This is the original ultimate guide and only guide to include the 140 Mafia cheat (or loophole, as I prefer to call it). Do not be fooled by replicas.
What would you say if I told you that you could get to level 100 within 7 days play of 140Mafia?
You would think I’m kidding, right?
I forgive you for that thought. It is possible and I will show you how to do it.
This guide is split into four sections:
A lot of players have improved their status within 140 Mafia by following the tips within this guide and I know it will help you achieve 140 Mafia success just as discovering the knowledge within it helped me. Good luck playing the game and if you need further help then please just ask; and don’t be afraid to share your game tips by dropping them in the comments.
Essential for equipping a large mob. How you get this is up to you. There are only three options: raid weaker players, invest in property or both raid and invest. I prefer to invest in property and raid Ghost players. If all your income comes from raiding then your equipment will be limited to those that require little or no upkeep.
Here’s a table of the amount of money and income required to buy and keep the best weapons at various levels within the games based on a player having the maximum number of recruits needed at the stated levels.
|140 Mafia Upkeep|
Serves in one purpose: attacking other players.
You cannot fight when your health level is at or below 21 points. You cannot punch other players when your health is at or below 21 points. Other players can only punch you when your health is at or below 21 points. Other players cannot fight you when your health is at or below 21 points.
You need to visit the hospital before you can fight another player whenever your health level is at or below 21 points. Whatever your maximum health capacity, it will always require between 3 and 4 visits to the hospital to restore your health level from 21 points or below back up to 100% or as close to 100% as possible (I believe the range is to within 20% of maximum i.e you cannot visit the hospital to be healed when your health is within 20% of its maximum level. I’ll review this belief over time).
This is self explanatory: the higher your maximum health capacity the more you can be hit before you are hospitalized. The more hits you take, the more money you lose when suffering a sustained attack. My advice is this: do not spend your training points to increase your health capacity unless you are very well equipped, you are a high level player and are rarely attacked . The only other time you might increase an account’s health capacity is when it is a Cash Cow or Trading Account.
This is where you visit whenever you wish to be healed.
It is my belief that you cannot enter the hospital when your health level is within 20% of it maximum capacity (I will confirm this observation shortly).
The cost of being healed increases with each level.
See Health for more information.
You have 10 Energy Points at the start of the game and an initial maximum capacity of 10 Energy Points. You have the opportunity to raise your maximum energy capacity when you level-up. This is discussed in more detail under Training Points.
Energy increases every few minutes and is refilled to capacity every time a new game level is achieved.
One note of caution: when you are close to leveling-up, ensure you have used more than half your Energy Point’s capacity otherwise you will not be awarded any new Energy Points when you do level-up.
The two most important elements to this game in relation to rising quickly through the levels are Energy and Stamina. We will look at Stamina next.
See jobs to learn how to use your energy effectively.
The more stamina you have, the more you can fight (or punch) other players. When you fight another player you earn Experience Points and, if you’re lucky, money.
You have 3 Stamina Points at the start of the game and an initial maximum capacity of 3 Stamina Points. You have the opportunity to increase your maximum stamina capacity every time you level-up. This is discussed in more detail under Training Points.
You spend one Stamina Point every time you fight or punch another player.
You regain 1 Stamina Point every 2 minutes.
Stamina and Energy are the game’s most important elements in relation to rising quickly through the levels. Energy is discussed above.
There are two ways to acquire Experience Points:
- fight other players
- complete jobs
Each level change is effected through earning Experience Points. As you progress to higher levels you will need ever more Experience Points between level changes. As comparative examples, for 140 Mafia,
|From Level||To Level||Experience Required||From Level||To Level||Experience Required|
See the Ultimate Tips section to learn the best methods to use to gain Experience points.
Also known as XP Trading.
Often, two or more players will agree to take turns hitting each other to convert their Stamina Points into Experience Points. This is an extremely good way to earn Experience Points with only two downsides: one, it costs money to heal between hits; and two, it increases your Loss count on your profile at the same time as it increases your Wins count.
You will likely trade XP when you get to a high level that requires a lot of Experience Points to be earned before you rise to the next level.
