• WWW.GAMESPOT.COM
    All Sanctum Key Locations In Blue Prince
    Are you looking for the Sanctum Keys in Blue Prince? There are eight of these in total, and finding them is no small feat. You're bound to revisit the manor and other locations multiple times across several runs. Our guide discusses all of these details, but please be aware that there are major spoilers ahead.Where to find all Sanctum Keys in Blue Prince - Sanctum Key locations guideThe Sanctum Keys are your next main objective in the campaign. Here's what you need to know:As you approach the Antechamber and Room 46, you're told that you need to go down to the Underground. There, you'll find the lever that opens the path into Room 46, as well as eight other strange doors.Once you reach Room 46 for the first time, Simon will successfully claim his inheritance.On your next run, you'll notice a lot of changes in the manor, including new rooms and secrets.If you manage to revisit Room 46, you'll see more documents and clues, including a letter about the Sanctum Keys. These are the items that you need to unlock the eight doors in the Underground. Sanctum Key 1 and the all the clues: Room 46The first Sanctum Key in Blue Prince, as well as the clue that pertains to the locations of the others, can be found in Room 46. The poem mentions the following:First key: "Found here on the furthest rank."Second key: "Locked tight in the vault of a bank."Third key: "High up among all the clocks."Fourth key: "Beneath all the docks."Fifth key: "Held by a king on his throne."Sixth key: "Left in a station by one of your own."Seventh key: "A major if you draft it quite late."Eighth key: "Behind the last door of eight."That's quite a doozy, right? Fortunately, some of the hints are fairly obvious, so it's just a matter of being lucky enough to draft them and finding certain items that you need. Sanctum Key 2: The VaultThis Sanctum Key is found in the Vault, but you need to acquire a specific item: Deposit Box Key #370. The problem is that everything is so random, and there's no guarantee that it will appear in your current run. In fact, it took us several tries before we got Deposit Box #370. We eventually got lucky when we drafted the Lost and Found as an outer room, and we spotted the key on the desk. In any case, you can read about all the related details in our Vault Key guide. Sanctum Key 3: Clock TowerTo get this Blue Prince Sanctum Key, you must first gain access to the Drafting Studio. Then, if the Clock Tower appears as an option, make sure you select it. This ensures that the Clock Tower appears as an option when you draw rooms.Now, once you're inside the Clock Tower, you'll notice that one clock has the time set to 1:30, while the others are actually based on the current time in-game. You must be inside the Clock Tower when it's 1:30 in-game to see what happens next. You can learn more about this in our Clock Tower Puzzle guide. Sanctum Key 4: ReservoirBoth Sanctum Keys #4 and #6 are in the same general area: the Reservoir. For the former, you need to fully drain the Reservoir water. This allows you to reach the basin where you'll find a bunch of locked chests. In our playthrough, we opened the black chest with the flame symbol that's behind the large rock formation. Sanctum Key 5: Throne RoomIt might take you a while to actually draft the Throne Room. Basically, for this Blue Prince Sanctum Key, you need to do the following:Complete the Laboratory Puzzle to gain access to Blackbridge Grotto.Collect all the Microchips and place them in the pedestal in Blackbridge Grotto.This opens up a pathway to an altar that has the Throne Room floorplan.While exploring the manor, make sure you draft the Throne Room. You can find the Sanctum Key on the table next to the candelabra. Sanctum Key 6: SafehouseAs mentioned earlier, this Sanctum Key is also related to the Reservoir area. However, instead of draining the waters completely, you need to tweak the water levels so you can sail on the boat. This leads you to the Safehouse, where you'll find a lot of hints and documents. The Sanctum Key is also on a crate next to the sofas. Sanctum Key 7: Music RoomThe clue for this Blue Prince Sanctum Key might seem misleading at first because it says that it's "a major when you draft it late." Here's the gist:You need to draft the Music Room. That's where a major key can appear randomly--i.e. these are unique keys and not the regular resources.The term "late" does not refer to drafting the Music Room at upper rows/ranks--i.e. row 8 or 9.The term "late" actually refers to time--i.e. the in-game time or how long you've been playing for that particular day/run.Basically, you just need to continue with your run for a longer period or leave the game running for roughly 30 minutes or so. Then, pray to the RNG gods that the Music Room appears as an drafting option when it's late in the day. Sanctum Key 8: MechanariumThe Mechanarium is yet another Found Floorplan, and you need to be careful when drafting it. Basically, you need to open the last diagonal/extra door in the room. You can only do this if you placed down seven gear-type rooms beforehand. Alternatively, you can block off the main doors, which means fewer gear-type rooms would be required. You can learn all the details in our Mechanarium Puzzle guide.That does it for our guide on how to find all Sanctum Keys in Blue Prince. You can use them to unlock the doors in the Inner Sanctum in the Underground. Don't be surprised by what happens next because, yes, you need to solve even more complex puzzles. Good luck!A surreal adventure filled with wonders and mysteries await you in Blue Prince. If ever you feel stuck or lost at any point in time in your playthrough, don't forget to check our Blue Prince guides hub.
