| 8th | Top severe weather phenomena |
Founded: 1990s
Headquarters: Minneapolis, MN
Website Link(s): Official Site
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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.
| BIOGRAPHY | |
|---|---|
| Fog | |
| 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)
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can turn into psychedelic death cloud that absorbs people, retaining their personalities
![]() 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. |
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Doom Patrol Villain(s) |
Fog may refer to:
Halo 3 Skulls are human skulls hidden in Halo 3's Campaign. Once activated, a skull makes gameplay either more humorous, or more challenging.
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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.
| 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. |
Level: Sierra 117
Directions:
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
Directions:
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
Level: Tsavo Highway
Directions:
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
Level: The Storm
Directions:
There are multiple methods which can be used to get onto the building.
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
Level : Floodgate
Directions:
Icon: A skull marked with a swirl of fog.
Effect: Your Motion Tracker is disabled completely.
Point Multiplier: 1.5x
Level: The Ark
Directions:
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
Level: The Covenant
Directions:
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
Level: Cortana Directions:
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
Level: Halo
Directions:
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
Silver Skulls provide no score multipliers when turned on.
Level: Sierra 117
Directions:
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.
Level: Crow's Nest
Directions:
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.
Level: The Ark
Directions:
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.
Level: The Covenant
Icon: A skull marked with a double helix.
Effect: Unlocks new, often humorous, dialogue for the AI.
Level: Cortana
Directions:
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.
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.
These skulls can be found in the Mythic Map Pack levels that can give you achievements.
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.
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.
Level: Sandbox
Icon: A skull marked with a Monitor.
Direction:
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.
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.
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.
![]() The code containing hints to skull locations and descriptions. Notice the assassin skull is listed. |
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| Location on World map | ||||
| Chaos Temple (Wilderness) | ||||
| ↑ | ||||
| Air Obelisk | ← | Fist of Guthix | → | Slayer Tower |
| ↓ | ||||
| Varrock | ||||
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.
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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.
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.
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.
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.
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The following items are supplied to each player when a player goes into the waiting area, and taken away if they leave it:
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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).
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.
For tactics and tips for playing, please see this page
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.
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.
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
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.
A round will end under any of the following circumstances:
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.
Winning a match of the game will earn you:
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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.| Druidic mage robes | |
| Combat robes | |
| Battle robes | |
| Dragonhide coifs | |
| Gauntlets |
Bronze • Iron • Steel • Black • Mithril • Adamant • Rune • Dragon |
| Spikeshields and Berserker shields |
Adamant spike • Rune spike • Adamant berserker • Rune berserker |
| Gloves (herb, fishing, runecrafting, etc.) |
Irit • Avantoe • Kwuarm • Cadantine • Swordfish • Shark • Air • Earth • Water • Dragon slayer gloves |
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
![]() Items kept on death Glitch |
![]() The wilderness level 260 glitch |
![]() Walking through the gate, instead of entering the game |
![]() A player is hunted, but cannot get an energy stone |
![]() A player is told over and over that they may not attack with the stone |
![]() Instead of a player's actual rating, the word "Rating" appears. |
![]() Instead of a player's name, a player is hunting "Name" |
![]() A player starts a round with 5000 charges |
![]() A player's spellbook fails to light up |
| Team games |
Barbarian Assault • Blast Furnace • Castle Wars • Clan Wars • Fishing Trawler • The Great Orb Project • Pest Control • Shades of Mort'ton • Soul Wars • Stealing Creation • Trouble Brewing • Vinesweeper |
| Solo games |
Archery competition • Barrows • Champions' Challenge • Creature Creation • Gnome Ball • Gnome Restaurant • Impetuous Impulses • Mage Arena • Mage Training Arena • Pyramid Plunder • Ranging Minigame • Rogue Trader • Sorceress's Garden • Tai Bwo Wannai Cleanup • Tears of Guthix • Temple Trekking • Treasure Trails • TzHaar Fight Cave |
| PvP games |
Bounty Hunter • Burthorpe Games Room • Castle Wars • Clan Wars • Duel Arena • Fist of Guthix • Mobilising Armies • Rat Pits • Soul Wars • Stealing Creation • TzHaar Fight Pit |
| Agility courses |
Agility Pyramid • Ape Atoll • Bandos agility course • Barbarian Outpost • Brimhaven • Dorgesh-Kaan • Gnome Stronghold • Penguin • Rogue's Den • Werewolf Agility Course • Werewolf Skullball • Wilderness |
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