The most consistent means of earning Experience Points if only because they require no other player to be actively online for you to complete them.
Reading the game’s job list from top to bottom (small jobs to big jobs)
- when you’re near leveling-up, use the first 3 jobs to lower your energy as close to zero as possible. These jobs give 1, 3 & 5 Experience Points and require 1, 3 & 5 Energy Points to complete and give no bonus Experience Points;
- use the 5th job to rise through the levels as quickly as possible. It gives 15 Experience Points, requires 10 Experience Points to complete but gives less monetary compensation than its following 4 jobs. It provides the highest Experience Points return relative to the energy required to complete it than any of the other jobs;
- use the 6th, 7th, 8th and 9th jobs to earn money. They give fewer Experience Points than the 5th job relative to their energy cost but they yield more money which is important during the game’s early stages when you might be trying to increase your property holdings to increase your income (see weapons and income to understand the reason you might only try to increase your income);
- the 4th job, well, what can I say; except for the game’s first few levels, this job is useless. You will probably only use it during the game’s early stages to earn some money and to rise a few levels. The only other occasions will be accidental button presses.
When you’re a few points from leveling-up, use a high Experience Point yielding job to take you through to the next level. Doing so will give you a head start with reaching the level after it.
To know which job to do is best, you must decide whether you want to make money or skip through the levels as quickly as possible. More advice is provided in the Ultimate Tips section.
A good way to earn Experience Points, a good way to earn money but it is inconsistent on both accounts. It is also the most enjoyable part of the game for a lot of players.
When you attack another player you will earn between 0 and 5 Experience points and between $0 and $70,000 every hit. It will also cost you and your opponent Health Points. The defendant never earns Experience Points or money from the attacker regardless of success or failure of the attack.
The number of Experience Points that fighting yields is dependent on the equality of the attacker’s Attack Points and the defendant’s Defense Points. Two players are a better match when the attacker’s Attack Points equal the defendant’s Defense Points. The more equal they are, the more likely it is the attacker will gain 5 Experience Points from the attack.
Having the same weapons and equipment does not equate to two players being equally matched.
It requires one Stamina point to attack someone.
The alternative to fighting against another player. Usually considered to be a way to teach another player a lesson, it is sometimes misused to bully other players.
The easiest way to kill another player is to fight until the player is hospitalised then punch until dead. Between 5 and 6 punches are usually enough to kill an opponent.
It is not polite to punch a player during the course of a typical fight. Persistent, unprovoked punching usually results in persistent, retaliatory attacks by multiple players. Over punching is the easiest way to become an unwelcome player.
This is where any player who has sufficiently narked another player to cause the other player to pay other players to attack him, her or it.
Every player is assigned a mark value based on game performance, income, defense level etc… Whenever you view another player’s profile you will always see his, her or its assigned markable value. The cost of marking a player is always greater than the reward for taking that player out.
Good for dealing with persistent attackers.
More often than not the Hit List is used to transfer funds from one player to another via putting a hit on an intermediary party and it is often used to improve a player’s Bounty Kill stats.
One of the two player controllable factors that determine the outcome of a fight. The other controllable factor is Defense Points and the non-controllable factor is a the random number generated by the game’s software (see Random Factor for further information about this game aspect).
Attack Points come from two sources:
- a player’s armoury
- a player’s training
Every recruit can carry one weapon, wear one piece of armour and drive one vehicle. Each of those items has an Attack Point associated with it. The game’s software automatically kits-out a player’s recruits with the items that have the highest Attack Points value from those items that the player has purchased and has in his, her or its armoury. Taking 140 Mafia as an example, if you have 100 mobsters, 90 shotguns, 100 knives, 120 tactical armour and 100 BMWs then the game will send them into an attack with 90 shotguns, 10 knives, 100 tactical armour and 100 BMWs. Notice that not all of the available items would be used and only the best of the available items would be used.
All players earn Training Points at the end of each level and have the option to spend them to increase their overall Attack Points.
Whenever one player attacks another, the game’s software totals-up the attackers Attack Points, the defender’s Defense Points, (supposedly) multiplies each by a random number then compares both figures to determine which player won the battle (i.e the one one with the highest total).
