be used when hogs can't. The air defense must be eliminated by giants first and, when possible, giants can get the aggro of archer towers before deploying balloons. Take some wall breakers to help giants get to an air defense if it is behind walls.
Cheating

There are many outside programs used in CoC. Our clan considers some of them cheating.

## Cheating

This clan considers x-modding cheating. This is a program that allows simulated runs against a war base to give advantage in war attacks. We do not allow x-modders to remain in the clan. Any programs that otherwise alters or simulates the game in any way is not allowed.

## Multiple accounts

There are Android emulators on PC that allow you to play CoC on your PC. Bluestacks is the most common and sound program to do this.

You can also make as many Android accounts as you want as long as you have one device per account with separate emails (not tied together). Bluestacks can be used as a separate device or be tied to your original Android account.

If using Bluestacks for the first time, it is highly recommended to make a new Android account with it because, like all Android devices, you can switch back and forth between 2 existing accounts (one from your original CoC Android device and the new one from bluestacks). This would give you multiple Android accounts on CoC to play with (on any of your Android devices).

That also goes for anytime you get a new Android device of any kind, you can create a new Android account with it and switch back and forth from any of your Android accounts.

Note that Bluestacks is not supported by supercell. There is also a clause in the terms of use that MAY exclude separate accounts but supercell has never enforced the terms of use in this manner.

As such, it should be noted that talking about Bluestacks should never happen in chat and talking about multiple accounts should be kept to a minimum.

## Allowed programs

Any programs which save money and do not alter the game (having an account on bluestacks instead of buying a device for an account, for instance) are allowed. Talking in chat about them are not because admitting to using them can get you banned. The following programs may be used at your own risk under the following conditions:

There are programs that work with bluestacks which allow you to do various things. One is called an auto-clicker which keeps you online while you are away. This saves your loot from being raided.

Other ones actually actively farm while you are away, gaining loot.

These programs can save money because gems are not needed as much to progress.

Note that it is absolutely forbidden to discuss these programs in clan chat.

Also note that active farming programs are forbidden until players are at least max TH 8 because skipping levels through the game hurts skills that would be cultivated through normal game play.

Any questions or concerns may be posted below or discussed inside this websites chat room.
Ludari

**Ludari** is a character mentioned in Axiom Verge 2, brother to Amashilama, formerly Elutil. He is never seen in-game and it can be reasonably assumed he is deceased by the time Indra arrives to Kiengir.

It is shown that Amashilama cared very deeply about her brother, thought he did not approve of her becoming an Arm, and never followed her path. Amashilama sent him several letters (The Student, Becoming an Arm, A'ansur), but it's unknown if Ludari sent any letters back. She never sent any further letters after her becoming an Arm.

It's implied their mother was neglectful, appearing to not care about her children, and other members of their family are never seen- with the exception of their grandfather being mentioned.

## References

1. ↑ Cutscene 0047, AV2
2. ↑ https://axiom-verge.fandom.com/wiki/Becoming\_an\_Arm\_(Note)
3. ↑ https://axiom-verge.fandom.com/wiki/A%27ansur\_(Note)
Clan Xp

Clan xp is awarded for achieving certain goals in a clan war.

Getting 1 star on a base gives clan xp base on the enemy ranking:

 6-15
 16-25
 26-50

Additionally, getting 40% and 60% of all possible stars gives 10 xp and 25 xp respectively (35 total). Winning the war gives 50 xp.

Below is data showing all maximum xp gained without winning, all maximum xp gained plus winning and the ratio between them. It also shows the number of more members needed to make winning not matter:
Strategy for Base 15

## Giant/Hog Strategy

Army composition:

32 archers (CC troops and clean up)

4 wall breakers (emergency back up plan)

rest giants

CC: Max lvl hog riders

Lightning spell

1. Lure out and kill CC troops in the designated area, use lighting if needed
2. Deploy giants quickly against the designated defenses, starting by the "kill zone" where the archers are (previous step) and ending by CC deployment (next step)
3. Deploy CC against point damage defenses, the one indicated will take out 2 point damage defenses first
4. keep deploying giants quickly, one at a time in the same designated defenses as needed to keep the aggro of defenses
5. if things go wrong, use wall breakers to let giants in to help
6. use any archers left over from step 1 to clean up after defenses are destroyed
Bestiario

Además de las *razas*, son numerosas las criaturas que habitan las tierras de *Ramnis.* Muchas de estas bestias son hostiles a las culturas civilizadas, lo que da motivos a la gente de no salir de sus asentamientos o salir acompañada con guerreros competentes.

