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Music

Up to date as of February 02, 2010

From Your Subculture Soundtrack, the music encyclopedia

Founded: 1990s

Headquarters: Minneapolis, MN

Website Link(s): Official Site

Contents

Label(s)

Genre(s)

RIYL

Band Members

  • Andrew Broder
  • Dosh

Includes Members of

  • Lateduster
  • Nasty Goat

Band Biography

Fog is mainly the project of Andrew Broder, a multi-instrumentalist with interest in rock and hip-hop. Fog's first deal was with Ninja Tune, although they've since jumped over to Lex.

Discography

Albums

  • Fog
  • Ether Teeth
  • Hummer
  • 10th Avenue Freakout
  • Loss Leader

EPs

  • Fog
  • Been A Long Time
  • The Flood
  • Pneumonia
  • Check Fraud
  • What A Day Day

Singles

Appears On

Compilations

Soundtracks

Mix CDs

Further Reading


This article uses material from the "Fog" article on the Music wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Memory-beta

Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

Species: Ferengi
Gender: male
Career
Occupation: pirate
Assignment: Starving Gree

Fog was a Ferengi pirate. He claimed to be a DaiMon, but it was unclear whether he actually ever held the rank. Fog was considered aggressive. He left the traditional life of profit and eventually became a pirate, serving under other pirates. He would kill his pirate captains in order to move up in the chain.

Fog served under other pirates, but would kill them, and after twelve years, became his own captain. His band of pirates is called "The Red Band," and operates off the vessel Starving Gree. (DS9 roleplay module: Raiders, Renegades & Rogues)


This article uses material from the "Fog" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010
(Redirected to Byron Shelley (New Earth) article)

From DC Database

Character Template Character Template
The Fog

Byron Shelley (New Earth)
Gallery
Real Name
Current Alias

Alignment

Affiliation

Universe

Characteristics
Gender

Hair


Contents

History

History of character is unknown.

Powers and Abilities

Powers

can turn into psychedelic death cloud that absorbs people, retaining their personalities

See Also

Recommended Reading

Links and References

Footnotes

"You get right back here and finish this article, young man!"

History Section Needed!

The history section for this article is either absent or contains very little information. You can improve this article by adding as much relevant historical information as possible. Articles should be written from an "in-universe" perspective as if they were written by a historian living in the DC Universe.
(This template will categorize articles that include it into the "History Section Needed" category.)

Doom Patrol Villain(s)
This character, team or organization, is or was primarily an enemy of the Doom Patrol at some point in their career. This pertains to all incarnations of the Patrol throughout history. Including but not restricted to their arch-enemies the Brotherhood of Evil. This template will categorize articles that include it into the category "Doom Patrol villains."


This article uses material from the "Byron Shelley (New Earth)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Fog may refer to:


This article uses material from the "Fog" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010
(Redirected to Halo 3 Skulls article)

From Halopedia, the Halo Wiki

4.82
(255 votes)
An example of a skull in Halo 3.

Halo 3 Skulls are human skulls hidden in Halo 3's Campaign. Once activated, a skull makes gameplay either more humorous, or more challenging.

Contents

Background

The skulls greatly resemble those in the Multiplayer game variant Oddball, and can be used as weapons in much the same way. However, they lack the information text (i.e. "Press RB to pick up...") to pick them up. They are usually hidden and out of the way, so one must search for them, or know where they are, to get them. There are thirteen skulls in Halo 3, along with a fourteenth "Unknown Skull", that functions differently from the others.

To unlock a skull, you must start its level from the beginning, on Normal or higher. You can stop playing at any time (provided you resume using the "Resume Solo/Co-op Game" option from the main menu), and you do not need to carry the skull all the way to the end (with the exception of the IWHBYD skull).

The Mythic Skull is the only skull available on Easy, although you will not receive the achievement for it. Also, a very important note is that the skulls are affected by physics. This means that, with the exception of the Famine Skull, skulls can be moved by grenades, explosions, and other forces.

Once a skull is unlocked, you can activate it from the Campaign Lobby. Simply press X while in the Campaign Lobby, and then select a skull with A to activate it. Multiple skulls can be activated at once. The Unknown Skull will not appear on this list.

There are two different types of skulls: Gold Skulls and Silver Skulls. Gold Skulls will, when unlocked, grant you achievements, each worth 10 Gamerpoints; when activated, they add multipliers to your Campaign Meta-game score. The nine Gold Skulls affect the difficulty of game-play, making the game more challenging. Silver Skulls do not unlock achievements or add multipliers to your meta-game score. They are differentiated on the selection screen by their color, but are identical in-game. The four Silver Skulls affect the physics, dialog, and appearance of gameplay.

Collecting 5, 9, and all 13 skulls of either type will unlock the Hayabusa Chest, Shoulders, and Helmet Armor Permutations, respectively, for usage in Multiplayer and Matchmaking.

Campaign Skulls

Meta Game Quick Reference

Skull Name Multiplier Short Description
Iron 3x Teammate dead = Reload checkpoint. Everyone dead = Restart level.
Black Eye 1.5x No auto-shield regeneration. Only melee attacks cause shields to recharge.
Tough Luck 1.5x Enemies attain "ninja-esque" dodging traits. Grenades, Needlers, slow moving projectiles (ie. Rocket Launcher, Brute Shot, and Fuel Rod Cannon) and vehicular assaults are evaded more skillfully by the AI. Enemies also go Berserk and Kamikaze more.
Catch 1.5x NPCs throw many more grenades at an alarming rate. NPCs always drop two grenades when dying.
Fog 1.5x Motion Tracker is fully disabled.
Famine 2x Dropped weapons have half the initial ammo/charge.
Thunderstorm 1.5x All enemies are promoted to higher ranks. (More experience) .
Tilt 2x Enemy defensive resistances/weaknesses are amplified.
Mythic 2x All NPC's health allocation is doubled.

List of Gold Skulls

Iron

The Iron Skull is located on the left side of the image.