One of the two player controllable factors that determine the outcome of a fight. The other controllable factor is Attack Points and the non-controllable factor is a the random number generated by the game’s software (see Random Factor for further information about this game aspect).
Defense Points come from two sources:
- A player’s armoury
- A player’s training
Every recruit can carry one weapon, wear one piece of armour and drive one vehicle. Each of those items has a Defense Point associated with it. Whenever a player is attacked, the game’s software automatically kits-out the player’s recruits with the items that have the highest Defense Points value from those items that the player has purchased and has in his, her or its armoury. Taking 140 Mafia as an example, if you have 100 mobsters, 90 shotguns, 100 knives, 120 tactical armour and 100 BMWs then the game will defend them against an attack with 90 shotguns, 10 knives, 100 tactical armour and 100 BMWs. Notice that not all of the available items would be used and only the best of the available items would be used.
All players earn Training Points at the end of each level and have the option to spend them to increase their overall Defense Points.
Whenever one player attacks another, the game’s software totals-up the attackers Attack Points, the defender’s Defense Points, (supposedly) multiplies each by a random number then compares both figures to determine which player wins the battle (i.e the one one with the highest total).
Many players assume that the game’s software uses an element of randomness to decide the outcome of battles. The Random Factor is supposed to be used in conjunction with Attack and Defense Points. It is my experience, based on observation, that there is no Random Factor or if there is then it has a very minor impact on any battle’s outcome. Whenever I’ve battled players over and over again (300 or 400 hits) I have only ever noticed that the outcomes of successive fights are cyclic i.e if the results of 10 fights are win, win, win, loss, win, loss, win, win, win, loss then the next ten fights will have exactly the same results provided neither player dramatically increases Experience Points, purchases additional armour or increases overall Attack or Defense Points. I believe the Random Factor to be more myth than fact; if it does exist then I suggest it doesn’t function as it ought to function.
It’s my opinion that differences between the results of multiple fights and punches are due to an algorithm that does not use any random factor to calculate results.
Property is required for income. Always buy in 10′s never in 1′s or 5′s or it will cost you more in the long run.
Property is split into two elements:
- Land Plots
Every Development requires a Land Plot. When you commission a Development a Land Plot is used as the development site. A Land Plot ceases to be a Land Plot once it has been used for a Development. You do not regain use of a Land Plot when you sell the Development you put on it.
You can buy Land Plots and Developments; you can sell Land Plots and Developments; you cannot sell a Land Plot once it has become a Development but you can sell the Development that the Land Plot became.
When you sell a Land Plot, you receive 50% of the value of the cost to purchase the first single Land Plot of its type. No matter the cost to buy another one after you’ve purchased one or more of them, you will never see the return of your original investment, you will never receive more than half the value of the first Land Plot.
the initial price of 1 Suburban Lot is $500; were you to buy 10 of them, the purchase price of another one, the eleventh one, would be $1,000; were you to buy that eleventh one then sell it you would only receive a return of $250 i.e 50% of $500.
The same rule applies to Developments. When you sell a Development, you receive 50% of the cost to purchase the first Development of its type. You do not receive any money for the Land Plot on which it stands as the Land Plot forms part of the Development. You do not regain the use of the Land Plot on which it stands.
Try to always have 10 Land Plots of every type even when you are unsure when you will develop them. This way they help pay for themselves. Never hold more than 10 Land Plots of any one type because they are not a good source of income relative to their purchase cost.
The Developments you should buy depend on whether or not you have a few Cash Cows or Ghosts to hit. If you do then you will likely not want to buy any property that provides less income than $10,000 per hour when you first start playing the game. The reason is that although properties will work for you when you are away from your computer, unless you will be away from your computer for a day at a time then the cost of buying the low income properties will be more than they will reasonably give you in return in the context of your being able to hit a few Cash Cows or Ghosts which can pay up to $70,000 per hit which can be combined with other earnings to buy more high yield investments. When you have a reasonably high income you will be able to buy the low income properties for longterm investment without worrying about scraping together a few dollars for larger investments.