Algunas criaturas de las que existen registros:

*Aberraciones*

*Abominaciones*

*Ancestrales*

*Ángeles*

*Antumi*

*Arañas*

*Barracudas*

*Basiliscas*

*Bestias Desplazadoras*

*Cocodrilos*

*Contemplador*

*Dracas*

*Dragón*

*Driders*

*Esqueletos*

*Fantasmas*

*Guerreros Gárgola*

*Goblins*

*Golems*

*Kraken*

*Lobos*

*Masas*

*Monstruo del Pantano*

*Noctaposas*

*Ogros*

*Osos*

*Posesiones*

*Raptores*

*Ratas*

*Siliki*

*Sirenas*

*Sombras*

*Zelsi*

*Zombies*
Dr. D

Hi Dr! Sorry we put you in this war... definitely opt out so we don't accidentally keep doing this to you.

Anyway, as a TH 9 it is important for you to attack other TH 9's as much as possible.

For your first attack, try to put 2 stars on #3. You will save your second attack to see what needs done, if there is nothing that needs help below then you are to attack #2 or #1.

## Marren's plan for #3

Since you don't have any jump spells, witches, clan castle capacity for golem, rage spells or high level hogs, etc.

Marren has come up with a plan against #3 for you to be able to successfully 2 star it.

The plan hinges around a natural funnel that is flawed in the base. Ordinarily, a simple jump spell is all that is needed, however, you will have to take 4 earthquake spells and a few wallbreakers.

This gives a natural funnel to the core for your golems and pekkas to use. In the picture below, you need to try to leave the red walls intact and also take care of the outlying buildings to funnel properly. Note that the golems will naturally go to the core but the pekkas need funneled into the core.

On the other side of the base, there are some free buildings (to go for 50%) that a few troop space of minions can take out (providing there is no tesla surprises). Below shows the type of pathing for 3 buildings per minion. The right side shows how 1 minion will path for 3 buildings and a second minion can wait until those are gone to path for 2 more. There is similar pathing on the south (not shown).

Since I didn't come up with the plan and was rather tired last night, I can only give a vague description of the army make up.

3 wallbreakers (I would probably take 4)

4 minions (I would probably take 5)

4 golems

1 pekka

the rest wizards

pekka in your CC

4 earthquake spells, rage and poison

If there is any problems with how to funnel, just ask in clan chat.
Farming Strategy

Barch (barbarians and archers) is by far the most efficient strategy for farming. The troops are quick and cheap to train and loot can be taken with a small or large portion of the army.

Almost every farming strategy has some Barch in it and experimentation can be done by adding a few troop types to normal Barch attacks (a few giants for instance).

Get to know Barch as a "go to" strategy for quick sessions and the skills needed to do more complex farming. Barch can be done at all TH levels up to at least TH 9.

A few things to know about Barch:

1. Outside collectors are the main source for Barch attacks, get to know what full collectors look like.
2. Take a few wallbreakers as well for the times when pushing a bit into the base is opportunistic.
3. You can train most of your army then start searching. Stop searching to pick up more Barch and continue searching, making runs quicker.
Biblia

Pozostaje on zaledwie **zalążkiem artykułu**, który wymaga gruntownego uzupełnienia o najważniejsze **informacje** oraz poszczególne sekcje.

**Biblia**, **Pismo Święte** – zbiór ksiąg spisanych między XII wiekiem p.n.e. a II wiekiem n.e., uznawanych za święte przez chrześcijan i żydów.

Na chrześcijańską Biblię składają się dwie części – **Stary** oraz **Nowy Testament**. Do uznawanej przez żydów **Biblii hebrajskiej**, czyli **Tanachu** zaliczonych jest 39 ksiąg Starego Testamentu.

## Kanon

* **Stary Testament** – 46 ksiąg w kanonie katolickim, 39 w kanonie żydowskim i protestanckim;
* **Nowy Testament** – 27 ksiąg w kanonie chrześcijańskim.

## Powiązane pojęcia

* Koran;
* Nowy Testament;
* Stary Testament;
* Tanach.