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  • GAMERANT.COM
    Marvel Rivals Season 1 Shouldn’t Be the End All Be All For Dracula
    Narrative is a tricky thing to get right in an ongoing live-service game. If there are too many evolving story beats, it runs the risk of players losing the plot if they return from a brief absence. But if there's too little story, then players might feel the game lacks enough narrative context to keep the in-game action relevant and exciting. So far, Marvel Rivals has struck a pretty good balance.
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  • WWW.POLYGON.COM
    Marathon may be made for PvP fans, but Bungie says there’s still plenty for the rest of us
    Marathon, Bungie’s upcoming extraction shooter, has been officially rerevealed via a Saturday stream out of the developer’s main offices in Bellevue, Washington. As part of a preview event for press and creators, Bungie flew me out to Washington to spend about six hours with the game, see the reveal event early, and speak to some of the creatives who are working to put everything together ahead of the game’s Sept. 23 release date.  I spent about 20 minutes speaking to Joe Ziegler, Marathon’s game director, and Andrew Witts, the gameplay director. We talked about how they define a Bungie game, who the studio is targeting with such an ambitious PvP title, and what they learned from Destiny 2’s successes and failures in the live service space.  [Ed. note: This interview has been edited for clarity and concision.] Polygon: Bungie is best known for taking popular PC-only genres and bringing them to the console masses. With Marathon, you’re trying to introduce people to this janky, weird, beloved extraction shooter genre by injecting the talent from a massive studio and a ton of money. With this being the newest genre you all have ever tried to bring to new players, what are the challenges that come with that leap to console and a whole new pool of customers? It sounds like an exciting uphill battle to develop. Joe Ziegler: Yeah, I mean, definitely. There is somebody who I used to work with at another company who said, “Impossible is my favorite kind of possible,” and really it’s not about being impossible, but it’s about — I think doing hard things is sort of what makes the job really exciting. And when it comes to this particular challenge, I think that the way we approached it when we were really talking about it — as me and Andrew joined the project about two years ago — a big thing was really focusing on what kind of experience are we really trying to make here? For us, it wasn’t like we’re trying to make an extraction shooter as a concept. It was like, what is the way that we can create a session-based survival experience where, if you are looking for the thrill of getting out there, trying to survive an experience that’s really, really dangerous and tough, but eking out alive and having a great story to tell about it, how do we create that kind of game? Some of the extraction conventions that we utilize were really, really useful for helping to make it happen, but typically, for us, it was just really about driving a narrow definition of what it is that we’re trying to build around more than anything else. So yeah, we’ve really focused on the sort of team-based survival experience more than anything else. Andrew Witts: And there’s a lot of pieces to it that we heavily talked about. For a Bungie game, there’s expectation of what the action game is, right? We talked about it for a bit. It’s a big part of the DNA. And then you have a survival action game or FPS action game and what does that mean? What is the Bungie version of that? […] And for this game, when we talk about the survival part of it, there’s two parts that usually get people to lean forward and feel that. The first one is: How does the gameplay experience provide tension? Because people, when they’re tense, they often talk, and then it being a teamplay game, naturally people are communicating, and that’s a good thing.  The other part of it is: How do you make people “scared” a little bit? […] And then the awesome moment when you extract, and that feeling like a Bungie action-game moment.  