Remember: properties work for you when you are away from your PC.
The more income you have the more weapons and equipments you can buy and the bigger and better they can be. There are 7 ways to earn income:
- Fights which give up to $70,000 per hit,
- Fighting Cash Cows which give up to $70,000 per hit,
- Fighting Ghosts which give up to $70,000 per hit,
- Fighting Dormant Accounts which give up to $70,000 per hit,
- Hits which give various amounts depending on the level, performance and worth of the marked player,
- Jobs which pay between $200 and $800,000 each,
- Properties which can pay between $100 and $300,000 per hour, each, depending on type.
Each has its own merits and associated cost: Fights and Hits cost Stamina and Health; Jobs cost Energy; Properties cost an initial investment; Fights, Hits and Jobs pay money and Experience Points whereas Properties pay money only.
You can boost you income from properties by up to 6% by allowing LOLPlay to send a Tweet to your Twitter followers. It does this by using your Twitter account. You could end-up with hundreds of useless profile updates through allowing LOLPlay to do this. There are two ways to get the 6% boost and not worry about the bothersome autotweets:
- turn them off before you commit a trigger action in the game then turn them on again after you’ve completed your action, or
- sign into the game using an alternate Twitter account to your main Twitter account (this has to be done from the outset of joining the game i.e you cannot transfer a game account to another user ID once it’s active).
To bank or not to bank: that is the question we all ask: is it better to keep our money in the open or behind a sealed lock?
Whenever you are attacked you will lose upto $100,000 of any non-banked income – 10 attacks could lose you upto $1,000,000. The flip side of the coin is that you lose a percentage of your money whenever you bank it and because there is no interest paid on banked money you never recoup the bank fee.
Sometimes I bank, sometimes I don’t. Some players deliberately attack other players to provoke them to keep them hospitalised so that they lose little money through being attacked. Some players bank their money because it looks good on the scoreboard. The choice is yours but in all probability, it will cost you more to bank it when you’re earning over 10mil per hour than you stand to lose by being attacked every half hour. But, if you’re trading intensively then you will likely want to bank your money.
Occasionally you will see accounts with fewer messages on their profile page than expected for their level and they will have few weapons, lots of losses, comparatively few wins and (usually) Twitter’s default profile picture. Such accounts tend to be Ghosts put into the game solely to provide targets for players to hit. Ghosts are good for cash, increasing your Kills & Wins, and can be good for Experience Points. Ghost Players are prohibited from rising beyond level 100 so be sure to bookmark them.
There are also dormant accounts. Some people create a game account then choose not to continue to play and do not cancel their account. These dormant accounts can be good for money and Experience points but generally are not (they’re usually low level, low income, low defense accounts).
On a par to Ghosts are Cash Cows. Cash Cows are high income accounts created by other players purely to feed their main accounts financial needs. These are good to hit but be wary of their maker who might be an active player who will take exception to having his/her Cash Cow raided.
Trading Accounts are accounts set-up purely for trading Experience Points. Such accounts usually have a high health capacity and just enough income to cover their weapons.
I advise you to use them to increase your Max Energy and Max Stamina. Choose according to whether you have an XP trading partner or not. No trading partner, concentrate on Energy otherwise on an appropriate mix of Energy and Stamina. Please read the Ultimate Tips section before you decide whether to play with a high Energy or Stamina capacity.
The difference made by increasing your Attack and Defense to increase your overall ability to attack and defend is marginal i.e it makes very little difference that cannot be achieved by buying better equipment. The only time it does make a difference is when both the attacker and defender have well matched weapons (e.g the attacker’s Attack Points match the defender’s Defense Points) and they’re at a similar level and field the same number of mobsters every fight. That’s the only time either will give one player an unbeatable advantage over another. So, increasing your Attack or Defense Points is almost always a waste of a Training Point.
Max Health is good to increase for an actively played account only when you are tougher than every other player. The more health you have, the more times you can be hit, consequently the more money you could lose. It’s cheaper to pay hospital fees to heal than to be hit and lose money. The only time a player might want to increase an account’s Max Health is when it is a Cash Cow or an intensive Trading Account.
