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| Hidden | |
| Series: | Torchwood - BBC Audiobooks |
| Release Number: | Four |
| Featuring: | Jack Harkness Gwen Cooper Owen Harper Toshiko Sato Ianto Jones |
| Enemy: | Sir Robert Craig, the Arcanis Servitorus |
| Setting: | Cardiff |
| Writer: | Steven Savile |
| Read by: | Naoko Mori |
| Producer: | |
| Post Production: | |
| Publisher: | BBC Audio |
| Release Date: | 4th February 2008 |
| Format: | 2x1 hour 15 minutes CD |
| Prod. Code: | |
| ISBN: | |
| Previous Story: | |
| Following Story: | Everyone Says Hello |
Contents |
After a series of violent and seemingly unrelated deaths, the solution to a riddle seems to point the finger of blame at Captain Jack. Can the Torchwood team uncover the truth, which lies hidden in the heart of the Welsh countryside, in time to save their leader?
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| SHORT STORY | |
| "Hidden" | |
| Attribution |
| Series: | Star Trek: Voyager |
| Author(s): | Jan Stevens |
| Publication information | |
| Printed: | Strange New Worlds VI |
| Chronology | |
| Date: | 2377 |
Contents |
| published order | ||
|---|---|---|
| Previous story: The End of Night |
Strange New Worlds VI |
Next story: Widow's Walk |
| chronological order | ||
| Previous Adventure: Author, Author |
Next Adventure: Friendship One |
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This article is a stub. You can help our database by fixing it. |
Hidden is a secret Element that is given to several attacks in Final Fantasy VII. There is no definite way to see this element except by the use of equipping an Elemental Materia with a non-elemental materia (Long Range) in a character's armor. Many Materia are also classified with this element. The only attack that deals damage from this attribute (and thus is the only attack that can be absorbed) is Ultimate Weapon's Ultima Beam. Also, note that all of Aeris's Limit Breaks have this attribute as well.
| Game Element | Type | Enemy Used By | Effect |
|---|---|---|---|
| Curses | Enemy Attack | Dorky Face | Inflicts Silence. |
| Electromag | Enemy Attack | Hell Rider VR2 | Switches the party's row. |
| Funny Breath | Enemy Attack | Dorky Face | Inflicts Confuse on the party. |
| Petrif-Eye | Enemy Attack | Demon's Gate | Inflicts Gradual Petrify. |
| Petrify Smog | Enemy Attack | Cokatolis | Inflicts Gradual Petrify. |
| Smoke Bullet | Enemy Attack | Marine, Attack Squad, Submarine Crew | Inflicts Blind and Sleep. |
| Stone Strike | Enemy Attack | Bagyrisk | Inflicts Petrify. |
| Stone Stare | Enemy Attack | Gagighandi | Inflicts Gradual Petrify |
| Ultima Beam | Enemy Attack | Ultimate Weapon | Inflicts major non-elemental damage to the party. Can be absorbed via Elemental-(non-elemental materia) in a character's slot. |
The following materia are also classified as having the "Hidden" element, and can be combined with the Elemental materia in a character's slot to reduce damage, or in the case of Ultimate Weapon's Ultima Beam, absorb it:
| v · e · d |
|---|
| Recurring Elements |
| Dark - Earth - Fire - Gravity - Holy - Ice - Lightning - Poison - Water - Wind |
| Final Fantasy |
| Dia |
| Final Fantasy IV |
| Throw |
| Final Fantasy VII |
| Hidden |
| Before Crisis -Final Fantasy VII- |
| Comet |
| Attributes |
| Crisis Level - Cut - Hit - Punch - Restorative - Shoot - Shout |
Contents |
Their names are Grissel, Wallow, and Abigor. Minions of Blackheart, these fallen angels are mystical henchmen that fear only the brave and have the power to hide in anything, anywhere.
Equipment: None known.
Transportation: None known.
Weapons: None known.
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The Autobots learn that being robots in disguise is more complicated than they thought.
| Transformers: Cybertron > Episode 3 | |||
| Previous episode | Next episode | ||
Contents |
At sea, Bud is riding aboard one of two Autobots who have taken on colorful submarine altmodes. He declares this to be totally awesome, until a ship from the real Navy shows up, and the crew apparently mistakes the Autobots for foreign missile subs. They threaten to fire. The Autobots dive to escape the danger (much more energetically than a real sub could), and the captain of the ship decides to pretend the whole thing never happened.
In a suburban parking lot, Coby is attempting to teach an assortment of sports car Autobots how to behave like real Earth cars, including parallel parking. They have an unfortunate tendency to show off. A bunch of spectators start admiring the cars, and Coby begins extemporizing about how he designed them. A police officer then points out that the cars aren't street legal. Coby quickly declares that they're really voice-activated remote-controlled cars. A quick demonstration of the cars' remarkable abilities (e.g., dancing) befuddles the officer, and Coby escapes in one of the cars.