So we had a lot of conversations of, What is the Bungie version and how does this scale and meet expectations? And I think we had a “very terrifying hill to climb,” or whatever? I think it’s an apt phrase I think that we’d probably agree with. Ziegler: But I think some of it is also sort of figuring out, how do we extend the definition of what Bungie does, and go beyond that idea of, Oh, for 10 years we’ve been focused on big-grade experiences and things of that sort, right, to, Hey, we actually also want to do that and also see how we can create tense, sort of sandbox PvP experiences as well. And the marriage of that is just an extension of the idea of what we could accomplish. I think it’s been interesting watching gaming become more segmented over the years. As it gets bigger, there are more pockets that people can fill into. Everyone played Halo. Destiny is a fierce but small pocket of the internet, but is still quite successful. Marathon is obviously pushing more in that niche-but-passionate direction, and that seems like a tough road for new players. I intentionally didn’t play an extraction shooter before seeing Marathon because I wanted to experience your onboarding into the genre. I was able to learn pretty quickly because I had Kevin Yanes [lead of the Runner team on Marathon and former Destiny developer] for the second half of the day as one of my squadmates. But for people who don’t have the benefit of Kevin— Ziegler: [To Witts] Maybe we should ship with Kevin? Witts: We had that conversation. [laughs] A Kevin in every box would be very helpful! But how do you think about introducing something that is going to be quite unfamiliar for a lot of people who aren’t the Tarkov sickos? What is the process of bringing the Bungie audience into Marathon while also attracting a new group of players? Ziegler: I think it just really depends on how we sort of even cut up the Bungie audience when we think about it, right? Because, in a lot of ways, we’re looking to — when we think about the experience we’re creating, it’s a very PvE- and PvP-focused game. And the difficulty is, in some games, those things are opt-in or opt-out. In our game, you can’t opt out of the PvP experience. And so if you are a player who enjoys Bungie games but doesn’t enjoy PvP, it is probably not a game for you, to be fair. But if you are a Bungie player who also enjoys PvP games, especially sandbox survival games or even sandbox PvP games, you’ll probably really enjoy this game. You’ll find a good way in.  And some of it is also just understanding that we’re not looking to take Marathon and just say, “This is now Destiny 3” and then shift that over. We really are looking to the future of Destiny 2 and trying to figure out and work with players on how that’s going to evolve and change. And so we’re kind of carving something to live besides it for another set of players which is really focused on PvP, really focused on PvP sandbox survival experiences. So are you mostly looking for the PvP lords here? Or where do you see them overlap with something like the Destiny audience? I’ll say, personally, that I don’t spend much time in the Crucible [Destiny PvP] these days. But, back when they were offering awesome PvE rewards via the Crucible — Mountaintop, Recluse, etc. — I put the time in to get good. I’m finding Marathon is scratching that itch, and the loot aspect is making me want to engage with PvP, and want to improve my skills. And when I look at the metagame, with the contracts and secrets, there’s a lot here for someone like me who tends to avoid a lot of the big PvP games that come out every year.  But, without having just played it for hours, I’m not sure I would’ve expected that Marathon would activate that part of my brain again. How do you all think about reaching players that may very well love Marathon, but are scared by how intense and sweaty it seems on its face? Ziegler: Yeah, no, and to be fair, I don’t know if our game is only for the sweats. I actually totally agree with you on that front. I think when we think about PvP versus PvE, it’s more about saying that, if you are completely against ever having a PvP interaction, it’s probably not your game. If you’re OK with PvP, but you also enjoy other elements of it, we’re really driving that as well. And I think that some of it is, we do have that contract system that exists inside the game. […] I think for those players, we are focusing a little bit more on: How do we just generate the right kind of new user experience? We have the [solo tutorial] in the front that you might’ve experienced today. That actually sort of helps you learn some of the basics, but we also have the new user contracts that we’re continuing to iterate on that actually help you kind of stepladder into understanding how to accomplish goals inside of the game. […] We want to be approachable to those types of players who are sitting on the fence as well. Witts: Bungie’s really good about delivering on fantasies and multiple aspects from the gameplay side of things. Exploration, all that stuff is still a part of this game. It’s just that it’s a very brutal environment where you have to be on your toes and you have to play tactically, and it’s a very tense experience where everything in there is hostile to you, and so you have to play it to be on your toes. But those pieces are there for those peaks that you’re talking about. Ziegler: I think one of the things that we’ve noticed that’s been a really good trigger for learning