Level: Sierra 117

Directions:

  1. Battle through to the level normally until you arrive at the point where you must rescue Sergeant Johnson and his team.
  2. Snipe as many enemies as you can before jumping down, especially on the bridge.
  3. Jump down and cross the bridge.
  4. Keep to the right of the bridge until you see a blocked line with some pipes. Hop onto this block and continue.
  5. When you reach the end of this raised block, jump up into the balcony.
  6. Follow this balcony to the end, the skull is hidden behind a pillar jutting out from the building tucked into the corner.

Icon: A skull marked with a hammer.

Effect: If you die while playing solo, you will respawn at the very beginning of the level - The "Revert to last checkpoint" option is no longer selectable. If any player dies while playing Co-op, all players will respawn to the last checkpoint. This is similar to what would happen when playing Co-op on Legendary in Halo 2, but it is slightly more harsh on the players.

Point Multiplier: 3x

Black Eye

Level: Crow's Nest
Skull is located on the pipe.

Directions:

  1. At the beginning of the level, walk to the door leading to the barracks, then turn around.
  2. Walk to the green metal rack and jump on top of it.
  3. Turn to the right, look up to the red metal beam, and jump on it.
  4. To the direct right again, is a much larger blackish pipe. Jump on it.
  5. Walk along the pipe, taking care not to fall off, and you will see the skull at the end.

Icon: A skull marked with a smaller skull with a bruise under one eye.

Effect: Your Energy Shield will not recharge until you perform a melee hit. The Energy Sword and Gravity Hammer's RT attacks count as melee attacks. The shock-wave created by the Gravity Hammer will also recharge your shield. Hijacking also counts as a melee attack.

Point Multiplier: 1.5x

Tough Luck

The pipeline that must be traversed to the Tough Luck Skull.

Level: Tsavo Highway

Directions:

  1. Keep battling through to the point where you must fight a group of Brutes, two of which are using Choppers.
  2. Kill all the enemies, destroy the shield, then continue through until you reach a long, winding bridge. At this point, a Covenant CCS-class Battlecruiser should fly overhead.
  3. To your left, you will see a series of yellow ladders. Go to the very last one. If you receive a Regenerator at the top, you will know it is the correct ladder.
  4. Jump over or around the large metal bar on the right, then turn to the left.
  5. Look down and you will see a large, black support below you. Jump down onto it. Note that you have to walk and be standing on the part of the pipe that sticks out slightly with the bolts going through it -- otherwise, you'll take too much fall damage and die.
  6. Walk along to the end of the support, then turn to the left again.
  7. Now you should be able to see the skull on a cliff across a gap. Jump across the gap on to the cliff, and get the skull.

Icon: A skull marked with a three-leafed clover.

Effect: Enemies dodge Grenades, Needles, slow moving projectiles and vehicle assaults with a greater success rate.

Extra Information: This Skull and Famine seem to increase the likelihood of encountering Kamikaze Grunts.

Point Multiplier: 1.5x

Catch

The Catch Skull is located on top of the silo.

Level: The Storm

Directions:

  1. Battle through to Lakebed A -- the point where you fight an Anti-Air Wraith, a handful of Ghosts, and a standard Wraith.
  2. You should see a silo-like building (see image). On top of this is the skull. Look for the ramp that leads over to the platform where the normal Wraith is dropped.

There are multiple methods which can be used to get onto the building.

    1. Hijack the Anti-Air Wraith and maneuver it so the back (the part with the plasma mortar, or in this case, fuel rod launchers) touches the base of the silo where the ground rises slightly; then, simply get out. The only problem is that this will cause an NPC Hornet to fire upon the standard Wraith, and the Wraith may focus its fire on you, so you will need to work a little quickly. The Anti-Air Wraith should remain still while you jump on the back and onto the top of the silo.
    2. Grenade jump.
    3. Park a Ghost below, then jump from it onto the building. Use a grenade jump if necessary.
    4. Take a Deployable Cover, then use it between the red wall and the building. Move out of the way and you can use the cover as a stepping stone.
    5. On Co-op, one player can jump onto the other player's head, then onto the building.
    6. Drive the Warthog at the foot of the silo and crouch-jump onto it. Make sure that the Warthog is at the Wraith-side of the silo before attempting the crouch-jump.
  1. Do NOT destroy the standard Wraith, or the skull will disappear. Do NOT physically damage the normal Wraith (though the plasma turret operator can be sniped safely) in any way or the skull will disappear.

Icon: A skull marked with an image of a Plasma Grenade.

Effect: All AI-controlled units, friend or foe, throw grenades more often, where applicable. It even affects scripted grenades. For example, on the level Crow's Nest, on the part where the Warthog is hit by a Plasma Grenade, it will now be hit by two, three, or even four. The Catch Skull has no effect on Flood. It should be noted that characters will throw an unlimited amount of grenades at their enemies. The skull does not seem to increase the number of Kamikaze Grunts. It has been observed that the Marines will sometimes throw grenades with reckless abandon, similar to their behavior in Halo: Combat Evolved.

Point Multiplier: 1.5x

Fog

Level : Floodgate

Directions:
The Fog Skull is in the Combat Form's right hand
  1. Walk into the destroyed city of Voi. As soon as you enter the city, there is a building with an ICBM Launcher on the right. Move to the middle of the road that leads in and left.
  2. Take out a weapon with a scope (preferably a Battle Rifle) and look up and to the right (to the top of the right hand building). Wait for a Marine to say over the radio, "All squads, report."
  3. You will see a Flood Combat Form on the roof of the building to the right. It will jump across the street above you as a Marine replies, "There, over there!". You can either kill the Combat Form, making it drop the skull, or, you can shoot off it's right arm. The timing must be exact. If you kill it to early, it will remain on the roof. Kill it to late, and it will fall onto the building it was jumping to.

Icon: A skull marked with a swirl of fog.

Effect: Your Motion Tracker is disabled completely.

Point Multiplier: 1.5x

Famine

The Famine Skull on The Ark.

