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| {{Title|''Halo: Reach'' skulls}} | | {{Era|RE}}<br />{{Ratings}}<br />{{New Content}} |
| {{Status|Gameplay}} | |
| '''Halo: Reach skulls''' are gameplay-modifying difficulty-multipliers in the appearance of [[human]] [[skull]]s in ''Halo: Reach''. Most of the [[Halo 3 skulls|skulls featured]] in ''[[Halo 3]]'' are included in ''Halo: Reach''. Just like ''[[Halo 3: ODST]]'', skulls are no longer [[easter eggs]] in-game, and can also be accessed in the [[campaign]] menu without claiming them in campaign levels. Skulls, including the newly-introduced customizable Firefight skulls, are also present in [[Firefight]], randomly activated on every beginning of a set. A campaign game on [[Legendary]] with all skulls activated is named "[[Mythic (difficulty)|Mythic]]".
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| ==Campaign scoring==
| | The '''Cloud skull''' is a [[new skull]] featured in the upcoming 2010 game ''[[Halo: Reach]]''.<ref>[http://www.youtube.com/watch?v=u2AqgsysHXQ ''SDCC: Halo Reach Panel Part 1 '']</ref> The effects of when the skull is turned on is currently unknown. |
| {| class="wikitable sortable"
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| |-
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| !Icon
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| !Skull Name
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| !Multiplier
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| !Short Description
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| |-
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| |[[File:HR Iron Skull.png|center|50px]]
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| |[[#Iron|Iron]]
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| |1.2×
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| |In Solo play, dying reverts the player to the beginning of the level. In cooperate play, any player death reverts to the previous checkpoint.
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| |-
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| |[[File:HR Black Eye Skull.png|center|50px]]
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| |[[#Black Eye|Black Eye]]
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| |1.1x
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| |No auto-shield regeneration. Only melee attacks cause shields to recharge.
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| |-
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| |[[File:HR Tough Luck Skull.png|center|50px]]
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| |[[#Tough Luck|Tough Luck]]
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| |1.1×
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| |Grenades, Needler fire, projectiles (i.e. [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]], [[Elo'Nakada-pattern concussion rifle|concussion rifle]], and [[Class-2 Projectile cannon|Fuel Rod Cannon]]) and vehicular charges are evaded more skillfully by the AI. Brutes go Berserk more often and Grunts will turn Kamikaze more often.
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| |-
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| |[[File:HR Catch Skull.png|center|50px]]
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| |[[#Catch|Catch]]
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| |1.1×
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| |NPCs throw many more grenades at an alarming rate. NPCs always drop two grenades when dying.
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| |-
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| |[[File:HR Fog Skull.png|center|50px]]
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| |[[#Cloud|Cloud]]
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| |1.1×
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| |Motion Tracker is fully disabled.
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| |-
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| |[[File:HR Famine Skull.png|center|50px]]
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| |[[#Famine|Famine]]
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| |1.2×
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| |Dropped weapons have much less ammunition/charge.
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| |-
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| |[[File:HR Thunderstorm Skull.png|center|50px]]
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| |[[#Thunderstorm|Thunderstorm]]
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| |1.2×
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| |All enemies are promoted to higher ranks.
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| |-
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| |[[File:HR Tilt Skull.png|center|50px]]
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| |[[#Tilt|Tilt]]
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| |1.2×
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| |Enemy defensive resistances/weaknesses are amplified.
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| |-
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| |[[File:HR Mythic Skull.png|center|50px]]
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| |[[#Mythic|Mythic]]
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| |1.2×
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| |All NPC's health allocation is doubled.
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| |-
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| |[[File:HR Blind Skull.png|center|50px]]
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| |[[#Blind|Blind]]
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| |1×
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| |Player HUD and weapon model are disabled.
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| |-
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| |[[File:HR Grunt Birthday Party Skull.png|center|50px]]
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| |[[#Grunt Birthday Party|Grunt Birthday Party]]
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| |1×
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| |Headshots on Grunts trigger a confetti effect and sounds of children cheering.
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| |-
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| |[[File:HR Cowbell Skull.png|center|50px]]
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| |[[#Cowbell|Cowbell]]
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| |1×
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| |Increased acceleration from explosions.
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| |-
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| |[[File:HR IWHBYD Skull.png|center|50px]]
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| |[[#IWHBYD|IWHBYD]]
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| |1×
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| |Rare dialogue becomes more common.
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| |}
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| ==Primary skulls==
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| ===Iron===
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| {{Article quote|Co-op reverts to previous checkpoint on player death. 1P restarts mission.}}
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| The Iron skull causes the mission to restart if the player dies during the campaign for whatever reason. On campaign [[Cooperative Play]], if even one player dies everyone is forced to revert back to the last reached checkpoint.<ref name="skull">[http://www.gamesradar.com/halo-reach-skulls-list/ '''GamesRadar''': ''Halo: Reach Skulls list'']</ref> In Firefight, the skull disables respawning after the player died.
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| ===Black Eye===
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| {{Article quote|Shields don't recharge except from melee attacking enemies.}}
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| The Black Eye skull causes the automatic regeneration of the player's [[Energy shielding|energy shields]] to be disabled. The only way to recharge the energy shields is to melee or perform [[assassination]] on an enemy.{{Ref/Reuse|skull}} | |
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| ===Tough Luck===
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| {{Article quote|Enemies always make every saving throw, always berserk, always dive, never flee...}}
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| Tough Luck skull causes enemies to evade vehicles, dodge grenades and heavy weapon projectiles. [[Unggoy]] would be less likely to flee and could easily turn suicidal.{{Ref/Reuse|skull}} [[Type-26 Ground Support Aircraft|Banshees]] are more likely to perform evasive maneuver when locked on by heavy weapons.