for a lot of players is I think a lot of people who approach an extraction shooter assume that your goal is to take every fight that you see, having to try to survive. But the reality is part of the survival game is actually knowing which fights you want to take or avoiding the fights you don’t want to take or trying to get away from threats that exist in the world. Sometimes you are the college student running from the serial killer, sometimes you are the hunter. Seasonal resets have been controversial in other extraction shooter games, although I can certainly see the argument in their favor. After years of running a live service series with Destiny and Destiny 2, what has Bungie learned in terms of managing the live content model? When you delete everyone’s cool stuff at the end of the season, what have you learned that will help you excite those players enough to come back for the next season? Ziegler: Obviously there’s two different games when you think about Destiny and Marathon, right? Absolutely. Ziegler: And Destiny really is about this idea that I’m always growing more and more powerful by a number moving forward, getting better gear, getting better weaponry and things of that sort. And that’s the appeal of that experience, is just to keep driving that way. Whereas I think for us, what we’re aspiring for Marathon to really achieve is to have a sort of continuous survival engine that changes its form all the time. So, season to season, it should be not just experiencing the exact same thing a new time, but experiencing a different way to level, for example, a different way to experience new content in that journey as you go along.  For us, it is leaning into what it means to be a sort of seasonal reset game and making each season feel like its own experience so that we can drive forward in that way. Having said that, though, we want to make sure you’re commemorating those seasons. So we want to make sure that you earn things that you can keep at an account level that might be more cosmetic-oriented, or title-oriented, that let you carry those into new seasons and be like, I was there. I accomplished this thing. And so it’s more about creating those resets. [Disclosure: This article is based on a Marathon preview event held at Bungie’s headquarters in Bellevue, Washington, from April 2-4. Bungie provided Polygon’s travel and accommodations for the event. You can find additional information about Polygon’s ethics policy here.]
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  • LIFEHACKER.COM
    These Anker Noise-Canceling Headphones Are on Sale for $130 Right Now
    We may earn a commission from links on this page. Deal pricing and availability subject to change after time of publication.If you’ve been eyeing a pair of noise-canceling headphones but don’t want to spend over $300 for the usual suspects, this deal on the Anker Soundcore Space One Pro might be worth a closer look. It’s currently going for $129.99 on Woot for the next three weeks or until it sells out, which is $70 less than the current Amazon price. It’s new, has an 18-month manufacturer warranty from Anker, and ships free if you have Amazon Prime (if not, it'll cost you $6 for shipping). Just keep in mind, Woot only ships to the 48 contiguous states—so if you're in Alaska or Hawaii, this sale won't work for you.The headphones themselves strike a good balance between comfort and portability. They’re made from a mix of plastic and metal, and despite being lightweight, they don’t feel flimsy. The earcups and headband are lined with faux leather and stay put without clamping too tightly. They fold inward and the cups swivel flat, which makes them easy to slide into a bag, although you’ll have to be careful—no hardshell case is included, just a soft pouch. The headphones charge via USB-C and include a 3.5mm jack for wired listening. Controls are split between both earcups and are customizable via the Soundcore app. You can tweak what the buttons do, including toggling between ANC, transparency, and normal modes.As for performance, the Space One Pro holds its own. There are 40mm dynamic drivers delivering sound from 20Hz to 20kHz. That said, the out-of-box sound leans bass-heavy, but with some tweaking, you can get a more neutral sound. The app-based EQ is robust, with plenty of presets and manual options to dial in the sound. The ANC doesn’t quite match the Bose or Sony flagships, but it handles low-end droning sounds like plane engines surprisingly well, notes this PCMag review (though higher-pitched voices or sudden loud noises can still creep in). Also, there’s support for LDAC, so if you’re using a compatible Android device, you’ll get better quality over Bluetooth. Battery life is strong too—up to 55 hours without ANC and 40 with it on, which should get most folks through a week without needing to recharge.