Level: The Ark

Directions:

  1. At a point in the level, you will be directed into a fork in the road. Going straight will lead you into a giant bowl-like valley, and going to the right will lead you through a broad sandy road.
  2. To the left is the bowl with two roads cut into the rock face. Go to the right and drive directly ahead until you hit the rock wall.
  3. When you get underneath the platform structure, you will notice some climbable rocks on the right that will lead you to the platform itself. You will notice several beam-like supports alongside the platform. Go to the very last one, at the end of the platform. If you jump up you can see the skull at the end. Align yourself right up to the support. You need to get to the crevice of it, sticking out and away from the platform; the skull can be seen in it. There are several methods to obtain this skull:
    1. Method A: Stick a Plasma Grenade right where the beam-like support and incline meet (on the bottom edge of the incline). Back up, run and jump, aiming a little higher than the skull. You should be just over and a little forward of the grenade when it explodes giving you enough of a boost to reach the skull.
    2. Method B: Pick up a Deployable Cover and place it in front of the pillar with the skull and use it as a step to the ledge. It may take a few tries to place it exactly at the perfect spot, as it may slide off and fall off the ledge.
    3. Method C: Play the game in Co-Op mode. Stand on your friend's head and have them run and jump towards the skull. At the highest point of their jump, jump over to the ledge. If performed correctly, you should land on the platform.
    4. Method D: Deploy a Bubble Shield so that the edge of it is near the edge of the structure. The Bubble Shield should keep the grenade you throw inside it so right after you throw, jump, and the grenade should give you a sufficient boost.
    5. Method E: Take a Brute Shot, and aim it downward but still on the building Take a leap, and as you jump, fire downward and you will be able to launch yourself to the skull.
    6. Method F: If you saved the Rocket Launcher from the downed Pelican, you can rocket jump by positioning yourself a suitable running distance from the platform with the skull, running at it backward, jumping as you reach the slanted floor and firing a rocket. The blast should be sufficient to propel you to the platform. It may take a few tries to get it without killing yourself, and is inadvisable on any difficulty other than Normal for this reason.

Icon: A skull marked with a smaller skull. The smaller skull seems to have a line between it and some dots (food). This describes the obvious traits of a famine.

Effect: All weapons that are dropped by enemies or are scripted to spawn on the ground (e.g., near a crashed Pelican or group of dead bodies) have halved or reduced ammunition or charge. However, weapons found in cases still have the standard amount of ammo.

Point Multiplier: 2x

Thunderstorm

Level: The Covenant

Directions:
The Thunderstorm Skull, and in the background, a aerial battle rages
  1. After deactivating the first tower, there is a part in the level where you have to fly a Hornet to the third tower. As you hop into the Hornet, the title If You Want It Done Right will be displayed -- if it isn't, then no skull will appear.
  2. On your way to the third tower, you will see the second tower (which was disabled by the Elites). This is also the tower with the Terminal. Fly over to it.
  3. There is a long, flat, semi-enclosed part of the tower that extends out over the ocean. There is a very tall ramp that leads up to it. At the end of the extension you will find the Thunderstorm Skull.

Note: Restarting from Rally Point Alpha allows you to go to the skull's location, but no skull is present.

Icon: A skull marked with a lightning bolt.

Effect: All enemies and allies are promoted to the highest available rank. The number of shielded Flood Elite Combat Forms is also increased.

Point Multiplier: 1.5x

Tilt

The Tilt Skull in its hiding place.

Level: Cortana Directions:

  1. The skull is at the top of the large circular room where Cortana says "It was the coin's fault! I wanted to make you strong, keep you safe (drop in tone). I'm sorry, I can't..." When you enter this room you will fall out of a hole in the ceiling, next to a sitting, dead Elite. To the left of the room will be some small, somewhat fungal, growths on the walls. Near this is a rounded pillar.
  2. Stand on the pillar and jump to the thin growth outcrops to the left. On many of them, you will hit your head on an obstruction above if you are not careful; spoiling the jump. After the first two to the left, turn around and look away from the rock wall - then left ninety degrees for another one with a longish extrusion of Flood material.
  3. This one is difficult as your head will hit the wall with jumps from many of the obvious positions. One jump that works is at the tip of this jump, back about 2 feet from the edge, and jumping slightly left (approx one foot) of the tip of the target jump. Another jump that works is; When you get on the the upper outcrop on the left, facing the other outcrop you are jumping to, move as far as you can to the left. Then, jump toward the other outcrop with the extension of flood material. Walk up the extruded Flood tentacle onto the roof of the area where you will find the Skull in a small pile of blood and bones. Note that underneath the platform you usually walk on are two to three Deployable Covers near the Terminal with Cortana's message. These can be placed on the pillar and the ledge to make the jumps easier and help you avoid things that can cause your jumps to fail.

Icon: A skull marked with a smaller skull with a hole in its head.

Effect: All enemy weaknesses and resistances double. Example: Brute armor is twice as weak to plasma weapons and twice as strong against projectile weapons.

Point Multiplier: 2x

Mythic

Level: Halo

Directions:
This Skull is the Mythic Skull
  1. At the beginning of the level, move forward, hugging the right wall and curving slowly left in the cave up ahead. After a short amount of time, you will see a tunnel opening to the right. Move through this, but still hug the right wall. Part way along an opening (cave) on the right will open up.
  2. Move inside, turning your flashlight on (up on the D-pad of the controller). Soon you will reach a dead end, and the skull is on the ground, among the rocks.

Icon: A skull marked with a circle with a smaller circle in it

Effect: All of the Covenant you encounter have twice the amount of health.

Point Multiplier: 2x

List of Silver Skulls

Silver Skulls provide no score multipliers when turned on.

Blind

Level: Sierra 117

Directions:

  1. In the beginning of the level, you and your troops will come across a waterfall with a Phantom dropping off troops. This is your first contact with any enemies. Kill all of the enemy troops to get them out of the way.
  2. Face the water body (the lake) and move to your right. There is a rock jutting out of the land, and one of the larger rocks extends out over the water. To the right of these rocks there is an old human bunker. The Blind Skull is at the tip of the furthest protruding rock.