Deep in the desert, an old man driving a truck stops at a red traffic light. He comments to himself that there's no conceivable need for a light here, and a disembodied voice tells him to not even think about running the light. It then turns green, and the same voice tells him he can go. Well and truly freaked, he speeds away. Lori comes out from behind a rock, and advises Signal Lancer that traffic lights don't usually talk.
Later, back at the Autobots' base, Jetfire admonishes the kids that they need to pick the Autobots' altmodes a little more carefully, since they don't want to call attention to themselves. The kids begin to squabble among themselves over who screwed up worst.
In the command center, Optimus, Scattorshot, and Hot Shot are teleconferencing with Red Alert on Cybertron, who is about to initiate an attempt to collapse the universe-devouring black hole in on itself, thus ending the threat to Cybertron. Jetfire enters, and complains to Hot Shot about how the kids aren't much help. Hot Shot tells him to give them a chance.
The attempt to collapse the black hole fails. Vector Prime enters, and states that the only real solution is to find the Cyber Planet Keys. The Autobots are skeptical, but after some discussion they decide to make that their priority.
Jetfire meets with the kids again, and discovers that they're now buckling down and discussing the practical aspects of hiding the Autobots on Earth. He's reassured.
In the command center, Scattorshot picks up some Air Force transmissions regarding an unidentified bogey. Scattorshot identifies it as the Decepticon Thundercracker. Two Air Force planes try to shoot Thundercracker down, and he starts playing with them. Jetfire, Vector Prime, and Optimus Prime head out to save them. Jetfire swoops in to protect the planes, shielding them from 'Cracker's missiles with his body. For a moment, he appears to be destroyed, but then he emerges from the explosion, and instinctively summons his Cyber Key. His powered-up attack easily disposes of Thundercracker's next salvo, and Vector Prime opens a dimension gate to send the Air Force planes to safety. (Over the Bermuda Triangle, apparently.) Thundercracker flees, pursued by Jetfire. Optimus calls out for him to stop, but is suddenly confronted by Megatron and Starscream. Jetfire and Thundercracker duel (with Jetfire getting the better of it) until Scattorshot shoots the Decepticon down.
Meanwhile, Optimus tries to deck Megatron, but falls down. The Decepticons just stand there looking smug, as Optimus and Vector Prime demand the return of the Planet Map. Megatron refuses. Optimus tosses Starscream aside, switches to Super Mode, gets tagged by 'Scream, summons his Cyber Key, and knocks Starscream down with a double cannon blast. Megatron still refuses to surrender the map. He and Optimus trade a few punches, but when Autobot reinforcements arrive, Megatron declares it's time to leave. He brags about having already located the first Cyber Planet Key, then warps away with Starscream.
One of the Air Force pilots reports in to his superior officer about their strange encounter with giant robots. The officer doesn't seem particularly surprised, and seems to know about Transformers. He tells the pilot that everything about his encounter is classified.
Back at the Autobot base, Coby is setting the refugees up with sensible, inconspicuous altmodes, Bud is providing them with templates for holographic drivers, and Lori is teaching them the traffic laws. Jetfire comments that this may work out after all.
And, deep in space, Megatron stares down at Velocitron, location of the first Cyber Planet Key . . .
Written by: ???
Original airdate: September 2005???
(Numbers indicate order of appearance.)
| Autobots | Decepticons | Humans |
|---|---|---|
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"But . . . I never got a chance to ask him where I could get one of those."
"I'm supposed to do this all day long?"
"Either that, or go home and get sucked into a black hole."
"That's a good point."
"That's way better than a square dance for cars in a parking lot!"
"Ha! Shows what you know! They were break-dancing!"
"Unidentified flying object? Is it an Autobot or a Decepticon? Can you tell who it is?"
"Just a second . . . good guy, bad guy, good guy, bad guy . . . Bad guy! It's Thundercracker!"
"You're a stone-cold fool, Jetfire."
"Coming from you, that's a compliment."
"Tell you what. Here's another little something coming from me!"
Launches missiles.
"You're nothing better than a common thief."
"Soon enough I'll be ruler of the Universe! I care not what vermin like you think of me."
Creepy superior officer: If you tell anyone, the only flying you'll do . . . is at an amusement park. Got it?
Air Force pilot: Yes sir. But, what was that thing anyway?
Creepy superior officer: It's classified. Top secret.
Air Force pilot: Yes sir. I know. But, what was that thing anyway?
Creepy superior officer: It was nothing at all, pilot, understand?
Air Force pilot: Yes sir! I do.
"I'm going to teach you guys all the traffic laws. We're going to start with traffic lights, okay? So, what do you do when you see this color?"
Green light.
"You go!"
"And this color?"
Red light.
"You go less!"