The most expensive training item is Stamina which cost 2 Training Points per Stamina Point.
Essential to winning battles and completing some jobs. Join with as many mobsters as possible.
When you view the fight screen or profile pages, you see a green tick next to the name of any player who is joined with your family. Most players will not attack their family’s members without consent. I advise you to do the same unless you like upsetting fellow players. The more mobsters you have the less likely you will be attacked.
When you do fight another player, until level 50, the game software will only ever field (put into play) as many mobsters as your level number multiplied by 10, maximum. After level 50 it will field a maximum of 500 mobsters + twice your level number minus 50 (e.g. at level 60, you will fight with a maximum of 520 equipped mobsters on your side (provided you have 520 mobsters to field) i.e (50*10)+2(60-50) mobsters. The table below might give you a better idea of how mob size is calculated:
|Level||Max. Recruits Fieldable||Calculation of Maximum Fieldable Recruits|
|10||100||level 10 multiplied by 10 = 10*10|
|50||500||level 50 multiplied by 10 = 10*50|
|51||502||(level 50 multiplied by 10) + (level 51-50 multiplied by 2) = (10*50)+2(51-50)|
|100||600||(level 100 multiplied by 10) + (level 100-50 multiplied by 2) = (10*50)+2(100-50)|
|200||800||(level 200 multiplied by 10) + (level 200-50 multiplied by 2) = (10*50)+2(200-50)|
To be effective as a good, strong attacker and defender, you need to equip each of all the mobsters you may field (as limited by the above formula) with one weapon, one piece of armour and one vehicle i.e arm ‘em, protect ‘em, mobilise ‘em.
Like anything else sales related, advertisement is crucial. The main ways to advertise your mob to potential recruits are,
- Use the 140 Booster browser toolbar to automatically send invites,
- Add your invite link into the LOLPlaying forum’s Official Recruitment thread,
- Add your invite into the Tweettrains recruitment page,
- Use the 140Mafia Recruitment Portal to view over 1400 profiles and post your link on to the viewed profile page (login to Mafia before using this tool),
- Look through the Fight screen and open the profile page of every player who’s not already in your mob (those without a green check-mark beside their profile pic), post your invite code onto every one of these profile pages. Your intended targets are the profile page owners and their visitors,
- Read through all the profile pages found on the fight screen and use every one of the invite codes there posted then open-up every username listed and post your invite code on every one of the profile pages too,
- Every time someone requests to join your mob, before you accept, view his or her profile page and post your invite code (unless it’s already posted) then accept the request.
- Post your invite code on your own profile page. Do this at the beginning and end of every day of play.
If you use Firefox, install FasterFox to turn those invite codes into clickable links.
Before posting your invite code onto a profile, ensure you’ve not already posted it. Posting more than once is likely to get you hit.
More recruitment methods exist, just be imaginative.
Not as important as you might think!
Not every player understands this important tenet of game play:
when you attack another player only your Attack potential determines your ability to beat your target; when you are attacked only your Defense potential determines your ability to fend-off your attacker.
That means that to attack successfully, the sum total of all your Attack Points must be greater than your target’s sum total of Defense Points. Conversely, to defend successfully, the sum total of all your Defense Points must be greater than your attacker’s sum total of Attack Points.
The game automatically chooses the best weapons and equipment for your mobsters when you attack and when you defend. It chooses the weapons and equipment from those you have purchased.
If you really want to calculate your Attack points, here’s the method:
work out how many mobsters will be fielded when you attack another player then, starting with the weapons with the highest Attack Potential and working downward toward those with the least Attack Potential, add together the Attack Potential of every weapon until you have included enough weapons to cover the number of mobsters fielded when you attack another player. Add to that figure any Attack Points acquired through training.
Calculate Defense Points in the same way (substitute Attack for Defense in the above method).
Weaponswise, when you first play the game, until you can afford better, buy Shotguns for defense and M14 Rifles for attack. You’ll need 1 of each for each fieldable mobster.