## Źródła

#### Bibliografia:

* Wielu autorów (red. prowadząca Jadwiga Marcinek): *Najnowsza encyklopedia powszechna*. Wydawnictwo Zielona Sowa, Kraków 2005 [ISBN 83-7389-938-3]
Strategy for Base 12

## Dragon + Lightning Strategy

Army composition:

10 Dragons

CC: Max lvl balloons

3 Lightning

1. Zoom into designated air defense and drop 3 lightning in the exact center tile of the 3x3.
2. Drop 1 dragon on each side of the funnel to "cut the line" for your main body of dragons (next step) to push into the base.
3. Drop the main body of dragons in a line creating the funnel to the remaining air defense. Wait until the dragons kill a layer of defenses (the cannon) and drop the CC balloons behind the dragons, going for the remaining air defense.
Strategy for Base 2

## Dragloon (classic)

Army composition:

10 dragons

CC: max lvl balloons

3 rage

poison

Note: 4 balloons can take the place of 1 dragon if wanting to back up the CC balloons.

1. Drop 1 dragon on each side of the funnel to "cut the line" for your main body of dragons (next step) to push into the base.
2. Drop the main body of dragons in a line creating the funnel into the core.
3. Drop a rage to let the balloons propel into the core (next step). This is done just after the indicated defenses are destroyed.
4. Deploy CC balloons to go after the remaining AD and/or AS.

Note on balloons: the balloons will either go to the left or right. With a rage and heal in the core, the dragons and balloons should take care of both AD's.
Карта gm construct

**Gm\_Construct** - Официальная карта для Garry's Mod, созданная командой разработчиков Facepunch при содружестве ValvE. Одна из карт, сразу же входящая в игру. Данная карта была в игре ещё с ранних версий, в течений этого времени, она неоднократно менялась, но в общем, выглядела похоже. На данный момент, карта существующая в Garry's mod 13 версии, является самой новой, она улучшена различным шейдерами, добавлено много строений, немного пространства, на краях карты есть красивый фон. Также у неё довольно красивое небо, которое можно изменять и настраивать различными редакторами.

## Описание карты

На карте расположено больше места и объектов чем на карте Gm\_Flagtrass. В основном это объекты, разные подвалы, здания.

Список объектов:

1. Небоскрёб №1;
2. Небоскрёб №2;
3. Небоскрёб №3;
4. Бассейн с набережной и вертолётной площадкой;
5. Здание с подвалами;
6. Здание с подвалами, соединяющиеся с Небоскрёбом №3.

## Описание объектов

   Здание №1 - это небольшой небоскрёб, расположенный возле Бассейна с набережной, хорошо гармонирует со всей картой города тем что, с небоскрёба видна вся карта, как на ладони.Каждый этаж в этом здании странный, тем что сами этажи есть, но нету ни лестницы, ни лифта, из-за этого приходится включать полёт, что-бы долететь.

Небоскрёб №2 - в основном этот небоскрёб в точности копирует Небоскрёб №1, только расставлен он прямо над Зданием с подвалами, соединяющимся с Небоскрёбом №3.

    Небоскрёб №3 - этот небоскрёб совсем не похож на своих двоих небоскрёбов-братьев. На нём намного меньше этажей ,но он более "доступный", из-за того, что на нём есть балконы на которых можно стоять. На верхнем этаже есть пустая комната (её можно использовать для создания сцен).

А так же крыша, она меньше чем на остальных небоскрёбах. Сам небоскрёб соединён на первом этаже туннелем в Здание с подвалами.

Бассейн с набережной - бассейн, наполненный водой, предназначенный для испытания различных пропов, транспорта, а также для улучшения общего вида карты.

Здание с подвалами, соединяющиеся с небоскрёбом №3 - ещё один объект на карте, который так любят многие фанаты игры. Находится он прямо перед входом на набережную. Соединяется туннелем с небоскрёбом №3.

Здание с подвалами - это самое большое помещение во всей карте. Всего в нём находится всего 3 больших комнаты. Одна комната с зеркалом, вторая без света, третья внешняя. Прямо над этим зданием находится Небоскрёб №2.Также есть малый Второй этаж.