"Very funny. Come on . . . "
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Skill can divert clumsy raw power, and precisely applied force can solve many problems. As a Stalker, this is the core of your specialty. You do your best work when attacking from ambush, and can even hide in plain sight to escape foes. Deadly attacks and good defenses make you a dangerous combatant and assassin, but you can be overwhelmed if you're not careful.
Faction: Villain
The Stalker's power sets are:
Primary: Melee
Secondary: Defense
The Stalker has Low Hit Points and High Damage.
A Stalker's primary power sets are designed for melee. They are:
A Stalker's secondary power sets are designed for defense. They are:
Stalkers cause a great deal of additional damage through critical hits. The exact chances of a critical vary greatly with the situation and the power used. Stalker criticals do double damage except in one case which we'll get to in a moment.
Most Stalker single-target attacks automatically critical against any target if the Stalker is Hidden. If the Stalker isn't Hidden and he's attacking a PvE enemy, his chance of critting is 10% + 3% per teammate within 30'. In PvP, most un-Hidden Stalker single-target attacks can only crit if the target is Held or Slept, and do so 20% of the time, but a few get criticals 10%-15% of the time regardless of whether the target is mezzed.
Stalker AoE attacks work similarly, though the crit chances for Hidden AoEs and for un-Hidden PvP AoEs are half the typical single-target chances. Un-Hidden PvE AoEs use the full 10% + 3%/teammate formula without halving. Crits are checked separately for each target hit.
A Stalker's Assassin's Strike stands out from his other attacks. If the Stalker isn't Hidden, his Assassin's Strike has the normal crit chance and damage bonus in PvE, and it will never crit in PvP. But if the Stalker is Hidden, this attack is extremely potent. First of all, if it misses, the Stalker stays Hidden. If it hits, it crits automatically, for almost triple normal damage instead of double. If the target is another player, this bonus damage ignores his resistances. If the target survives, all nearby non-player enemies (which may include the target itself!) are Demoralized and suffer a small but irresistable ToHit penalty, and occasionally Fear as well, for eight seconds.
Despite the rather misleading name, the Hidden status only means that the Stalker is poised to deliver stronger or more reliable critical hits. Hidden mode and Stealth aren't directly linked, although they often occur together. A Stalker can be Hidden even if an enemy has enough Perception to see him.
Stalkers have two ways to become Hidden. The Hide power continually grants Hidden status, though that status suppresses for eight seconds each time the Stalker uses an attack power (except for missed Assassin's Strikes), suffers damage from an enemy (falling doesn't count), or clicks a mission object. Using the Placate power on any target also puts the Stalker in Hidden mode, no matter who he attacks, for a fixed period of ten seconds.
Hidden: This, and the extra Defense and Stealth it provides, is suppressed when you attack (including Placate, but not including a missed Assassin's Strike), or when you are *damaged* by an enemy. A lucky (or Lucky) Stalker can perform their Assassination strike while the victim is shooting at them.
For most of your attacks, if you hit while hidden, you'll score a Critical Hit for double damage. You might start with the slower, higher-damage attack to take advantage of this. Your Assassination power, when attacking from Hidden, will do even more bonus damage. No matter what power pool you were thinking of at Threat Level 6, take your Assassination power; it'll make 8 come much quicker. =)
Combine Build Up (Focus Chi, ...) with your Assassination power to take out non-resistant yellow Lieutenants in one shot.
Against a small group of tougher enemies in a mission, you can take one out, run away, wait for them to lose interest (target one of the survivors and wait for the box elbows to run the other way), then come back and take out another. Repeat until you feel comfortable scrapping with who's left.
Placate is useful and good fun, if slightly random. If it works, it lets you get an Assassination critical against a lone enemy that was attacking you, without having to run away and wait for Hidden to come back.
Placate cannot miss (Smoke Flash being an exception). It also modifies the behaviour of the victim enemy, causing them to give up on attacking you. However, if you take damage from another source, they will go right back to attacking you. They may also have another attack queued up, which may also knock you back into scrapping.
Against a pair, Assassin's Strike one, then Placate, Build Up and hit the other one for an extra-strong critical. Against three, Assasin's Strike the first one, Build Up and scrap with the second, then Placate and AS the third. (Against four or more, consider using the "run away!" technique given above.) Placate's also useful for not having to cross fifty yards of mission to stop that last minion from following you before your next Assassin Strike.
In many missions, you'll find a group of enemies run up to somewhere you were, intent on stopping you; they may run right past you then do nothing, thanks to your Hide. Take them out at your leisure. In bank heists, such 'ambush' squads attack you regardless of your Hide; charge in and get your critical while you can. Placate still works on members of those squads, thankfully.
Unless the mission requires you to click multiple objects or escort someone out, you can generally skip straight to the end of the mission thanks to Hide to complete the objective. You may also look for small groups or easy kills (such as a lone lieutenant or minions who are spread out). Because mission completions and bosses are worth so much experience, it's a good idea to stick to simple defeat missions and only take out groups that you're comfortable with.
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