At some points in the game, usually before a big upgrade, you might find it useful to sell all your equipment, let your income build-up, invest in more property then purchase your upgrades. It is also a good idea to sell all your equipment when you’re likely to be away from the game for a week or more. The exact timing depends on your level and income to upkeep ratio.
This section details good game play methods and is split into 8 sections:
- General Game Tips
- The Three Game Plans
- The Alternative Play
- Effective Defenses Against Aggressive and Unrelenting Attackers
- Game Quarks
- Recruitment Tools
- 140 Games Related Forums
- The 140 Mafia Cheat Guide A.K.A The Loophole
Not all web browsers are equal: 140Mafia is better when played with some browsers than with others, especially for certain game aspects:
1. Use Firefox for recruitment – install the FasterFox plugin which converts non-clickable invite codes into clickable invite links,
4. Firefox does not allow rapid button clicking (e.g clicking 5 times per second),
5. Google Chrome allows rapid button clicking when Ctrl+Shift are held down at the same time as the mouse fire button is clicked. Ctrl must be pressed and held down first before shift is pressed and held down (thank you ECS Dave for this tip).
Use a profile picture other than Twitter’s default squiggle on a brown background or Twitters new bird silhouette on a brightly coloured background. Some players assume an account using the default pic is a Ghost or Dormant account. Consequently, using the default picture is a health hazard.
Until you can afford better, buy shotguns for defense and M14 Rifles for attack. You’ll need one of each for each fieldable mobster along with a vest and PZ cruiser. Those items have no upkeep costs. When you can afford better buy better.
Build up a good income from properties before you begin buying equipment with upkeep costs.
Training Points do not have to be used as soon as they’re earned. You can exchange two Training Points for one Stamina Point at the end of one level (which will leave you with 1 to use) then exchange 4 for 2 Stamina Points at the end of the next level. This way you gain 3 Stamina Points per two levels.
Don’t whinge when you’re attacked. Ask your attacker to stop and join you. Whinging will bring you more attacks. If an attacker will not stop then ask others for help but don’t cry at the same time as you ask for it.
Remember that 140Mafia is only a games. Do not allow the bullies to get under your skin.
Experience Points from Fights: Use 20 Training Points to build up no more than 30 Energy Points (you start out with 10), use all other Training Points to build-up Stamina. This plan allows you to complete any of all the available job types and (neglecting the 20 Training Points spent on 20 Energy Points) has the potential for very quick progression through the levels. The downside is that its success relies on there being a well matched Trading Partner available for XP Trading at the same time as you are online.
Experience Points from Jobs: Use 54 Training Points to build-up 30 Stamina points (you start out with 3) for (mostly) defense then use every other Training Point to build-up Energy points. This plan allows you to complete all the available job types. Allows for a consistent and quick succession through the levels when the Energy points are used to complete the Drug Deal job (it provides 15 Experience Points for the cost of 10 Energy Points). This method does not rely on the availability of other players for it to be effective. The downside, succession through levels is steady but can be slower than when using the Experience Points from Fights plan. This method is especially slow once passed level 200 and snail-like once passed 300.
Experience Points from both Jobs and Fights: Use the first 12 Training Points to bring your Stamina capacity to 10 (i.e make it equal your Energy capacity). Thenceforth, keep your Stamina and Energy capacities equal by exchanging 2 Training Points for 1 Stamina point and 1 Training Point for 1 Energy Point every level change. This method provides a good rate of progression through the levels whilst not fully relying on the availability of another player with whom an XP Trade can take place. This method does allow for constant level changes i.e at each level change, once the Energy Points and Stamina Points have been exhausted a new level is reached and the play begins immediately again.
Were I starting over again, I would use the 3rd option, Experience Points from both Jobs and Fights.
If you have carefully read the above guidance notes then you might have realised there are a few loopholes in the game. One relates to gaining Experience Points through XP Trading and the other relates to the way the game knows who’s playing it. Let us consider the former as the latter is a bit of a cheat ;-)
Remember that I previously said you need two evenly matched players to reap the maximum results to be had through XP trading; also, remember that I said weapons are not as important as you might think; and recall that there are Ghost Players, Dormant Accounts, Cash Cows and Trading Accounts. Think about that for a moment…
…The game is set-up for you to buy equipment and buy property to pay the upkeep of your equipment. It is intended for you to complete jobs and attack other players thereby gain Experience Points thus rise through the levels.