## Комната Разработчиков

На этой карте есть секретная комната, также называемая Комната Разработчиков. Найти её можно, подойдя к ступенькам и подойдя к середине всего пути. Там вы найдёте знак лямбды, как в игре **Half-life 2.** Вам надо наклониться, пойти в право рядом с лямбдой, пойти вперёд и тогда вы найдёте комнату. В конце комнаты будет столик с куклой женщины (которую также можно найти на карте gm\_flatgrass), похожей на Челл из игры **Portal**, а также плакат с создателями карты и огромную цифру 13.

Скайблок

Скайблок можно найти на самом вверху карты (за текстурами).

Предназначение неизвестно.
Strategy for Base 7

NOTE: Barb pointed out that their might be teslas by the southern mortar. balloon placement shown below is not optimal.

## Dragon + Lightning Strategy

Army composition:

10 Dragons

CC: Max lvl balloons

3 Lightning

1. Zoom into designated air defense and drop 3 lightning in the exact center tile of the 3x3.
2. Drop 1 dragon on each side of the funnel to "cut the line" for your main body of dragons (next step) to push into the base.
3. Drop the main body of dragons in a line creating the funnel to the second air defense and air sweeper.
4. Wait until the indicated defense and CC troops are destroyed and deploy CC balloons to go after the cannon then air defense.
Cyfra

Pozostaje on zaledwie **zalążkiem artykułu**, który wymaga gruntownego uzupełnienia o najważniejsze **informacje** oraz poszczególne sekcje.

**Cyfra** – umowny znak pisarski (symbol), za pomocą którego zapisuje się **liczby**.

## Sposoby zapisywania cyfr

### **Cyfry arabskie**

Cyfry arabskie oznacza się dziesięcioma symbolami graficznymi:

* 0
,
1
,
2
,
3
,
4
,
5
,
6
,
7
,
8
,
9

{\displaystyle {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}}

### **Cyfry rzymskie**

* **I** (

1

{\displaystyle 1}

), **V** (

5

{\displaystyle 5}

), **X** (

10

{\displaystyle 10}

), **L** (

50

{\displaystyle 50}

), **C** (

100

{\displaystyle 100}

), **D** (

500

{\displaystyle 500}

), **M** (

1000

{\displaystyle 1000}

)

## Źródła

#### Bibliografia:

* Wielu autorów: *Liczę z Pitagorasem. Pojęcia, wzory, definicje, twierdzenia. Szkoła podstawowa, kl. 4—6*. Wydawnictwo ADAM, Warszawa 2006 [ISBN 978-83-7232-724-6]
Liczby naturalne

Pozostaje on zaledwie **zalążkiem artykułu**, który wymaga gruntownego uzupełnienia o najważniejsze **informacje** oraz poszczególne sekcje.

**Liczby naturalne** – **liczby** służące do liczenia przedmiotów. Są to liczby między innymi takie jak:

0
,
1
,
2
,
3
.
.
.
127
,
128
,
129
.
.
.
1675
,
1676
,
1677...

{\displaystyle 0, 1, 2, 3 ... 127, 128, 129 ... 1675, 1676, 1677...}

 i tak dalej.

**Zbiór liczb naturalnych** oznacza się w zapisie matematycznym przez literę

N

{\displaystyle \mathbb{N}}

, tzn.

N

{\displaystyle \mathbb{N}}

 = {

0
,
1
,
2
,
3

{\displaystyle 0,1,2,3}

...}

## Działania na liczbach naturalnych

Wynik **dodawania**, a także wynik **mnożenia** liczb naturalnych jest zawsze liczbą naturalną, dlatego działania te **są wykonalne w zbiorze liczb naturalnych**. Inaczej jest z **odejmowaniem** czy **dzieleniem** liczb naturalnych. Różnica dwóch liczb naturalnych może być liczbą naturalną (np.

10
−
5
−
5

{\displaystyle 10-5-5}

), ale może nią również nie być (np.

5
−
# 10
−
5

{\displaystyle 5-10 = -5}

). Podobnie jest z ilorazem liczb naturalnych; może on być liczbą naturalną (np.

10
:
# 5
2

{\displaystyle 10:5 = 2}

) lub nie (np.

5
:
# 10

0
,
5

{\displaystyle 5:10 = {0,5}}

). Dlatego też odejmowanie i dzielenie **nie są wykonalne w zbiorze liczb naturalnych**.

**Dodawanie**
Wynik dodawania liczb ***a*** i ***b*** nazywa się **sumą** (

a
b

{\displaystyle a+b}

), natomiast liczby ***a*** i ***b*** – **składnikami**.