Icon: A skull marked with an eye with a crossed out pupil. Also, the skull’s eyes are shaded white.

Effect: You lose your HUD when this skull is turned on. You won’t see your weapons, shield, Motion Tracker, or anything else. This could be used for players recording the output from their console directly to a capture card or recording device of their choice instead of using Theater.

Grunt Birthday Party

The effect of the Grunt Birthday Party Skull.

Level: Crow's Nest

Directions:

  1. Method A: On your way to the barracks, you will come across a section in the level where you are required to drop down into a shaft, and at the bottom, are several pipe entrances, where Drones fly in and out of. Reaching the bottom will initiate a Cortana Moment.
  2. If you walk to the end of the corridor, there is another large drop (purple pipe with a rotating fan), but do not jump down. Instead, look down around the drop and you will notice a small ledge protruding out a little bit with a green arrow just visible in the middle of it. If you approach the edge very slowly and walk backwards very quickly as soon as you fall, you will land on the ledge. The skull will be located at the end of the passage.
  3. Method B: After the battle with the chieftain and brutes, grab a grav lift. Countinue on until you are in the shaft with the drones. Walk down the corridor and go down the large drop. Turn around and throw the grav lift. Go through it and then you'll enter the passage with the skull at the end of it.

Icon: A skull marked with a candle.

Effect: If a Grunt is shot in the head with any headshot-capable weapon (such as the Battle Rifle, Beam Rifle, Carbine, Sniper Rifle or Magnum), a popping sound is heard, colourful confetti explodes out of it (the explosion causes minor damage to nearby enemies), and a sound clip of children cheering from the game Viva Piñata can be heard in the background. When the Grunt's head explodes, their mask will usually fall off.

Cowbell

Level: The Ark

Directions:

  1. You must start this level from the beginning; starting from any other point will cause the skull to not appear. After defeating the Scarab, take a Gravity Lift from the small structure in the center (to the right of the entrance up the large slope), then continue on until you pass the room with a lot of explosive Plasma Batteries. In the hallway after this room, there is a tall section with openings above the turning point of the hall, and the skull is in the top one of the highest of these. There are several methods to obtain this skull:
    1. Method A: Use the Grav Lift to get there. The ideal place to deploy it is about three fourths of the way down the ramp, and a little to the left of the center, while facing up-ramp (facing up-ramp will ensure the Grav Lift doesn't slip farther down). Run down the ramp and jump, such that you reach the peak of your jump while directly over the Grav Lift. You should also be running towards the tall section, aiming towards the middle of the top shelf on the section. If your Grav Lift expires or is destroyed, you can always revert to last save since the room containing the skull is a checkpoint. If you have difficulty getting there, crouch while being Grav-Lifted. This may take a few tries.
    2. Method B: If you are having too much trouble placing the Grav Lift, it is possible to drive a Brute Chopper into the building. You can then drive the Chopper to the bottom of the ramp, jump onto it, and deploy the Grav Lift, which will go through the vehicle. You should be elevated to the opening with the skull.
    3. Method C: If you are playing on Co-Op, have two of the players grab a Grav Lift. One (Person A) should drop their Grav Lift before the platforms, use it to go up to the fourth level (one below the skull), and wait for their partner (Person B) to join them. Person B should stand right on the edge of that platform and deploy their Grav Lift while facing straight down. If Person A placed the first one right, then the two Grav Lifts should line up, with one hovering above the other. Person A should then walk backwards off the edge and onto the Grav Lift(s). A will end up being suspended above the platform with the skull, at which point they should just keep holding the left thumbstick forward until they move onto the platform. If they can't move forward, they should keep pushing forward anyway, because when the lower Grav Lift breaks, they will drop onto the platform.

Icon: A skull marked with a cowbell.

Effect: Physics impulses are increased. Explosions and melee attacks launch characters and objects farther, but the damage is not affected.

IWHBYD (I Would Have Been Your Daddy) Skull

Main article: IWHBYD Skull (Halo 3)

Level: The Covenant

Icon: A skull marked with a double helix.

Effect: Unlocks new, often humorous, dialogue for the AI.

Other Skulls

Unknown Skull (Second Blind Skull)

Level: Cortana

Directions:

  1. The Unknown Skull can be found in the reactor room. First, kill all of the Flood forces in the room. Once the room is free of Flood, search the room for some stacked up Deployable Covers. Make sure you have some grenades (not Spike Grenades or Firebombs) with you.
  2. Grab one of the Deployable Covers and climb one of the pillars that extend from the upper floor. Deploy the cover and climb it. Then, jump to the upper floor. If you can't do it with the Deployable Cover, throw a grenade on the end of the pillar and grenade jump -- if you got the Famine Skull by grenade jumping, you should be able to reach the upper floor in 2-3 tries.
  3. When you're up, search around the surface and look down. At some point, you should find the Unknown Skull among some bones. It's above the main door.

Icon: This skull is a second Blind skull, so the icon is the same.

Effects: Carrying it throughout the level will make you start the next level with a Spartan Laser and your current secondary weapon.

Note: Obtaining this skull before obtaining the original Blind Skull will make the Blind Skull available on the campaign options screen.

Assassin Skull

The Assassin Skull was found coded inside of the mainmenu.map file in the list of the other 13 skulls.

Level: Unknown (Possible Levels: Sierra 117, Guardian Forest, Halo)

Description: "Interred where heroes fall."

Effect: "Overactive camo"

Some players believe that it has the same effect as the Assassins Skull from Halo 2. This has not been confirmed yet.

Mythic Skulls

These skulls can be found in the Mythic Map Pack levels that can give you achievements.

Orbital Skull

Level: Orbital

Icon: A skull marked with the emblem of the Quito Space Tether.

Direction: Above the pit between the two pathways, go up until you see the skull on the ledge. You must exit Edit Mode on the ledge beside it, crouch and get it.

Assembly Skull

Level Assembly

Icon: A skull marked with Lekgolo worms.