The game can be played differently.
You do not need any more weapons, armour and vehicles than are required to complete jobs. Specifically, you do not need any more weapons, armour and vehicles than are required to complete the Drug Deal job.
Provided you find another player who is willing to do likewise (buy the minimum equipment) and who is also the same level as you then you can trade with each other for Experience Points and both receive 4 or 5 Experience Points per hit. The only financial outlay will be any possible equipment upkeep costs (depends on the jobs you wish to complete) and health fees (you will need to heal a lot when XP Trading). Therefore, you could buy property, have a huge income and few overheads while rising through the levels.
The downside, there’s always one, you will be a target of others who might want your money but that will occasionally happen anyway; and you can hide your nakedness (lack of equipment) by buying at least one of each equipment item to make it appear as though you are well armed.
The upside, when someone with weapons does attack you, they will cause maximum damage so longterm (if your maximum Health capacity is 100 points) you will lose less money than you might were you fully defended; plus a heavily armed attacker will get only 0 or 1 Experience points hence will likely not attack often. Also, remember that you will have an income with few overheads so when you’re at a desired level, you can re-equip, get your revenge then de-equip when you feel it’s safe to do so.
Using the minimum of weapons ensures you can earn good Experience Points hitting Ghosts, Cash Cows , Dormant Accounts and Trading Accounts. Some of these might even be too strong for you to attack but it only takes a little time to find the ones worth hitting or you could temporarily raise your defenses.
To summarize this Alternative Game Plan: buy as few weapons, protective clothing items and vehicles as required for XP Trading with Alternative Play gamers (or one of each type if you’re camouflaging), follow either the Experience Points from Fights or the Experience Points from both Jobs and Fights game plans, find another Alternative Game Play gamer and start trading hits for Experience Points.
I can’t be too clear on this: every bully has his/her own motivation. Some want your attention so provoke you to respond, some think they’re teaching you something and somehow feel they’re helping you to improve your game, some feel they’ve achieved something when they’ve forced another player to quit (they see it as part of the game), some use the game to alleviate real world stress, while others just like to spoil another person’s fun and enjoyment, then there are those who find easy targets and attack them for the hell of it, and let’s not forget the autistics among us who find it difficult to understand that the avatars they fight belong to real people who have feelings which can be very easily hurt.
Each motivation requires a different defense or counter-measure and I can’t provide a guide to all motivations because they’re too numerous. The best advice anyone can provide is that you ask an attacker to stop before you ask others to mediate for you but when peace talks fail and third party mediation is ineffective then one of these tips will help in most circumstances:
1. If your attacker is looking for Experience Points, sell all your weapons. The lower your defense relative to his attack the fewer Experience Points your attacker will receive through attacking you. You will still be able to gain Experience Points through completing Jobs and fighting Ghosts, Dormant Accounts, Cash Cows and Trading Accounts which are usually weak;
2. When your attacker tries to provoke a reaction from you, ignore him or her. No matter what is said or done, ignore. This attacker type will find someone else to pick-on;
3. When an attacker just wants to spoil your game, show him or her otherwise by constantly killing his or her avatar. Even if you keep losing when you attack, eventually you will hospitalise the attacker. Once hospitalised just keep punching. This defense works best when you have plenty of stamina and enough money to keep yourself healed; and
4. When the attacker is looking for easy money your three options are: one, improve your defense by any means possible (likely by temporarily selling attack weapons to re-invest in defense weapons); two, sell all your weapons so you can be hit fewer times before you’re hospitalised; or, three, have someone else keep you hospitalised such that your attacker can no longer raid your income.
Part of the game’s fun is learning to deal with aggressive or bullying players. I’ll add a few more defense tips when I’ve a little more time.
I’ve nearly completed the creation of a recruitment tool. Here’s a snapshot of it:
It’s still in beta testing. It works in Firefox, Opera, Konqueror, Google Chrome and IE6+ (at lease under IEs4Linux).