**Mnożenie**
Wynik mnożenia liczb ***a*** i ***b*** nazywa się **iloczynem** (

a
⋅
b

{\displaystyle a\cdot b}

), zaś liczby które mnożymy nazywa się **czynnikami**.

**Odejmowanie**
Wynik odejmowania liczb ***a*** i ***b*** nazywa się **różnicą** (

a
−
b

{\displaystyle a-b}

), z kolei liczbę ***a*** nazywa się **odjemną**, a liczbę ***b*** – **odjemnikiem**.

**Dzielenie**
Wynik dzielenia liczb ***a*** i ***b*** nazywa się **ilorazem** (

a
:
b

{\displaystyle a:b}

), natomiast liczbę ***a*** nazywa się **dzielną**, a liczbę  ***b*** – **dzielnikiem**.

## Liczby przeciwne

Dwie różne liczby, którym odpowiadają na osi liczbowej punkty równo odległe od punktu 0, nazywamy **liczbami przeciwnymi**.

## Powiązane pojęcia

* dodawanie;
* dzielenie;
* liczba;
* mnożenie;
* odejmowanie;
* zbiór.

## Uwagi

1. ↑ W niektórych publikacjach 0 nie jest zaliczane do zbioru liczb naturalnych.

## Źródła

#### Bibliografia:

* Tadeusz Ratusiński, Magdalena Kucio, Joanna Holewa, Jerzy Stasz, Małgorzata Krzeczkowska: *Matematyka, fizyka, chemia – kompendium licealisty*. Wydawnictwo Szkolne PWN, Warszawa; Bielsko-Biała 2014 [ISBN 978-83-262-2124-8]
* Wielu autorów: *Liczę z Pitagorasem. Pojęcia, wzory, definicje, twierdzenia. Szkoła podstawowa, kl. 4—6*. Wydawnictwo ADAM, Warszawa 2006 [ISBN 978-83-7232-724-6]
Inertial Pulse

## Description

*"A beam of pure inertia drives through multiple targets."*

The **Inertial Pulse** is a weapon that fires a dense blue energy beam. This beam will travel a long distance and pierce through multiple enemies, but is blocked by walls.

## Location

The Inertial Pulse is found in a medium-sized room across from the furthest right save room in Absu, above the lower right exit. The Address Disruptor 2 is needed to pass a glitched barrier inside this room.

## Prerequisites

* Field Disruptor
* Address Disruptor 2
* Laser Drill
TH 9 Basics

There are several steps to a basic TH 9 attack.

## The lure

Luring out the CC usually takes 2 hogs to get everything. If your scouting a harder base, you can try 1 hog to give info for the second attack but need to take 3 hogs in case the single one doesn't work.

You need to have barch to lure the CC to the "kill zone". If there is an anchor, you can use an archer to do the job but if there is not, you need to use a few barbarians (one at a time) to get them where you want.

When the CC is coming into the area you want, drop a poison in the right place for them to run into. Drop a giant to tank then (very quickly) drop a few barch then (very quickly) drop your Queen and 2 Wizards.

Once you know the CC kill is going your way, move on to your "break in" before it is totally done.

Typical "CC kill" troop review:

2 hogs

4+ barch

1 Giant

Queen

2 Wiz

## The break in

Once it is determined that the CC is going to go down, drop a golem on each side of your funnel to get the aggro of the defenses. Drop 2 Wiz (quickly) behind the golems to create the funnel (so 4 Wiz total). Drop your wallbreakers (quickly) to break the walls.

Typical "break in" troop review:

2 golems (one may be a CC golem)

4 Wiz

2+ Wb's

Total needed for "CC kill" and "break in":

2 hogs

4+ barch

1 Giant

6 Wiz

2+ Wb's

Queen

## Main deployment

Once the "CC kill" and "break in" is successful, you deploy your main force in succession from slowest to fastest. For instance, if you have a P.E.K.K.A, it will be deployed first. If you have Valks, they should be deployed after the King.

The King is to go into the base with the main force since he will kill the enemy Queen as soon as she starts hitting your troops.

A few Wizards can be deployed after your main group to help with clean up inside the core. Many times your "kill squad" and "break in" Wiz will also go into the core, if you position them correctly. Either way, you should really only make 10-12 Wiz at most (keep 3 for the end, no matter what).