Direction: Near the middle. Between the two pipes connecting the middle to the building. Use Edit Mode in Forge to fly up there.

Sandbox Skull

Level: Sandbox

Icon: A skull marked with a Monitor.

Direction:

  1. The skull is located between two of the Guardian towers, at the right of the sun -- locating the Skull in Theater first helps. The towers fire upon the player on sight, and are one-hit kills, so to reach the skull, a player has to use Scenery items to protect themselves. An easy way to obtain the skull is through the following steps:
    1. In Forge, overload the map.
    2. Locate the skull and construct a Tube Y-Intersection surrounding the skull. This will serve as your protection against the towers' deadly beam.
    3. Place two two-way teleporter nodes; one inside the tube and the other within the map's safe zone.
    4. Start a new round and simply walk into the teleporter and obtain the skull.

Heretic Skull

Level: Heretic

Icon: A skull marked with the Mark of Shame.

Direction: Standing on the sword platform face the windows and the skull is 90 degrees to the right of the sword under the vents.

Longshore Skull

Level: Longshore

Icon: A skull marked with a harpooned fish.

Direction: On the top of a large ventilation shaft beside a "Fronk's" sign. Head for the aircraft carrier & then turn right. Only accessible via Forge.

Citadel Skull

Level: Citadel

Icon: A skull marked with the symbol of the Citadel.

Direction: Find the overshield on the blue side. Then look for the wall with the blue triangular shapes on it. There should be a pillar in-between the shapes. At the top of this pillar, to the right in an alcove is the skull. Only accessible via Forge.

Trivia

  • The Mythic Skulls have gold teeth.
  • A Skull's melee power is the same as a regular melee, rather than an instant kill with the Oddball.
  • Halo 3 Skulls also have neural interfaces in the back of them, like those used by John-117, Captain Keyes and Lord Hood.
  • The "I Would Have Been Your Daddy" Skull references to the first chapter of Assault on the Control Room, in Halo: Combat Evolved which shares the same name. The skull name is the same quote from the beginning of the level.
  • On any level with the Arbiter, if you kill the Arbiter in a safe spot, and drop the skull very close to him, he might jump up and grab it and use it as a weapon, going into the fight hitting enemies with the skull as he goes.
  • Halo 3 skulls are generally easier to get than in Halo 2. They can be found on the Normal difficulty, and are often hidden in simple places which require far less skill and time to reach; examples being the Tough Luck, Mythic and Thunderstorm skulls, which only require taking a simple detour rather than a complicated jump challenge.
  • In Co-op, if any of the players do not have the skull of that corresponding level and someone picks it up, the skull will be unlocked in both the menu and as an Achievement for the players which did not already have it.

External Links

  • Bungie.net - Get the most out of skulls
  • Location of all the skulls

Gallery


This article uses material from the "Halo 3 Skulls" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Fist of Guthix article)

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the mini-game. For the legendary object sometimes known as the Fist of Guthix, see Stone of Jas.
"Fog" redirects here. For the fog banks seen in Stealing Creation, see Fog (stealing creation).
This article is about the mini-game. For for tactics and tips about Fist of Guthix, see, see Tactics and Tips.
This is a safe minigame. If you die here, you will not lose your items.
Location on World map
Chaos Temple (Wilderness)
Air Obelisk Fist of Guthix Slayer Tower
Varrock
Players at the Charge Center.

File:Fist of Guthix icon highscores.png Fist of Guthix is a minigame that was released on 9 April 2008. The game employs tactics and strategy, and offers a substantial range of rewards to players. To begin playing Fist of Guthix, players must first speak to Fiara. Please note that this is a "Safe" mini-game. You will not lose any items if you die in the minigame. Fist of Guthix happens to be one of the few minigames which you can have a highscore rank in. The current number rating needed to be on the mini-game high scores is 500. It is also a great way to train Magic because runes provided are free. However, due to the short span of a match, it is faster to train with your own runes, albeit more pricey.

Though the gap between Fist of Guthix and the beginning of the Wilderness is small, there are low level Giant rats which may attack you. There also have been known Revenant attacks on the way. It is usually unlikely that a player will get attacked by a high level Revenant since Fist of Guthix is in relatively low level wilderness, but if the player's level is close enough to a high level Revenant then one should still be careful, because they deal a lot of damage quickly.

The current Member's Fist of Guthix worlds are:  92, 98, 110 and 140. There are also Free-to-Play worlds, including: 20, 25, 93, 107, 119, 128, 146 and 149. Although there are designated worlds, Fist of Guthix can be played on all worlds except Bounty Worlds and PvP Worlds. You will still be able to access the bank and talk to the NPCs in Fist of Guthix in Bounty and PvP Worlds, but it may be difficult to play the mini-game, due to the lack of players who go to a PvP World and play minigames.

Contents

Location

The entrance to the Fist of Guthix lobby is a cave located in level 7 Wilderness, directly north of Varrock. If a player heads north from Varrock's East bank, they will reach the cave entrance. There is a very slim chance that the player may encounter Revenants on the way to the minigame, as there is only a short distance between Fist of Guthix and Varrock. If players are worried about this, they may bank all of their items before heading out into the Wilderness, and simply pick them back up at the bank in the Minigames lobby, or, if they are members, they can use the Ring of Duelling to teleport straight into the cave as of 27 January 2009.

Lobby

Reggie

After players enter the cave, they will be inside the main lobby. Here, the players can talk to Fiara to learn the rules of the game, access their bank, talk to Reggie who runs the shop, talk to some of the druids like Alran, Getorix and Pontimer to learn more about the history of this place and finally enter the waiting room for the minigame. New players must talk to Fiara first before they are allowed to play the game.

There can only be 250 players in the minigame at once. If the game is full, players in the lobby will not be able to access the waiting room until the game has cleared out a bit. Players can simply wait a few minutes until the waiting room is open, or they may wish to switch worlds if the current world is exceptionally busy.