It contains a list of neatly organised profiles and invite codes for 140Mafia.
The idea is that profile links are in one place and you don’t need to open a new page/tab to visit them because clicking a link in the left hand column will cause it to load a page in the right hand column (window pane). Trust me, it’s easier and quicker.
The top left column contains the profile pages (over 1400 for Mafia alone). Go through them and advertise your invite code on them.
The bottom left column contains direct invite codes. Click them to invite their owners to join your mob.
You must login to your game account before opening the portal:
I use a similar method to keep track of all my Cash Cows and Ghosts.
Some more recruitment tools are:
1. Use the 140 Booster browser toolbar to automatically send invites,
2. Add your invite link into the LOLPlaying forum’s Official Recruitment thread,
3. Add your invite into the Tweettrains recruitment page,
There are a few forums related to 140 Mafia. I’m sure more will develop over time but for now the few that I’m aware of will have to do you. If you do know of any more 140 forums then please let me know about them and I’ll update accordingly.
This forum is linked to from the games. It’s good for recruitment and general chat about the games but is, in several people’s opinions (mine included), over moderated. I rarely visit this on unless the game has developed a fault or gone off-line.
This is the most recent forum for the games. It has been well advertised by its creator and promises to fill the gaps created by the official forum’s over moderation.
Twitter Wars has been active for some time, nearly as long as the games. It isn’t specific to 140 Mafia and other LOL Playing games; it covers Spymaster, Tribes and all other games playable though Twitter.
There are two cheats that I’m aware of. The second cheat may or may not be a deliberate part of the game but I’ve called it a cheat because the official forum has always denied that the changes it effects are possible.
- Fighting Against Yourself to Earn Experience Points
Changing Player Class
The BIG loophole in the 140Mafia comes from the way the game’s software registers that a player is logged into his or her account: it uses a cookie that is held in his or her browser’s cookie folder.
For those who don’t know, a cookie is a file that records small amounts of data that relate to the web user’s interaction with the Internet. In this case, the 140Mafia cookie records your interaction with the 140Mafia game.
The crucial detail here is that the cookie is stored in your browser’s cookie folder. Whichever browser you use, that cookie will be accessible by only that browser and (assuming there are no hackers) the LOLPlay website. So, what’s to stop you from using more than one browser on one computer to simultaneously login to multiple game accounts?
Absolutely nothing at all.
Provided you use different browser types you can login to as many game accounts as you have different browser types.
Use Firefox, Opera, Internet Explorer or Safari and you can open all 4 together and log into 4 separate game accounts. That’s right, you could login to four separate 140 Mafia gaming accounts.
You can’t use several versions of Firefox or several versions of Internet Explorer or Opera or Safari because they will share the same cookies – you must use different browser types.
you could open AccountOne in Firefox and AccountTwo in Opera, but not
AccountThree in Internet Explorer 6 and AccountFour in Internet Explorer 7.
You might wonder why you might login to several game accounts simultaneously?
Do you need a second reason?
I’ve successfully used this method to simultaneously login to multiple test accounts I created to help me write this Ultimate Guide to 140Mafia. I have never used these methods on my main accounts; and I have never used multiple accounts to attack other players (that would be cheating ;-) ).
See this reference table for a breakdown of the differences between each class.
Gratitude for providing this tip goes to ECS Dave and gratitude for providing secondary confirmation and the full links goes to Candy.
Weapons Available (under contruction)
Properties Available (under construction)
Each player has to choose his class at the start of the game. Those classes determine how quickly a player earns Health, Energy and Money, Points. Choose from Street Smart, Adrenaline and Hustler for 140 Mafia.
The differences between those classes are expressed in this table:
|Timer Differences as Effected by Each Class|
|Quality||Health (Street Smart)
Join my mob
Here are my invite codes:
Remember to post your invite code/s as a comment below.
As a word of caution, do not use bots to play any of these games: firstly, it’s unfair to other players and, secondly, it will get you banned from the game. One more cautionary note, using more than one game account is frowned upon by LOLPlay so be careful if you use the Loophole because it might get you unwanted attention from LOLPlay.