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  • WWW.ENGADGET.COM
    Waymo will start testing its self-driving taxis in Tokyo next week
    On April 14, Waymo will start testing its robotaxi technology outside the US for the first time. As Yomiuri Shimbun reports, the company will deploy 25 of its electric Jaguar I-PACE vehicles in Tokyo for the initial phase of its testing program. Waymo is taking it slow and will not be operating them without a driver behind the wheel yet, however. Drivers from Tokyo taxi company Nihon Kotsu Co. will be driving the cars around Chiyoda, Minato, Shinjuku and four other wards in the Japanese capital.  The cameras and radars equipped on the I-PACE vehicles will collect data on Tokyo's roads, which are typically narrower than roads in the US. They'll provide the company with information on local infrastructure, road conditions and the driving patterns of locals. "It's important for us to understand the difference in driving environment, what makes the driving here unique," said Nicole Gavel, Waymo Senior Director, during an event in the city. Waymo will have to adjust its software according to the driving conditions and the capital's rules, after all. Gavel said that Waymo is focused on the testing for now but "would love to have a business" in Tokyo in the future.  But that's probably a long ways away: After the initial mapping phase, Waymo will still have to conduct autonomous driving tests with a driver behind the wheel, and then tests without a driver on board. This article originally appeared on Engadget at https://www.engadget.com/transportation/waymo-will-start-testing-its-self-driving-taxis-in-tokyo-next-week-163016736.html?src=rss
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  • WWW.CNBC.COM
    Apple, Google, Cash App alums ditch Big Tech to build on bitcoin, fueled by VC money and friendly White House
    In Austin, Apple, Google, and Cash App alums ditch big paychecks for bitcoin, backed by VCs, crypto friendly policy and belief that this time, it is different.
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  • WWW.FASTCOMPANY.COM
    DoorDash is now sending food in delivery robots. That’s as good and bad as you think
    DoorDash has a new delivery partner: Coco the robot. Starting this week, some customers in Los Angeles and Chicago have the option to select robot delivery from hundreds of participating merchants in the DoorDash app. The bots, which resemble small coolers on wheels, deliver goods from specific stores inside a tight radius. DoorDash piloted the tech for months ahead of this rollout, completing more than 100,000 deliveries. DoorDash isn’t the only delivery company taking advantage of this new, mostly autonomous tech. Others, including rival service Uber Eats, have partnered with multiple robotics companies, including for deliveries in certain locations. It’s not DoorDash’s first bot deal either; the company introduced airborne drone delivery with Alphabet-owned Wing in a handful of U.S. markets. This “multimodal approach,” according to a DoorDash spokesperson, should help the company make efficient and effective deliveries using the best method for any given order. Still, bot deliveries are a comparatively small part of DoorDash’s overall business; last year, it processed 2 billion-plus orders. According to data from the National Restaurant Association, about a third of adults say they’d order food delivered by robots, including about half of millennials and Gen Z adults surveyed. Delivery companies have signaled plans to move ahead with even more delivery deals—DoorDash says these partnerships will help the company meet increasing consumer demand while lowering costs. Should we expect our future meals to be delivered autonomously? Probably. But any sort of large-scale rollout is still likely years, or potentially decades away. And like any emerging technology, there’s some good—and some bad—involved. Even if delivery bots are paving the next frontier for the food industry, they’ve also hit some speed bumps along the way. Here are the pros and cons of these automated couriers. Pro: Zero emissions A fleet of electrified robots is objectively