Once inside the waiting room, players need only to wait until the game matches them with an opponent and they will then be teleported into the main Fist of Guthix arena, as long as there is enough players in the room.

The waiting room.

Note that the combination can be of different players of different combat levels. At the corner of the waiting lobby, there is an entrance where players can see but cannot click on it. The examine text is "I should wait for my opponent first." Thus, this is probably a decoration but not a sign of future update.

Gameplay

The minigame consists of two rounds and is 1 vs 1. In each round, one player is classified as the "hunted", and the other player is classified as the "hunter". In the first round, the roles are determined randomly. In the second round, the roles are swapped and all stats are restored. Therefore both players will have a chance to play each role; afterwards a winner is determined based upon number of charges you were able to collect during your turn as "hunted".

Any food, runes (including essence), skilling supplies that cannot be equipped (such as a tinderbox, food, etc), all afros, holiday items(Except for clothing), and potions CANNOT be brought in the game arena. There will be a warning if you attempt to bring an item that you cannot use.

rules of mini game

A player in the hunter role
A Hunted player runs from their Hunter.

The following items are supplied to each player when a player goes into the waiting area, and taken away if they leave it:

Bandages
  • 5 Bandages - Heals a player's Hitpoints by 1-15, for a maximum total of 75 Hitpoints.
Catalytic runes
  • 300 Catalytic runes - Works as a replacement for any non-elemental runes (mind, chaos, death, blood, nature, soul etc.)
Elemental runes
  • 1,000 Elemental runes - Works as a replacement for any elemental runes. (earth, air, fire, water)
Tele-orb
  • Tele-orb - You use this to instantly teleport to the centre of the arena.

At the end of the game, most of the arrows on the ground will be returned to their original owners, so there is no need to pick them up while in the game (Similar to the Duel Arena).

Facilities of the fighting area

The fighting area is composed of a large circular area, with teleport houses and ruins surrounding the center. At the edges of the arena, there are stone dispensers for hunted players to grab a stone of power. The teleport houses protect the hunted when entered. It makes the hunted invisible to everyone else and it disables any "locking on" effects but also drains the hunted's hitpoints initially, decreasing by three every five seconds. Any player standing on the Fist of Guthix will have their running energy rapidly restored. The stone of power can accumulate charges with a faster rate if it is brought closer to the centre.

Roles

For tactics and tips for playing, please see this page

Hunted

Being the hunted player is usually considered much more challenging, but it is also the only round in which the player can get charges (points). The basic objective is to gather as many charges from the "Fist of Guthix", a large energy well in the centre of the field, as possible before time runs out or the player dies.

The stone of energy!

To gather charges, the player must first pick up a stone of power from a stone dispenser, and then wield the stone to gather charges. Note that the stone is two-handed, and can only gather charges when it is wielded (not just in the inventory), meaning that the hunted player will be unable to fight back whilst wielding the Stone. Players can gather charges anywhere in the arena, although the closer to the centre (the "Fist of Guthix") they are, the faster they will gather charges. Players wielding the stone will gain charges in packets, having around a three second delay between packets. The hunted can attack the hunter, but no spells can be used and the hunted can only rely on melee or range, though they should be aware they no longer gather charges if fighting the hunter. Once the hunted is dead, the hunter respawns in a random location. It is only recommended to do so if you want to use a different strategy. The max charges is 5000. To obtain 5000 charges the player must be in the center of the arena the whole time.

Note that the hunted player will have their abilities slightly reduced, meaning a high-level hunted player can still be extremely vulnerable to a low-levelled hunter. However, the maximum hit of a hunter doesn't decrease. If they move toward the centre their abilities will be reduced even more but they will get more charges. Hunted players will also be dealt 1 damage occasionally as they are absorbing charges ranging from 0 to 15, and 2 damage for charges above 15, so a watchful eye should be kept on your remaining hitpoints, even if your hunter is nowhere to be found.

Hunted players do have an advantage, however, in that they can use the teleport houses located around the arena. Hunters cannot access, see players inside these houses, and automatic lock-on is cancelled, so the hunted player is safe while inside them. There are portals inside to teleport the player to the other houses located around the field, however there is a chance that the player will be teleported near the centre where he/she is vulnerable. Also, if the player teleports he/she will lose 20 charges. Note that the player will have some hitpoints drained when they enter a house, and often take 4 damage occasionally inside the northeast house and 3 damage in the other houses, and they cannot gather any charges while in the house. Sometimes, the teleport may fail and you will end up outside a teleport house or in the centre. If a player has recently exited a teleport house, they will not be able to enter another house again for about 20 seconds. A hunted player with less than 20 charges cannot use the portals in the houses.

Armour for gameplay

Hunted

When you are the hunted, you want to have the best protection and not too much weight from attacks that you can. That's where what armour you are wearing comes in. This section explains the best armour to put on based on the attack style your opponent is using. This is meant for F2P players, and it would not be useful to members. There is nothing for the shield or weapon slots because you cannot carry those if you are holding the stone.

The components of full rune armour, used against melee and ranged pures, range-2h hybrid hunters:

The component of full Green Dragonhide armour, used against mage pures:

A mix of Green Dragonhide armour and rune armour, used against balanced players:

A component of full combat magic armour, used against ranged or magic

Bear in mind the maximized bonus only partially protects against hunter's attack, as you will still be hit very often unless the hunter has a very low combat level or very low attack bonus.
It is NOT recommended to make the load too heavy though, as the stone of power already weighs 30kg and a 80kg+ load can drain running energy very rapidly.
Hunter

A popular way of hunting is that a non-pure hunter will bring armour that gives a bonus in magic or ranged combat and bring a melee weapon as a side form of damage in case the defender uses protection spells from Prayer. A rune scimitar is a common weapon as it is fast and light. For free-to-play magic users, the Combat robes obtained through Fist of Guthix give a good magic bonus.

The components used for a Combat pure when hunting in f2p:

Note: This is mainly for a melee pure with level 1 defence. Different pieces of armour may be used in other pure types. Refer to the Combat pure article for more information on those specific types.