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| ===Catch===
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| {{Article quote|Enemies are grenade happy - 2× as often and 2× as fast.}}
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| The Catch skull causes the frequency in which AI-controlled characters throw grenades to be doubled, while also always dropping two grenades upon death.{{Ref/Reuse|skull}}
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| ===Cloud===
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| {{Article quote|Motion sensor disabled with this setting.}}
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| The Cloud skull is a new skull featured in ''Halo: Reach'', replacing the [[Halo 3 skulls#Fog|Fog skull]] in ''Halo 3''. Just like the Fog skull, the Cloud skull causes the player's [[motion tracker]] to be disabled.
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| ===Famine===
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| {{Article quote|Weapons drop 50% less ammo.}}
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| The Famine skull causes all dropped weapons' ammunition or charge to be reduced by 50%. Weapons stored in crates and [[M6 Grindell/Galilean Nonlinear Rifle|Spartan Lasers]] are unaffected.{{Ref/Reuse|skull}}
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| ===Thunderstorm===
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| {{Article quote|Major upgrade to all enemies.}}
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| The Thunderstorm skull causes enemies' ranks to increase. Unggoy and [[Sangheili]] are, most if not all, promoted to [[Ultra]]s, [[Kig-yar]] spawn as [[Kig-yar Major|Majors]] and [[Kig-yar Sniper|Snipers]], [[Skirmisher]]s spawning as [[Skirmisher Commando|Commandos]] and [[Skirmisher Champion|Champions]], [[Yanme'e]] much more likely to be [[Yanme'e Major|Majors]] or [[Yanme'e Ultra|Ultras]] and [[Jiralhanae]] [[Jiralhanae Captain Major|Captain Majors]] to spawn.
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| ===Tilt===
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| {{Article quote|Damage tables are modified.}}
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| The Tilt skull exaggerates the strengths and weaknesses of weapons. For example, the [[M6G Personal Defense Weapon System|magnum]] is only 1/4 as effective against [[energy shielding]], while the [[Type-25 Directed Energy Pistol|plasma pistol]] is only 2/3 as effective against [[health]].
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| ===Mythic===
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| {{Article quote|Double enemy health.}}
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| The Mythic skull causes enemies to have twice as much health than they normally would.{{Ref/Reuse|skull}}
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| ==Secondary skulls==
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| ===Blind===
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| {{Article quote|HUD and first person arms and weapon are hidden.}}
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| The Blind skull causes the player's first person [[Heads-up display|HUD]], including the scoring box, weapon and arms, to disappear.{{Ref/Reuse|skull}} The effect can be slightly compensated by pressing the "Back" button on the [[Xbox 360]] controller, which gives a brief summary over the screen of the weapon and armor ability the player currently wields.
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| ===Cowbell===
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| {{Article quote|Acceleration scale from explosion is 3x.}}
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| Purely for comical purposes, the Cowbell skull increases physics effects three-fold. Explosions and melee attacks launch players and NPCs further than normal, but damage is not affected.{{Ref/Reuse|skull}}
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| ===Grunt Birthday Party===
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| {{Article quote|Grunts explode as if they were plasma grenades when they are killed with a headshot.}}
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| The Grunt Birthday Party skull causes [[headshot]]s on Grunts to explode in a shower of confetti as well as producing a sound clip of children cheering. However, the confetti explosion does no damage, unlike in ''Halo 3'' and ''Halo 3: ODST''.{{Ref/Reuse|skull}} The description is most likely a reference to the [[Halo 2 skulls#Grunt Birthday Party|original Grunt Birthday Party]] skull in ''[[Halo 2]]'', which will produce [[Anskum-pattern plasma grenade|plasma grenade]] explosion on the Unggoy upon being shot in the head by the player.
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| ===IWHBYD===
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| {{Article quote|Common combat dialogue becomes less common, and vice versa.}}
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| This IWHBYD (I Would Have Been Your Daddy) skull causes rare and secret dialog to appear throughout the campaign and turns off normal dialog.{{Ref/Reuse|skull}}
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| ==Firefight custom skulls==
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| In Firefight, there are three customizable skulls the player can have: Red, Blue, and Yellow. Each of these skulls has exactly the amount of customization ability as gametype modifications have.
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| <center>
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| <gallery widths="100">
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| File:HR Custom Firefight Skull 1.png|The red skull icon in Firefight.
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| File:HR Custom Firefight Skull 2.png|The blue skull icon in Firefight.
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| File:HR Custom Firefight Skull 3.png|The yellow skull icon in Firefight.
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| </gallery>
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| </center>
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| ==''MCC'' skulls==
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| ===Acrophobia===
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| This skull was made available in ''[[Halo: The Master Chief Collection]]'' in the [[Series 9]] update.
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| {{Clear}}
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| ===Bandana===
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| This skull was made available in ''Halo: The Master Chief Collection'' in the [[Series 9]] update. It gives infinite ammo, grenades, and reduces armor abilities cooldown to zero. It also allows the player to board and kill [[Mgalekgolo|Hunters]].
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| {{Clear}}
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| == Trivia ==
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| In ''Halo: The Master Chief Collection'', the Cloud skull is renamed [[Halo 3 Skulls#Fog|Fog]] to match the other games in the collection. When activated during a Firefight match, the on-screen text says "Fog" though the announcer still says "Cloud".
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| ==Sources== | | ==Sources== |
| {{Ref/Sources}}
| | <references/> |
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| [[Category:Halo: Reach]]
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| [[Category:Skulls]]
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