more eco-friendly than a fleet of cars. They take up less space on the road, and don’t use gas. “Not every delivery needs a 2-ton car just to deliver two chicken sandwiches,” Harrison Shih, senior director of DoorDash Labs, the company’s automation and robotics arm, said in a statement. (A particularly bold statement from a company that makes its money delivering chicken sandwiches in cars, I’d say.) Con: Potentially questionable judgment Two years ago, a Serve Robotics sidewalk delivery robot rolled through a crime scene in Los Angeles. (A nearby TV cameraman lifted the crime scene tape so the robot could get through.) Luckily, this story has a happy ending: No crime actually took place (it was found to be a hoax), and as a company exec told me at the time, the robot eventually delivered its payload. Incidents like this are rare, and companies have safeguards in place to prevent them. “Every safe autonomous machine has some sort of fallback mode where it needs a human to take over,” says Jonah Bliss, founder of Curbivore, a conference focused on the future of delivery and mobility. “This is true whether you’re thinking about robotaxis or other brands of sidewalk bots.” Pro: Precise technology Robots can be scary accurate. Airborne drone delivery company Zipline can drop a pizza onto a backyard picnic table. That’s a remarkable—and highly convenient—feat. Sidewalk robots can be easily positioned outside a restaurant, ready to accept orders, meaning food is delivered faster, and probably fresher, than it would be after waiting on a human driver. Con: Regulatory hurdles and disgruntled neighbors Not everyone delights in flying drones. Residents of College Station, Texas, successfully grounded Amazon’s Prime Delivery drones, filing more than 100 complaints in opposition to Amazon’s plan to expand its drone delivery program in the area. (The Federal Aviation Administration ultimately decided that most complaints were meritless or outside its purview, but Amazon decided to end its College Station lease later this year.) Regulatory standards vary from state to state and city to city, which could complicate a broad rollout of any type of delivery robot. But the sidewalk bots and flying drones perform best under highly specific circumstances: dense urban neighborhoods, self-contained areas like college campuses, or, in the case of robots in the air, sprawling suburbs. Pro: No tipping Tip creep is real. Nearly 9 out of 10 Americans think tipping culture has gotten out of control, according to recent survey data from WalletHub. Diners who opt to have robots deliver their dinner don’t have to tip. In fact, delivery apps will generally refund any tips promised during the initial order. Delivery services don’t have the best record on tipping. Uber and DoorDash have settled with delivery couriers over the distribution of tips on the platform. Most recently, DoorDash paid close to $17 million in New York to settle claims that it unfairly used tips to subsidize worker pay from 2017 to 2019. Con: No humans In a January interview, Uber CEO Dara Khosrowshahi said that human drivers will be replaced by robots in about a decade. He spoke in the context of Uber’s ride-hailing business, but the company has made plenty of delivery deals, too. Uber Eats launched its own partnership with Coco last year in Los Angeles; earlier this month it expanded to Miami. In Phoenix, Uber uses autonomous Waymo vehicles—the same ones it uses to drive passengers—to ferry some Eats orders to diners. But the robots can’t ring the doorbell; diners still need to go to the curb to collect their food.
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    I've wanted the Samsung Galaxy Ring for ages, and now its £80 off!
    Samsung is offering £80 off its Galaxy Ring for a limited time
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  • WWW.WIRED.COM
    China Secretly (and Weirdly) Admits It Hacked US Infrastructure
    Plus: The Department of Homeland Security begins surveilling immigrants' social media, President Donald Trump targets former CISA director who refuted his claims of 2020 election fraud, and more.
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