Round End

A player who won with 5000 charges.

A round will end under any of the following circumstances:

  • Time runs out
  • The hunted player gets killed
  • The hunted player gets the maximum number of charges (5,000)
  • Either player logs out or leaves the arena (If your opponent logs out and you have not had a turn to be the hunted yet, you will have 500 or 150 points and your opponent will have 0, resulting in a win for you)

When the first round ends, both players will swap roles, stat effects will be reset, and the second round will begin. After the second round, the player with the most energy charges (or the only player left in the event of a log out or forfeit) wins.

Rewards

Winning a match of the game will earn you:

  • Rating points - Use to keep track of your progress on the high score tables. Rating changes are based on how many charges you either won or lost by.
An example Fist of Guthix rating.
  • Fist of Guthix tokens - Currency for Reggie's shop, which can be used to buy the items listed below. The amount of tokens you win depends on two things:
A Fist of Guthix token.
  1. How many energy charges you managed to collect in the game. The more energy charges, the more tokens.
  2. Your total level. Guthix favours those players who are skilled in many areas, so your winnings will increase as your total level increases.

Note: If two players tie, which is very unlikely, both players will lose a small amount of rating and receive one token, unless they forfeited recently. In that case, they will not receive a token.

Players receive one or two tokens for good effort, if they lose. Players who forfeit are flagged as a forfeiter and will receive less tokens from their next game.
The result of a tie.

List of rewards

Shop

Inside the main lobby, Reggie owns a shop where you can spend the Fist of Guthix tokens you have earned. The items here consist of various types of gloves that can increase your experience while training certain skills, magical robes which may supply certain runes for you or increase the potency of certain spells, and special types of armour that can give you strength or ranging bonuses.

Note that all items listed here will degrade over time (with the exception of gloves and gauntlets - see below). The items will also be untradeable until the item has completely degraded.

To repair/recharge any degraded item, use the item with the shop-keeper Reggie, and he will recharge the item for you a specific cost of tokens.

To completely degrade an item, allowing you to trade it, simply use the item with Reggie and he will deplete the item for free.

Rather than degrading, gloves will simply crumble into dust after 1,000 uses.

There is no way to repair these gloves - A new pair must be bought from Reggie after you have lost the old pair. NOTE: Do not confuse with gauntlets (see below.)

Gauntlets bought at the Fist of Guthix do not degrade over time, but simply degrade completely when the player dies. This does not apply when the player dies while participating in a safe minigame. NOTE: Do not confuse with gloves (see above.)You can restore the gauntlets power if you pay a small price. You can also sell your degraded gauntlets on the Grand Exchange.

Criticism

Lag

Many players have complained about the massive amounts of lag in this minigame, and being logged out of the game due to lag is quite common. Therefore, players are advised to not play this minigame in RuneScape HD - This will help reduce lag and lower chances of being logged out. Sometimes, big amounts of lag will cause the arrow to stay in the position where the hunted player was before, but the hunted player wouldn't be there.

'Screen spamming'

On crowded worlds, if two players are paired together and the hunter is a lower level than the hunted, the hunted can abuse this by hiding amongst the crowds of players in the middle of the arena, the arrow will point to them but right clicking on them results in their name being "lost" under floods of "Trade", "Follow", "Req assist" and "Walk here". (known to some as a screen spam) This is because of the coding involved in the game where all higher levels need to be right clicked to be attacked.

"Death Dotting" (DDing)

A common technique among the "hunted" is to group together on a single spot in the centre of the stage. These players can often be seen shouting "Dd here!" or "dd!". The purpose of this is to prevent "hunters" from killing players so easily, as all the hunted players are grouped together on a single tile, the hunters will have to scroll through a huge list to find the player they need to attack, and sometimes are unable to find the player entirely. This has caused much strife throughout the official Jagex forums and from players in-game.

Logging Out

Players experienced a problem that logged them out instantly while playing the game. This happened usually when the Player went into a house. Many players had come to the conclusion that when there are too many players, a few of them will be logged out. This was confirmed to be a glitch, and has been fixed.

House Hugging

A method that causes a lot of complaints from hunters, is the practice of hiding in the houses until the hunter is out of sight, and then going outside until the hunter is near, and then repeating this until the round is over, or the hunter forfeits in frustration. A recent update to the houses prevents immediate re-entry after exiting a house, although it is still possible to house hug.

Combat Level Difference

This has caused criticism among players with lower combat levels because players are paired randomly, regardless of combat skills, and can often put those players at a large disadvantage. For example, even if a level 80 player is waiting to play and there are many other players around their level, they could likely be paired with someone at a much higher level; even as high as level 138. Yet, unlike most other PvP activities, this gives higher-levelled players a large advantage of being able to more easily kill lower levelled players.

This has sparked many suggestion threads in the "Suggestions" part of the Official Forums, saying that there should be a level difference cap, or that pairs should just be more equal in combat level.

Opponents Running

This common method has made many players frustrated and angry. The "hunted" runs around the game arena, hoping to not get attacked. They sometimes go to the Fist of Guthix to collect charges and recharge their run energy. Hunters in the first round may threaten to do the same in the next round, as a way to fight fire with fire, so to speak. However, seeing as this is the entire point of the game, many players consider it unnecessary to become angry at this.

Pures

Fist of Guthix is a popular minigame for Magic pures, since the minigame offers free Magic runes that you can use only during Fist of Guthix and decent rewards for the tokens. This is especially effective for Magic training, as there is no cost to casting combat spells because of the free runes.

Tricks for the hunted

  • The Fist's Edge- A good trick for the hunted player, this can be done by waiting on the edge of the arena, then teleporting when your enemy appears on-screen. This is easiest to do from the far east side of the arena because of the outcropping that sticks out. Immediately teleport to the center and run to a house. This works best when you have a high Hitpoints Level, as you need to wait until your enemy is off-screen. Get out when your opponent is off the screen, and run for a stone dispenser a distance away from the exit, as your opponent will most likely leave out of frustration. If you want to get lots of charges, stay on the south-most edge of your house. Your enemy will be looking elsewhere for you, and will eventually leave. This trick works best when you are a hunted on the first round.
  • Teleporter- When your opponent is on-screen, teleport from the edge to the center, and go directly to a house and wait for your opponent to fly in and out of your minimap, then use the teleporter, and hope that you end up in a new house away from your enemy. Wait outside your house, and you can gain thousands of Charges.