## Spells

Spell order on a typical TH 9 attack should start as soon as your Main deployment is complete. You want to use Jump as soon as possible so your troops go into the core and after the queen. Sometimes a Jump is needed just before the main force is deployed to guarantee the force going into the core, depending on base layout. A heal is used slightly more into the base than the jump. If using rage, you rage slightly more into the base than the heal. An extra poison spell is usually reserved for the enemy King. Using poison on the enemy Queen is typically wasted since the Queen is usually killed very quickly with a proper deployed force and jump spell.
Jorm

## Description

**Jorms** (aka Giant Greenworms) are huge, light-green, spike-covered worms that crawl end-over-end across any solid terrain, such as floors, walls and ceilings. They cause a large amount of physical damage to Trace if he comes into contact with one.

## Corrupted Form

When corrupted, the Jorm can destroy the strongest blocks, something that only the Red Coat, corrupted Gill lasers, corrupted Gluggs, corrupted pink Loop Diatoms and corrupted Spirus can do.

## References

1. ↑ *The Art of Axiom Verge*, page 23.
2. ↑ *"The Bestiary" poster*. Limited Run Games.
3. ↑ Fan name. We originally dubbed them like that (when no other name was available).
More TH 9 Stuff

The CC kill needs to be as efficient as possible. Everything needs to be dropped with good timing.

1. Drop the poison, just to slow them down. Everything else needs dropped before the poison wheres off. The poison should be dropped where it is most efficient for your kill squad, not where the CC is. It should be dropped when they start to enter the area you chose. If you chose to bunch up the CC with barch, do so before you drop the poison.

2. Drop a giant (you can take a second giant for cc kill if it may be needed). This giant is sacrificial and will not survive, its just a tank for your kill squad.

3. Immediately drop your kill squad. Kill squad is either 4-5 wiz or 2 wiz and the Queen.

4. Immediately drop a couple archers in front of the kill squad (around where the giant is at the time, probably slightly ahead of it). This allows for distraction in case the giant goes down a bit early.

5. As soon as the CC kill is going to happen, start your main attack. This saves your kill squad from dying. The main attack force acts like a tank for the kill squad.

## Tips on Funnel

The most important thing about funneling is the edges of the funnel. This would be the cut off points that are far enough away to allow everything else to start funneling into the base. The wizards that do the initial cut off are separate from the rest of the main attack force. They are sacrificial troops that hit the buildings that "must go down" for the funnel to work. Those wizards may go off in the wrong direction afterward but they did the job they were designed to do.

Dropping wizards at the edge of the funnel first allows those buildings to be killed first. Then you can drop other wizards that will work inward, keeping the sacrificial loss to a minimum and adding troops to your main attack since those wizards will funnel in and follow the main attack force.

Sometimes you can use minions to cut off the edges. This may save the space of a second golem normally needed for ground troops. It only works when defenses that can hit air is not in range of both the edge of the funnel AND you have a way to work inward from there. If using minions, you need 2-3 minions to do the job in a timely manner.

Baby dragons can be used to cut the edges if the entire base can be taken with Valks or a Valk combination (BaVa Strategy).

Valks can always be used to work inward from the cut off points once they are down. This can be used for many different strategies if the Valks will be healed rather quickly when entering the base (they should never be sacrificial).
Pacifica

Hi pacifica :D

The below is a suggested strategy against your assigned bases.

## Enemy #11

Army composition:

10 dragons

3 lightning

High level dragon in your clan castle

1. Use 3 lighting to destroy the indicated Air Defense. Make sure you drop them in the center of the 3x3 square.
2. Drop 2 dragons, one at each indicated camp. This will destroy the buildings and "cut off" your other dragons from going that way. Make sure the indicated buildings are destroyed before moving on to step 3.
3. Drop the remainder of your dragons along with your Clan Castle in a line between the first 2 dragons. This will "funnel" them into the base and toward the remaining Air Defense.