Training Uses

Magic Training

Xp gained in this minigame is simply reduced to half (Wearing Sacred Clay Armour does not increase xp received during the minigame at all).

Because the Fist of Guthix provides free runes, it is a popular place to train magic. The trainers should go to a world with few players (not a Fist of Guthix World). There are several ways to train magic in the Fist of Guthix:

  1. The hunter wears whatever provides the lowest possible magic attack bonus. The hunted should wear whatever provides the highest magic defence bonus. The hunter won't receive the xp from the damage done, therefore this should be used by higher mages where the xp received from damage doesn't matter as much because a high Base XP is already given. This technique is good for people who want to do other things while playing. The hunted should stay near the edge, and the hunter should stay near the middle as possible.
  2. The hunter wears whatever provides the highest possible magic attack bonus. The hunted wears whatever provides the lowest possible magic defence bonus. This should generally be used by lower level mages, where the xp from the damage matters more, because a low Base XP is given. This technique requires the trainers to pay more attention, and there is always the chance of being paired with someone else in the waiting room. The hunter should stay near the edge, and the hunted should stay near the middle as possible, and be carrying the stone of power.
  3. Somewhere in between these two techniques.

Glitches

  • When in Fist of Guthix arena opening items kept on death it will show as if the mini game was unsafe although it is safe.
  • There used to be a glitch, in which when you enter the cave to access the Fist of Guthix minigame, the Wilderness level will switch rapidly to 260 for a split second, despite the fact that the Fist of Guthix lobby isn't in the Wilderness.
  • There used to be a glitch where if you brought a law rune into the arena, the screen that said not to bring any runes did not appear, and the Law rune could be brought into the game.
  • The arrow indicating your opponent's location often does not show up, especially in situations where a player is lagging a lot.
  • There is a glitch when you level up, but the message that you get when you level up won't show. This seems to happen only during the times when the game is lagging.
  • There is also a glitch that occurs if there is lag at the precise moment the game ends. It may have other causes, though. This glitch also makes the win (or loss) text not appear, you just appear in the lobby.
  • There is another glitch that happens, probably because of lagging at the moment the game begins, which makes your opponent's name not appear, it just says the word Name.
  • If you die at the right moment of attacking someone after you die when the game is over you may still have the attack option outside of the Fist of Guthix area. This has also happened in Castle Wars.
  • There is a glitch where if you are 1 hitpoints and use a bandage to heal as you get hit with 1 damage, you die with 15 hitpoints
  • There is a glitch in the game lobby where the player can step on the same square as Fiara.
  • There is a glitch where when you are in the waiting room and use a spell on another player, when starting the game, the spells in the spell book will not light up but can be used.
  • There is a glitch where, if the hunter and hunted kill each other at the same time they both respawn in the same role, giving the Hunted an extra HP bar.
  • There is a glitch where if the hunter preaches using a prayerbook at the same time the hunted dies the game treats that match as a tie with both players having zero charges, even if the match only lasted one round.

Trivia

The Saradomin symbol
  • When first released, when asked if he could recharge an item, Reggie would reply, "In that case hand me the item over what you want recharged." Jagex cleaned up the awkwardly worded statement to "Just hand me the item you want recharged and I'll see what I can do."
  • It is impossible to trade while in-game, drop items or cast alchemy spells, Bones to Bananas, Superheat Item, or any Teleportation spells. A screen saying "You are not here to do this" will appear if a player tries to perform such actions.
  • The music was originally named "Guthixs' Hunter". This has since been changed "Guthix's Hunter".
  • On the second day after the release of the game, a group of people found out that if the hunted left the battle he would only lose 8 ratings while the hunter would receive 21 rating and 12 tokens. This lead to abuse, so Jagex changed the mechanics so that if the hunted left, they lost over 40 rating and the hunter only gained 12 rating and 3 tokens.
  • Near the Forfeit Caves players can see symbols similar to Saradomin Symbols, the origin of these symbols once being unknown. However, a Postbag from the Hedge has cleared this up and states that the symbols were caused by Saradominists attempting to make the place their temple. Fiara forced them to flee, and they carved the symbols there before leaving.
  • It was possible for a player to do an emote while in the waiting room and they would not enter the arena and could continuously skip rounds. Give Thanks, Around the World in Eggty Days and Skillcape emotes were most popular because the emote duration for each is very long.
  • When the house portals fail, the player will sometimes walk through the walls of the house.
  • A lot of people that escape from their hunters decide to teleport to the centre because their run energy recharge more quickly here. The downside is that you are very weakened in the centre.
  • The Charge Center in the middle of Fist of Guthix looks like the imprint of where the Stone of Jas used to be. This is likely to be true, since the Stone of Jas' other name is 'Fist of Guthix'.
  • Strangely, the clocks on the scoreboards have their minute hand moving, but the hour hand stays at about 4-o-clock.
  • If you run to the south-west corner of the waiting room, you will see a seemingly useless "Entrance" which can be examined but not used in any way.
  • Some Mages use this game to level Magic as the game supplies 1300 free runes to use in one game.  
  • On the 3rd of December 2009, the tokens to recharge the items were reduced.
  • The FunOrb game Armies of Gielinor, has a unit called "druid" and resembles the druids in the lobby.

References

References


This article uses material from the "Fist of Guthix" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Fog

Overview

Fog appears on various indoor maps with Ghosts.

Powers

Spectral Chill -Accuracy -Damage -Perception
You are in a fog cloud. You feel its Spectral Chill in your bones. Your accuracy, perception and damage are greatly reduced while within it.


This article uses material from the "Fog" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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