## Enemy #8

Army composition:

10 dragons

3 lightning

Max level balloons in your clan castle

1. Use 3 lighting to destroy the indicated Air Defense. Make sure you drop them in the center of the 3x3 square.
2. Drop 2 dragons, one at each indicated Builders Hut. Allow them to work their way to the indicated buildings. This will destroy the buildings and "cut off" your other dragons from going that way. Make sure the buildings are destroyed before moving on to step 3.
3. Drop the remainder of your dragons along with your in a line along the three camps. This will "funnel" them into the base and toward the closest Air Defense. Allow your dragons to work through the base and actually start to get shot by the last Air Defense before moving on to step 4.
4. Once the last Air Defense is shooting at a dragon, drop your Clan Castle directly opposite the Air Defense to allow your balloons to target and destroy it.
BDD6

## Volume 01

The story starts with Lance Taylor's group (Maxine, Rachel, Lilly, Carson, Anton, Caitlin and Jake) making a dash from Duck Island Cottage to reach the Cabinet War Rooms. When they get inside, they meet the prepper Brian Edwards and his daughter Mindy, who have been hiding out there. Meanwhile, a group of police officers (Terrence, Randall, Hannah, Paul and Jodie) barricaded inside the Metropolitan Police Station hear gunfire outside. Terrence and Randall head out and see a small military group fighting off walkers, and decide to lend their support. After the walkers have been killed, the small group (Butch, Yaz and Hammy) introduce themselves, Terrence is shocked to see that one of them is Butch Hartigan.

Back at the War Rooms, Brian and Lance bond, and Anton and Caitlin are revealed to be in an incestuous relationship. Lance tells Brian about Jake's stalker-y-ness, and Brian gives him a switchblade, telling him to kill Jake if Maxine or Rachel are in danger. Lilly sends out a radio broadcast in order to try and contact more survivors. At the police station, Butch tells the officers that he's a high-ranking member of a community in the Cotswolds, and offers to let them join on one condition: they help him find Lilly Mason, a girl who Terrence once met during an investigation. Randall is hesitant to believe that Lilly is still alive, but his argument is interrupted by Lilly's radio broadcast.

Terrence's group sets out to unite with the others, and as soon as they reach the doors of the War Rooms, they're ambushed from behind by Danny Hinton, who also heard the broadcast. They're forced to go inside, and Danny uses them as hostages to subdue the Lance's group. Terrence is taunted about Nancy, and Danny pulls his eye out. While Paul is taken away to be questioned, a third group who heard the broadcast arrives, led by a librarian named Keith Vasey. They manage to free the main group by ambushing Danny's, and Terrence ends up murdering Danny in cold blood. Butch offers them a place in the community as thanks, while Terrence runs outside to find Paul. He sees the van containing Paul drive away, chases after it, and then falls to his knees.
Gems

Gems are the only commodity in Clash of Clans that you can buy with real money. Gems can also be received for free through achievements, clearing obstacles and through promotional apps.

It is extremely important to save all gems received until all 5 Builder's Huts are paid for since Builder's Huts can only be paid for by gems. Builder's Huts (Builders) are the only way to upgrade buildings, walls, defenses, camps, etc.

You start with 1 Builder's Hut and start with enough gems (500 gems) to buy the 2nd Builder's Hut. The 3rd, 4th, and 5th Builder's Huts have to be worked on.

Here is a breakdown of how much each Builder's Hut costs:

2nd Builder's Hut = 250 gems

3rd Builder's Hut = 500 gems

4th Builder's Hut = 1000 gems

5th Builder's Hut = 2000 gems

Assuming you spend gems on nothing except Builder's Huts, you will have 2 Builder's Huts and 250 Gems toward the 3rd Builder's Hut at the start of the game, which changes what is actually needed:

3rd Builder's Hut = 250 (more) gems

4th Builder's Hut = 1000 (more) gems

5th Builder's Hut = 2000 (more) gems

Total = 3250 (more) gems

## Paying real money

If you choose to pay real money to buy gems, the most efficient way is to only pay for the 2500 gem package. Lower priced packages are less efficient and there is never a need to pay for higher priced packages. This will give you 2500 gems which will allow the 3rd and 4th Builder's Huts to be bought right away and there is only 750 gems needed for the 5th Builder's Hut. After all the Builder's Huts are bought, any gems received for free can be used for convenient game functions (such as boosting barracks).

## Going free-to-play

Getting all 5 Builder's Huts will take time and some effort but there is plenty of achievements that allow it to happen. Just gaining a certain amount of trophies for the first time allows this:

 2000
 2600
 3200

A total of 3700 gems from trophies allows all 5 Builder's Huts to be purchased with 450 gems to spare, not to mention other achievements. Although it takes a long time to have the ability to trophy push that many trophies, it can be done.